opengl.geometry: Add/use texturing support.
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@@ -2,8 +2,7 @@ with
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openGL.Primitive,
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openGL.Buffer,
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openGL.Program,
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openGL.Texture,
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openGL.Variable.uniform;
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openGL.Texture;
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private
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@@ -49,52 +48,9 @@ is
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type texture_Id is range 1 .. max_Textures;
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-- procedure Texture_is (Self : in out Item'Class; Which : texture_ID; Now : in Texture.Object);
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-- function Texture (Self : in Item'Class; Which : texture_ID) return Texture.Object;
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--
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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object) is null;
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function Texture (Self : in Item) return openGL.Texture.Object;
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-- *************************************************************************
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-- TODO: Move all texture code to a new 'openGL.Geometry.texturing' package.
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type fade_Level is delta 0.001 range 0.0 .. 1.0; -- '0.0' is no fading, '1.0' is fully faded (ie invisible).
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type fadeable_Texture is
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record
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Fade : fade_Level := 0.0;
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Object : openGL.Texture.Object := openGL.Texture.null_Object;
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textures_Uniform : openGL.Variable.uniform.sampler2D;
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fade_Uniform : openGL.Variable.uniform.float;
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end record;
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type fadeable_Textures is array (texture_Id range 1 .. max_Textures) of fadeable_Texture;
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type texture_Set is
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record
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Textures : fadeable_Textures;
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Count : Natural := 0;
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is_Transparent : Boolean := False; -- Any of the textures contains lucid colors.
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initialised : Boolean := False;
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end record;
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procedure enable (the_Textures : in out texture_Set;
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Program : in openGL.Program.view);
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procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object);
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function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object;
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procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object);
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function Texture (in_Set : in texture_Set) return openGL.Texture.Object;
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procedure Bounds_are (Self : in out Item'Class; Now : in Bounds);
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function Bounds (self : in Item'Class) return Bounds; -- Returns the bounds in object space.
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