opengl: Add tiling for multi-textures.
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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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