opengl: Add tiling for multi-textures.
This commit is contained in:
@@ -38,28 +38,6 @@ begin
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end;
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-- Set the lights initial position to far behind and far to the left.
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--
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-- declare
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-- use openGL.Palette;
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--
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-- initial_Site : constant openGL.Vector_3 := (0.0, 0.0, 15.0);
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-- cone_Direction : constant openGL.Vector_3 := (0.0, 0.0, -1.0);
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--
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-- Light : openGL.Light.diffuse.item := Demo.Renderer.Light (Id => 1);
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-- begin
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-- Light.Color_is (Ambient => (Grey, Opaque),
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-- Diffuse => (White, Opaque));
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-- -- Specular => (White, Opaque));
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--
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-- Light.Position_is (initial_Site);
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-- Light.cone_Direction_is (cone_Direction);
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--
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-- Demo.Renderer.Light_is (Id => 1, Now => Light);
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-- end;
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declare
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-- The models.
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--
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@@ -78,10 +56,9 @@ begin
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the_Visuals (i) := new_Visual (the_Models (i));
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end loop;
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the_Visuals (4).Site_is ([0.0, 0.0, -50.0]);
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the_Visuals (1).Scale_is ([0.2, 0.2, 1.0]); -- Text visual.
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-- Main loop.
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--
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while not Demo.Done
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@@ -0,0 +1,84 @@
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with
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openGL.Model.polygon.lit_textured,
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openGL.texture_Set,
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openGL.Visual,
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openGL.Light,
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openGL.Palette,
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openGL.Demo;
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procedure launch_tiling_Demo
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--
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-- Exercise the renderer with an example of all the models.
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--
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is
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use openGL,
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openGL.Math,
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openGL.linear_Algebra_3D,
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openGL.Palette;
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begin
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Demo.print_Usage ("Use space ' ' to cycle through models.");
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Demo.define ("openGL 'Render Models' Demo");
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Demo.Camera.Position_is ([0.0, 0.0, 2.0],
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y_Rotation_from (to_Radians (0.0)));
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declare
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use openGL.Light;
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the_Light : openGL.Light.item := Demo.Renderer.new_Light;
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begin
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the_Light.Site_is ([0.0, 0.0, 5.0]);
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the_Light.Color_is (White);
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Demo.Renderer.set (the_Light);
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end;
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declare
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the_Texture : constant asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
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Details : openGL.texture_Set.Details := openGL.texture_Set.to_Details ([1 => the_Texture]);
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the_Model : Model.polygon.lit_textured.view;
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-- := Model.polygon.lit_textured.new_Polygon (vertex_Sites => [[-1.0, -1.0], [1.0, -1.0], [1.0, 1.0], [-1.0, 1.0]],
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-- texture_Details => openGL.texture_Set.to_Details ([1 => the_Texture]));
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-- The visuals.
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--
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use openGL.Visual.Forge;
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the_Visual : openGL.Visual.view;
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begin
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Details.texture_Tilings (1) := (S => 5.0, T => 4.0);
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the_Model := Model.polygon.lit_textured.new_Polygon (vertex_Sites => [[-1.0, -1.0], [1.0, -1.0], [1.0, 1.0], [-1.0, 1.0]],
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texture_Details => Details);
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the_Visual := new_Visual (the_Model.all'Access);
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-- Main loop.
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--
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while not Demo.Done
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loop
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Demo.Dolly.evolve;
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Demo.Done := Demo.Dolly.quit_Requested;
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-- Render all visuals.
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--
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Demo.Camera.render ([1 => the_Visual]);
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while not Demo.Camera.cull_Completed
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loop
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delay Duration'Small;
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end loop;
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Demo.Renderer.render;
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Demo.FPS_Counter.increment; -- Frames per second display.
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delay 1.0 / 60.0;
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end loop;
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end;
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Demo.destroy;
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end launch_tiling_Demo;
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17
3-mid/opengl/applet/demo/textures/tiling/tiling_demo.gpr
Normal file
17
3-mid/opengl/applet/demo/textures/tiling/tiling_demo.gpr
Normal file
@@ -0,0 +1,17 @@
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with
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"opengl_demo",
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"lace_shared";
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project tiling_Demo
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is
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for Object_Dir use "build";
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for Exec_Dir use ".";
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for Main use ("launch_tiling_demo.adb");
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package Ide renames Lace_shared.Ide;
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package Builder renames Lace_shared.Builder;
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package Compiler renames Lace_shared.Compiler;
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package Binder renames Lace_shared.Binder;
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end tiling_Demo;
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@@ -5,9 +5,10 @@
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// Texturing snippet.
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//
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uniform int texture_Count;
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uniform sampler2D Textures [16];
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uniform float Fade [16];
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uniform sampler2D Textures [16];
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uniform float Fade [16];
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uniform bool texture_Applies [16];
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uniform vec2 Tiling [16];
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vec4
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apply_Texturing (vec2 Coords)
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@@ -18,12 +19,17 @@ apply_Texturing (vec2 Coords)
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{
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if (texture_Applies [i])
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{
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Color.rgb += texture (Textures [i], Coords).rgb
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* texture (Textures [i], Coords).a
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vec2 tiled_Coords;
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tiled_Coords.s = Coords.s * Tiling [i].s;
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tiled_Coords.t = Coords.t * Tiling [i].t;
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Color.rgb += texture (Textures [i], tiled_Coords).rgb
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* texture (Textures [i], tiled_Coords).a
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* (1.0 - Fade [i]);
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Color.a = max (Color.a, texture (Textures [i],
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Coords).a);
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tiled_Coords).a);
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}
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}
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@@ -2,6 +2,7 @@ uniform int texture_Count;
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uniform sampler2D Textures [16];
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uniform float Fade [16];
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uniform bool texture_Applies [16];
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uniform vec2 Tiling [16];
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vec4
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@@ -14,17 +15,17 @@ apply_Texturing (vec2 Coords)
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{
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if (texture_Applies [i])
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{
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Color.rgb += texture (Textures [i], Coords).rgb
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* texture (Textures [i], Coords).a
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vec2 tiled_Coords;
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tiled_Coords.s = Coords.s * Tiling [i].s;
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tiled_Coords.t = Coords.t * Tiling [i].t;
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Color.rgb += texture (Textures [i], tiled_Coords).rgb
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* texture (Textures [i], tiled_Coords).a
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* (1.0 - Fade [i]);
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// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade [1]);
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Color.a = max (Color.a,
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texture (Textures [i],Coords).a * (1.0 - Fade [i]));
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// Color.a = max (Color.a,
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// texture (Textures [i],Coords).a);
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texture (Textures [i], tiled_Coords).a * (1.0 - Fade [i]));
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}
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}
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@@ -62,8 +62,10 @@ is
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then
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for i in 1 .. openGL.texture_Set.texture_Id (for_Model.texture_Count)
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loop
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Uniforms.Textures (i).fade_Uniform .Value_is (Real (for_Model.Fade (Which => i)));
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Uniforms.Textures (i).texture_applied_Uniform.Value_is (for_Model.texture_Applied (Which => i));
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Uniforms.Textures (i).tiling_Uniform .Value_is (Vector_2' ((for_Model.Tiling (Which => i).S,
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for_Model.Tiling (Which => i).T)));
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Uniforms.Textures (i).fade_Uniform .Value_is (Real (for_Model.Fade (Which => i)));
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Uniforms.Textures (i).texture_applied_Uniform.Value_is (for_Model.texture_Applied (Which => i));
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glUniform1i (Uniforms.Textures (i).texture_Uniform.gl_Variable,
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GLint (i) - 1);
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@@ -92,10 +94,12 @@ is
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texture_uniform_Name : constant String := "Textures[" & trim (Natural'Image (i - 1), Left) & "]";
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fade_uniform_Name : constant String := "Fade[" & trim (Natural'Image (i - 1), Left) & "]";
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texture_applies_uniform_Name : constant String := "texture_Applies[" & trim (Natural'Image (i - 1), Left) & "]";
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tiling_uniform_Name : constant String := "Tiling[" & trim (Natural'Image (i - 1), Left) & "]";
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begin
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Uniforms.Textures (Id). texture_Uniform := for_Program.uniform_Variable (Named => texture_uniform_Name);
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Uniforms.Textures (Id). fade_Uniform := for_Program.uniform_Variable (Named => fade_uniform_Name);
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Uniforms.Textures (Id).texture_applied_Uniform := for_Program.uniform_Variable (Named => texture_applies_uniform_Name);
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Uniforms.Textures (Id).tiling_Uniform := for_Program.uniform_Variable (Named => tiling_uniform_Name);
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end;
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end loop;
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@@ -139,7 +143,7 @@ is
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function Fade (Self : in Item; Which : in texture_Set.texture_ID := 1) return texture_Set.fade_Level
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is
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begin
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return Self.texture_Set.Textures (which).Fade;
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return Self.texture_Set.Textures (Which).Fade;
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end Fade;
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@@ -180,11 +184,34 @@ is
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function texture_Applied (Self : in Item; Which : in texture_Set.texture_ID := 1) return Boolean
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is
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begin
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return Self.texture_Set.Textures (which).Applied;
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return Self.texture_Set.Textures (Which).Applied;
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end texture_Applied;
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overriding
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procedure Tiling_is (Self : in out Item; Now : in texture_Set.Tiling;
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Which : in texture_Set.texture_ID := 1)
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is
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begin
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Self.texture_Set.Textures (Which).Tiling := Now;
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end Tiling_is;
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overriding
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function Tiling (Self : in Item; Which : in texture_Set.texture_ID := 1) return texture_Set.Tiling
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is
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begin
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return Self.texture_Set.Textures (Which).Tiling;
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end Tiling;
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overriding
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procedure enable_Textures (Self : in out Item)
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is
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@@ -22,6 +22,7 @@ is
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texture_Uniform : openGL.Variable.uniform.sampler2D;
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fade_Uniform : openGL.Variable.uniform.float;
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texture_applied_Uniform : openGL.Variable.uniform.bool;
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tiling_Uniform : openGL.Variable.uniform.vec2;
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end record;
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@@ -50,7 +51,6 @@ is
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-------------
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--- Mixin ---
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-------------
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@@ -64,7 +64,6 @@ is
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procedure create_Uniforms (for_Program : in openGL.Program.view);
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overriding
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procedure Fade_is (Self : in out Item; Now : in texture_Set.fade_Level;
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Which : in texture_Set.texture_ID := 1);
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@@ -85,6 +84,11 @@ is
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overriding
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function texture_Applied (Self : in Item; Which : in texture_Set.texture_ID := 1) return Boolean;
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overriding
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procedure Tiling_is (Self : in out Item; Now : in texture_Set.Tiling;
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Which : in texture_Set.texture_ID := 1);
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overriding
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function Tiling (Self : in Item; Which : in texture_Set.texture_ID := 1) return texture_Set.Tiling;
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overriding
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@@ -136,6 +136,17 @@ is
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function Tiling (Self : in Item; Which : in texture_Set.texture_ID := 1) return texture_Set.Tiling
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is
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begin
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raise program_Error with "Geometry has no texture.";
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return (S => 0.0,
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T => 0.0);
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end Tiling;
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procedure Program_is (Self : in out Item; Now : in openGL.Program.view)
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is
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begin
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@@ -66,6 +66,10 @@ is
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Which : in texture_Set.texture_ID := 1) is null;
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function texture_Applied (Self : in Item; Which : in texture_Set.texture_ID := 1) return Boolean;
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procedure Tiling_is (Self : in out Item; Now : in texture_Set.Tiling;
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Which : in texture_Set.texture_ID := 1) is null;
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function Tiling (Self : in Item; Which : in texture_Set.texture_ID := 1) return texture_Set.Tiling;
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procedure Bounds_are (Self : in out Item'Class; Now : in Bounds);
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@@ -107,15 +107,15 @@ is
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loop
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the_Vertices (Index_t (i)) := (Site => Vector_3 (the_Sites (i) & 0.0),
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Normal => Normal,
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Coords => (Coords_and_Centroid.Coords (Index_t (i)).S * Self.texture_Details.texture_Tiling.S,
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Coords_and_Centroid.Coords (Index_t (i)).T * Self.texture_Details.texture_Tiling.T),
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Coords => (Coords_and_Centroid.Coords (Index_t (i)).S,
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Coords_and_Centroid.Coords (Index_t (i)).T),
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Shine => default_Shine);
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end loop;
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the_Vertices (the_Vertices'Last) := (Site => Vector_3 (Coords_and_Centroid.Centroid & 0.0),
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Normal => Normal,
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Coords => (S => 0.5 * Self.texture_Details.texture_Tiling.S,
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T => 0.5 * Self.texture_Details.texture_Tiling.T),
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Coords => (S => 0.5,
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T => 0.5),
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Shine => default_Shine);
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face_Geometry := new_Geometry (Vertices => the_Vertices);
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@@ -7,12 +7,13 @@ is
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package body Mixin
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is
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overriding
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procedure Fade_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.fade_Level)
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is
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begin
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Self.texture_Details.Fades (which) := Now;
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Self.texture_Details.Fades (Which) := Now;
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end Fade_is;
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@@ -21,16 +22,36 @@ is
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function Fade (Self : in textured_Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level
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is
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begin
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return Self.texture_Details.Fades (which);
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return Self.texture_Details.Fades (Which);
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end Fade;
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overriding
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procedure Tiling_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.Tiling)
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is
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begin
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Self.texture_Details.texture_Tilings (Which) := Now;
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end Tiling_is;
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overriding
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function Tiling (Self : in textured_Item; Which : in texture_Set.texture_Id) return texture_Set.Tiling
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is
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begin
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return Self.texture_Details.texture_Tilings (Which);
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end Tiling;
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procedure Texture_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in openGL.asset_Name)
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is
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begin
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Self.texture_Details.Textures (Positive (which)) := Now;
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Self.texture_Details.Textures (Positive (Which)) := Now;
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end Texture_is;
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@@ -26,6 +26,13 @@ is
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procedure Fade_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.fade_Level);
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overriding
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function Tiling (Self : in textured_Item; Which : in texture_Set.texture_Id) return texture_Set.Tiling;
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overriding
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procedure Tiling_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.Tiling);
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procedure Texture_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in asset_Name);
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@@ -240,6 +240,25 @@ is
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procedure Tiling_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.Tiling)
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is
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begin
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raise program_Error with External_Tag (Model.item'Class (Self)'Tag) & " Model does not support texturing.";
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end Tiling_is;
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function Tiling (Self : in Item; Which : in texture_Set.texture_Id) return texture_Set.Tiling
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is
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begin
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raise program_Error with External_Tag (Model.item'Class (Self)'Tag) & " Model does not support texturing.";
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return (S => 0.0,
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T => 0.0);
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end Tiling;
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function texture_Count (Self : in Item) return Natural
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is
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begin
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@@ -78,6 +78,10 @@ is
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procedure Fade_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.fade_Level);
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function Tiling (Self : in Item; Which : in texture_Set.texture_Id) return texture_Set.Tiling;
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procedure Tiling_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.Tiling);
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function texture_Count (Self : in Item) return Natural;
|
||||
|
||||
function texture_Applied (Self : in Item; Which : in texture_Set.texture_Id) return Boolean;
|
||||
|
||||
@@ -24,15 +24,14 @@ is
|
||||
is
|
||||
use ada.Calendar;
|
||||
|
||||
Now : constant ada.Calendar.Time := Clock;
|
||||
Now : constant ada.Calendar.Time := Clock;
|
||||
|
||||
begin
|
||||
if Now >= the_Animation.next_frame_Time
|
||||
then
|
||||
declare
|
||||
|
||||
next_frame_Id : constant frame_Id := (if the_Animation.Current < the_Animation.frame_Count then the_Animation.Current + 1
|
||||
else 1);
|
||||
else 1);
|
||||
old_Frame : Frame renames the_Animation.Frames (the_Animation.Current);
|
||||
new_Frame : Frame renames the_Animation.Frames (next_frame_Id);
|
||||
begin
|
||||
|
||||
@@ -25,6 +25,14 @@ is
|
||||
type texture_Ids is array (Positive range <>) of texture_Id;
|
||||
|
||||
|
||||
type Tiling is -- The number of times the texture should be wrapped.
|
||||
record
|
||||
S : Real;
|
||||
T : Real;
|
||||
end record;
|
||||
|
||||
type Tilings is array (texture_Id) of Tiling;
|
||||
|
||||
|
||||
--------
|
||||
--- Fade
|
||||
@@ -44,6 +52,7 @@ is
|
||||
Fade : fade_Level := 0.0;
|
||||
Object : openGL.Texture.Object := openGL.Texture.null_Object;
|
||||
Applied : Boolean := True; -- Whether this texture is painted on or not.
|
||||
Tiling : texture_Set.Tiling := (1.0, 1.0);
|
||||
end record;
|
||||
|
||||
type fadeable_Textures is array (texture_Id range 1 .. max_Textures) of fadeable_Texture;
|
||||
@@ -89,19 +98,13 @@ is
|
||||
--- Details
|
||||
--
|
||||
|
||||
type Tiling is -- The number of times the texture should be wrapped.
|
||||
record
|
||||
S : Real;
|
||||
T : Real;
|
||||
end record;
|
||||
|
||||
type Details is
|
||||
record
|
||||
Fades : fade_Levels (texture_Id) := [others => 0.0];
|
||||
Textures : asset_Names (1 .. Positive (texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the visual.
|
||||
texture_Count : Natural := 0;
|
||||
texture_Tiling : Tiling := (S => 1.0,
|
||||
T => 1.0);
|
||||
texture_Tilings : Tilings := [others => (S => 1.0,
|
||||
T => 1.0)];
|
||||
texture_Applies : texture_Apply_array := [1 => True, others => False];
|
||||
Animation : Animation_view;
|
||||
end record;
|
||||
|
||||
@@ -226,6 +226,16 @@ is
|
||||
|
||||
|
||||
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.vec2
|
||||
is
|
||||
the_Variable : Variable.uniform.vec2;
|
||||
begin
|
||||
the_Variable.define (Self, Named);
|
||||
return the_Variable;
|
||||
end uniform_Variable;
|
||||
|
||||
|
||||
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.vec3
|
||||
is
|
||||
the_Variable : Variable.uniform.vec3;
|
||||
|
||||
@@ -61,6 +61,7 @@ is
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.bool;
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.int;
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.float;
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.vec2;
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.vec3;
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.vec4;
|
||||
function uniform_Variable (Self : access Item'Class; Named : in String) return Variable.uniform.mat3;
|
||||
|
||||
@@ -97,6 +97,20 @@ is
|
||||
|
||||
|
||||
|
||||
-- vec2
|
||||
--
|
||||
procedure Value_is (Self : in vec2; Now : in Vector_2)
|
||||
is
|
||||
begin
|
||||
Tasks.check;
|
||||
glUniform2fv (Self.gl_Variable,
|
||||
1,
|
||||
Now (1)'Address);
|
||||
Errors.log;
|
||||
end Value_is;
|
||||
|
||||
|
||||
|
||||
-- vec3
|
||||
--
|
||||
procedure Value_is (Self : in vec3; Now : in Vector_3)
|
||||
|
||||
@@ -15,7 +15,7 @@ is
|
||||
-- Forge
|
||||
--
|
||||
|
||||
procedure define (Self : in out Item; Program : access openGL.Program.item'class;
|
||||
procedure define (Self : in out Item; Program : access openGL.Program.item'Class;
|
||||
Name : in String);
|
||||
overriding
|
||||
procedure destroy (Self : in out Item);
|
||||
@@ -33,6 +33,7 @@ is
|
||||
type bool is new Variable.uniform.item with private;
|
||||
type int is new Variable.uniform.item with private;
|
||||
type float is new Variable.uniform.item with private;
|
||||
type vec2 is new Variable.uniform.item with private;
|
||||
type vec3 is new Variable.uniform.item with private;
|
||||
type vec4 is new Variable.uniform.item with private;
|
||||
type mat3 is new Variable.uniform.item with private;
|
||||
@@ -43,6 +44,7 @@ is
|
||||
procedure Value_is (Self : in bool; Now : in Boolean);
|
||||
procedure Value_is (Self : in int; Now : in Integer);
|
||||
procedure Value_is (Self : in float; Now : in Real);
|
||||
procedure Value_is (Self : in vec2; Now : in Vector_2);
|
||||
procedure Value_is (Self : in vec3; Now : in Vector_3);
|
||||
procedure Value_is (Self : in vec4; Now : in Vector_4);
|
||||
procedure Value_is (Self : in mat3; Now : in Matrix_3x3);
|
||||
@@ -58,6 +60,7 @@ private
|
||||
type int is new Variable.uniform.item with null record;
|
||||
type float is new Variable.uniform.item with null record;
|
||||
|
||||
type vec2 is new Variable.uniform.item with null record;
|
||||
type vec3 is new Variable.uniform.item with null record;
|
||||
type vec4 is new Variable.uniform.item with null record;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user