Add initial prototype.

This commit is contained in:
Rod Kay
2022-07-31 17:34:54 +10:00
commit 54a53b2ac0
1421 changed files with 358874 additions and 0 deletions

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with
openGL.Shader,
openGL.Program,
openGL.Buffer.general,
openGL.Tasks,
openGL.Attribute,
openGL.Errors,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.colored
is
use GL.lean, GL.Pointers;
use Interfaces;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.view;
Name_1 : constant String := "Site";
Name_2 : constant String := "Color";
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
---------
-- Forge
--
function new_Geometry return Geometry.colored.view
is
use System.storage_Elements;
use type openGL.Program.view;
Self : constant Geometry.colored.view := new Geometry.colored.item;
begin
Tasks.check;
if the_Program = null
then -- Define the shaders and program.
declare
use openGL.Attribute.Forge;
sample_Vertex : Vertex;
Attribute_1 : Attribute.view;
Attribute_2 : Attribute.view;
begin
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/colored.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/colored.frag");
the_Program := new openGL.Program.item;
the_Program.define (vertex_Shader 'Access,
fragment_Shader'Access);
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => colored.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 4,
data_Kind => Attribute.GL_UNSIGNED_BYTE,
Stride => colored.Vertex'Size / 8,
Offset => sample_Vertex.Color.primary.Red'Address
- sample_Vertex.Site (1) 'Address,
Normalized => True);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
glBindAttribLocation (Program => the_Program.gl_Program,
Index => the_Program.Attribute (named => Name_1).gl_Location,
Name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.gl_Program,
Index => the_Program.Attribute (named => Name_2).gl_Location,
Name => +Attribute_2_Name_ptr);
Errors.log;
end;
end if;
Self.Program_is (the_Program);
return Self;
end new_Geometry;
------------
-- Vertices
--
function is_Transparent (Self : in Vertex_array) return Boolean
is
function get_Color (Index : in Index_t) return rgba_Color
is (Self (Index).Color);
function my_Transparency is new get_Transparency (any_Index_t => Index_t,
get_Color => get_Color);
begin
return my_Transparency (Count => Self'Length);
end is_Transparent;
--------------
-- Attributes
--
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Vertex,
Element_Array => Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL.Buffer,
openGL_Buffer_of_geometry_Vertices.Forge;
begin
free (Self.Vertices);
Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
end openGL.Geometry.colored;

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package openGL.Geometry.colored
--
-- Supports per-vertex site and color.
--
is
type Item is new Geometry.item with private;
type View is access Item'Class;
function new_Geometry return Geometry.colored.view;
------------
-- Vertices
--
type Vertex is
record
Site : Vector_3;
Color : rgba_Color;
end record;
type Vertex_array is array (Index_t range <>) of aliased Vertex;
type Vertex_array_view is access Vertex_array;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
private
type Item is new Geometry.item with
record
null;
end record;
end openGL.Geometry.colored;

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with
openGL.Shader,
openGL.Buffer.general,
openGL.Program,
openGL.Attribute,
openGL.Texture,
openGL.Palette,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
System,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.colored_textured
is
use GL.lean,
GL.Pointers,
Interfaces;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.view;
white_Texture : openGL.Texture.Object;
Name_1 : constant String := "Site";
Name_2 : constant String := "Color";
Name_3 : constant String := "Coords";
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
---------
-- Forge
--
type Geometry_view is access all Geometry.colored_textured.item'Class;
function new_Geometry return access Geometry.colored_textured.item'Class
is
use System,
System.storage_Elements;
use type openGL.Program.view;
Self : constant Geometry_view := new Geometry.colored_textured.item;
begin
Tasks.check;
if the_Program = null
then -- Define the shaders and program.
declare
use Palette,
Attribute.Forge;
Sample : Vertex;
Attribute_1 : Attribute.view;
Attribute_2 : Attribute.view;
Attribute_3 : Attribute.view;
white_Image : constant Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/colored_textured.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/colored_textured.frag");
the_Program := new openGL.Program.item;
the_Program.define (vertex_Shader 'Access,
fragment_Shader'Access);
the_Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => colored_textured.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 4,
data_Kind => Attribute.GL_UNSIGNED_BYTE,
Stride => colored_textured.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.attribute_Location (Name_3),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => Colored_textured.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
the_Program.add (Attribute_3);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_3).gl_Location,
name => +Attribute_3_Name_ptr);
Errors.log;
end;
end if;
Self.Program_is (the_Program.all'Access);
return Self;
end new_Geometry;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean
is
function get_Color (Index : in long_Index_t) return rgba_Color
is (Self (Index).Color);
function my_Transparency is new get_Transparency (any_Index_t => long_Index_t,
get_Color => get_Color);
begin
return my_Transparency (Count => Self'Length);
end is_Transparent;
--------------
-- Attributes
--
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => long_Index_t,
Element => Vertex,
Element_Array => Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in long_Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (long_Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (count => Now'Length));
end;
end Vertices_are;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "TODO";
end Indices_are;
overriding
procedure enable_Texture (Self : in Item)
is
use GL,
GL.Binding,
openGL.Texture;
begin
Tasks.check;
glActiveTexture (gl.GL_TEXTURE0);
Errors.log;
if Self.Texture = openGL.Texture.null_Object
then enable (white_Texture);
else enable (Self.Texture);
end if;
end enable_Texture;
end openGL.Geometry.colored_textured;

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package openGL.Geometry.colored_textured
--
-- Supports per-vertex site, color and texture.
--
is
type Item is new openGL.Geometry.item with private;
function new_Geometry return access Geometry.colored_textured.item'Class;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Color : rgba_Color;
Coords : Coordinate_2D;
end record;
type Vertex_array is array (long_Index_t range <>) of aliased Vertex;
type Vertex_array_view is access Vertex_array;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
private
type Item is new Geometry.item with
record
null;
end record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.colored_textured;

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with
openGL.Program.lit,
openGL.Buffer.general,
openGL.Shader,
openGL.Attribute,
openGL.Tasks,
openGL.Errors,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_colored
is
use GL.lean,
GL.Pointers,
Interfaces,
System;
------------------
-- Shader Program
--
type Program is
record
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
Program : openGL.Program.lit.view;
end record;
-----------
--- Globals
--
the_Program : aliased Program;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Color";
Name_4 : constant String := "Shine";
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
---------
-- Forge
--
function new_Geometry return View
is
use System.storage_Elements;
use type openGL.Program.lit.view;
procedure define (the_Program : access Program)
is
use Attribute.Forge;
Sample : Vertex;
Attribute_1,
Attribute_2,
Attribute_3,
Attribute_4 : Attribute.view;
begin
the_Program.Program := new openGL.Program.lit.item;
the_Program. vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored.vert");
the_Program.fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored.frag");
the_Program.Program.define (the_Program. vertex_Shader'Access,
the_Program.fragment_Shader'Access);
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.Program.attribute_Location (Name_1),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.Program.attribute_Location (Name_2),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored.Vertex'Size / 8,
Offset => Sample.Normal (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.Program.attribute_Location (Name_3),
Size => 4,
data_Kind => attribute.GL_UNSIGNED_BYTE,
Stride => lit_colored.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.Program.attribute_Location (Name_4),
Size => 1,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored.Vertex'Size / 8,
Offset => Sample.Shine 'Address
- Sample.Site (1) 'Address,
Normalized => True);
the_Program.Program.add (Attribute_1);
the_Program.Program.add (Attribute_2);
the_Program.Program.add (Attribute_3);
the_Program.Program.add (Attribute_4);
glBindAttribLocation (program => the_Program.Program.gl_Program,
index => the_Program.Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.Program.gl_Program,
index => the_Program.Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.Program.gl_Program,
index => the_Program.Program.Attribute (named => Name_3).gl_Location,
name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.Program.gl_Program,
index => the_Program.Program.Attribute (named => Name_4).gl_Location,
name => +Attribute_4_Name_ptr);
Errors.log;
end define;
Self : constant View := new Geometry.lit_colored.item;
begin
Tasks.check;
if the_Program.Program = null -- Define the shaders and program, if required.
then
define (the_Program'Access);
end if;
Self.Program_is (openGL.Program.view (the_Program.Program));
return Self;
end new_Geometry;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean
is
function get_Color (Index : in Index_t) return rgba_Color
is (Self (Index).Color);
function my_Transparency is new get_Transparency (any_Index_t => Index_t,
get_Color => get_Color);
begin
return my_Transparency (Count => Self'Length);
end is_Transparent;
--------------
-- Attributes
--
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Vertex,
Element_Array => Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Buffer.free (Self.Vertices);
Self.is_Transparent := False;
self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (count => Now'Length));
end;
end Vertices_are;
end openGL.Geometry.lit_colored;

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package openGL.Geometry.lit_colored
--
-- Supports per-vertex color and lighting.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Color : rgba_Color;
Shine : Real;
end record;
type Vertex_array is array (Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
private
type Item is new Geometry.item with null record;
end openGL.Geometry.lit_colored;

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with
openGL.Shader,
openGL.Attribute,
openGL.Buffer.general,
openGL.Texture,
openGL.Tasks,
openGL.Errors,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_colored_skinned
is
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : aliased openGL.Program.lit.colored_skinned.item;
is_Defined : Boolean := False;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Color";
Name_4 : constant String := "Shine";
Name_5 : constant String := "bone_Ids";
Name_6 : constant String := "bone_Weights";
use Interfaces;
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
Attribute_5_Name : aliased C.char_array := C.to_C (Name_5);
Attribute_6_Name : aliased C.char_array := C.to_C (Name_6);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
Attribute_5_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_5_Name'Access);
Attribute_6_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_6_Name'Access);
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Replace this with the generic (check that all similar functions use the generic).
is
use type color_Value;
begin
for Each in Self'Range
loop
if Self (Each).Color.Alpha /= opaque_Value
then
return True;
end if;
end loop;
return False;
end is_Transparent;
---------
-- Forge
--
function new_Geometry return Geometry.lit_colored_skinned.view
is
Self : constant Geometry.lit_colored_skinned.view := new Geometry.lit_colored_skinned.item;
begin
Self.Program_is (the_Program'Access);
return Self;
end new_Geometry;
procedure define_Program
is
use Attribute.Forge,
GL.lean,
GL.Pointers,
System.storage_Elements;
Sample : Vertex;
Attribute_1 : openGL.Attribute.view;
Attribute_2 : openGL.Attribute.view;
Attribute_3 : openGL.Attribute.view;
Attribute_4 : openGL.Attribute.view;
Attribute_5 : openGL.Attribute.view;
Attribute_6 : openGL.Attribute.view;
begin
Tasks.check;
if is_Defined
then
raise Error with "The lit_colored_textured_skinned program has already been defined.";
end if;
is_Defined := True;
-- Define the shaders and program.
--
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored_skinned.frag");
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_skinned.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_skinned.Vertex'Size / 8,
Offset => Sample.Normal (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.attribute_Location (Name_3),
Size => 4,
data_Kind => Attribute.GL_UNSIGNED_BYTE,
Stride => lit_colored_skinned.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.attribute_Location (Name_4),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_skinned.Vertex'Size / 8,
Offset => Sample.bone_Ids (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_5 := new_Attribute (Name => Name_5,
gl_Location => the_Program.attribute_Location (Name_5),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_skinned.Vertex'Size / 8,
Offset => Sample.bone_Ids (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_6 := new_Attribute (Name => Name_6,
gl_Location => the_Program.attribute_Location (Name_6),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_skinned.Vertex'Size / 8,
Offset => Sample.bone_Weights (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
the_Program.add (Attribute_3);
the_Program.add (Attribute_4);
the_Program.add (Attribute_5);
the_Program.add (Attribute_6);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_3).gl_Location,
name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_4).gl_Location,
name => +Attribute_4_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_5).gl_Location,
name => +Attribute_5_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_6).gl_Location,
name => +Attribute_6_Name_ptr);
Errors.log;
end define_Program;
--------------
-- Attributes
--
function Program return openGL.Program.lit.colored_skinned.view
is
begin
return the_Program'Access;
end Program;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "openGL.Geometry.lit_coloured_textured_skinned - 'Indices_are' ~ TODO";
end Indices_are;
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => long_Index_t,
Element => Vertex,
Element_Array => Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_Buffer_of_geometry_Vertices.object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := Self.is_Transparent
or is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in long_Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (long_Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
overriding
procedure enable_Texture (Self : in Item)
is
begin
null;
end enable_Texture;
end openGL.Geometry.lit_colored_skinned;

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with
openGL.Program.lit.colored_skinned;
package openGL.Geometry.lit_colored_skinned
--
-- Supports per-vertex site color, texture, lighting and skinning.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
procedure define_Program;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Color : rgba_Color;
Shine : Real;
bone_Ids : Vector_4;
bone_Weights : Vector_4;
end record;
pragma Convention (C, Vertex);
type Vertex_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
function Program return openGL.Program.lit.colored_skinned.view;
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_colored_skinned;

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with
openGL.Program.lit,
openGL.Palette,
openGL.Shader,
openGL.Buffer.general,
openGL.Attribute,
openGL.Texture,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_colored_textured
is
use GL.lean,
GL.Pointers,
Interfaces,
System;
------------------
-- Shader Program
--
type program_Id is (rgba_Texture, alpha_Texture);
type Program is
record
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
Program : openGL.Program.lit.view;
end record;
type Programs is array (program_Id) of aliased Program;
-----------
--- Globals
--
the_Programs : Programs;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Color";
Name_4 : constant String := "Coords";
Name_5 : constant String := "Shine";
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
Attribute_5_Name : aliased C.char_array := C.to_C (Name_5);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
Attribute_5_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_5_Name'Access);
white_Texture : openGL.Texture.Object;
---------
-- Forge
--
type Geometry_view is access all Geometry.lit_colored_textured.item'Class;
function new_Geometry (texture_is_Alpha : in Boolean) return access Geometry.lit_colored_textured.item'Class
is
use type openGL.Program.lit.view;
procedure define (the_Program : access Program;
use_fragment_Shader : in String)
is
use openGL.Palette,
Attribute.Forge,
system.Storage_Elements;
Sample : Vertex;
Attribute_1 : openGL.Attribute.view;
Attribute_2 : openGL.Attribute.view;
Attribute_3 : openGL.Attribute.view;
Attribute_4 : openGL.Attribute.view;
Attribute_5 : openGL.Attribute.view;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
the_Program.Program := new openGL.Program.lit.item;
the_Program. vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored_textured.vert");
the_Program.fragment_Shader.define (Shader.Fragment, use_fragment_Shader);
the_Program.Program.define (the_Program. vertex_Shader'Access,
the_Program.fragment_Shader'Access);
the_Program.Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.Program.attribute_Location (Name_1),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.Program.attribute_Location (Name_2),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => Sample.Normal (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.Program.attribute_Location (Name_3),
Size => 4,
data_Kind => attribute.GL_UNSIGNED_BYTE,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.Program.attribute_Location (Name_4),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_5 := new_Attribute (Name => Name_5,
gl_Location => the_Program.Program.attribute_Location (Name_5),
Size => 1,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => Sample.Shine 'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.Program.add (Attribute_1);
the_Program.Program.add (Attribute_2);
the_Program.Program.add (Attribute_3);
the_Program.Program.add (Attribute_4);
the_Program.Program.add (Attribute_5);
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_1).gl_Location,
Name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_2).gl_Location,
Name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_3).gl_Location,
Name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_4).gl_Location,
Name => +Attribute_4_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_5).gl_Location,
Name => +Attribute_5_Name_ptr);
Errors.log;
end define;
Self : constant Geometry_view := new Geometry.lit_colored_textured.item;
begin
Tasks.check;
if texture_is_Alpha -- Define the shaders and program, if required.
then
if the_Programs (alpha_Texture).Program = null
then
define (the_Programs (alpha_Texture)'Access,
use_fragment_Shader => "assets/opengl/shader/lit_colored_text.frag");
end if;
else
if the_Programs (rgba_Texture).Program = null
then
define (the_Programs (rgba_Texture)'Access,
use_fragment_Shader => "assets/opengl/shader/lit_colored_textured.frag");
end if;
end if;
if texture_is_Alpha
then Self.is_Transparent := True;
Self.Program_is (the_Programs (alpha_Texture).Program.all'Access);
else Self.Program_is (the_Programs ( rgba_Texture).Program.all'Access);
end if;
return Self;
end new_Geometry;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean
is
function get_Color (Index : in Index_t) return rgba_Color
is (Self (Index).Color);
function my_Transparency is new get_Transparency (any_Index_t => Index_t,
get_Color => get_Color);
begin
return my_Transparency (Count => Self'Length);
end is_Transparent;
--------------
-- Attributes
--
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Vertex,
Element_Array => Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices;
use type Buffer.view;
begin
if Self.Vertices = null
then
self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (Forge.to_Buffer (Now,
usage => Buffer.static_Draw));
else
set (openGL_Buffer_of_geometry_Vertices.Object (Self.Vertices.all),
to => Now);
end if;
Self.is_Transparent := is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "TODO";
end Indices_are;
overriding
procedure enable_Texture (Self : in Item)
is
use GL,
GL.Binding,
openGL.Texture;
begin
Tasks.check;
glActiveTexture (gl.GL_TEXTURE0);
Errors.log;
if Self.Texture = openGL.Texture.null_Object
then enable (white_Texture);
else enable (Self.Texture);
end if;
end enable_Texture;
end openGL.Geometry.lit_colored_textured;

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package openGL.Geometry.lit_colored_textured
--
-- Supports per-vertex site color, texture and lighting.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry (texture_is_Alpha : in Boolean) return access Geometry.lit_colored_textured.item'Class;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Color : rgba_Color;
Coords : Coordinate_2D;
Shine : Real;
end record;
type Vertex_array is array (Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_colored_textured;

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with
openGL.Shader,
openGL.Attribute,
openGL.Buffer.general,
openGL.Texture,
openGL.Palette,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_colored_textured_skinned
is
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : aliased openGL.Program.lit.colored_textured_skinned.item;
is_Defined : Boolean := False;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Color";
Name_4 : constant String := "Coords";
Name_5 : constant String := "Shine";
Name_6 : constant String := "bone_Ids";
Name_7 : constant String := "bone_Weights";
use Interfaces;
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
Attribute_5_Name : aliased C.char_array := C.to_C (Name_5);
Attribute_6_Name : aliased C.char_array := C.to_C (Name_6);
Attribute_7_Name : aliased C.char_array := C.to_C (Name_7);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
Attribute_5_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_5_Name'Access);
Attribute_6_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_6_Name'Access);
Attribute_7_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_7_Name'Access);
white_Texture : openGL.Texture.Object;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Replace this with the generic (check that all similar functions use the generic).
is
use type color_Value;
begin
for Each in Self'Range
loop
if Self (Each).Color.Alpha /= opaque_Value
then
return True;
end if;
end loop;
return False;
end is_Transparent;
---------
-- Forge
--
type Geometry_view is access all Geometry.lit_colored_textured_skinned.item'Class;
function new_Geometry return access Geometry.lit_colored_textured_skinned.item'Class
is
Self : constant Geometry_view := new Geometry.lit_colored_textured_skinned.item;
begin
Self.Program_is (the_Program'Access);
return Self;
end new_Geometry;
procedure define_Program
is
use Palette,
Attribute.Forge,
GL.lean,
GL.Pointers,
System.storage_Elements;
Sample : Vertex;
Attribute_1 : openGL.Attribute.view;
Attribute_2 : openGL.Attribute.view;
Attribute_3 : openGL.Attribute.view;
Attribute_4 : openGL.Attribute.view;
Attribute_5 : openGL.Attribute.view;
Attribute_6 : openGL.Attribute.view;
Attribute_7 : openGL.Attribute.view;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
Tasks.check;
if is_Defined
then
raise Error with "The lit_colored_textured_skinned program has already been defined.";
end if;
is_Defined := True;
-- Define the shaders and program.
--
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_textured_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored_textured_skinned.frag");
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.Normal (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.attribute_Location (Name_3),
Size => 4,
data_Kind => Attribute.GL_UNSIGNED_BYTE,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.attribute_Location (Name_4),
Size => 2,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_5 := new_Attribute (Name => Name_5,
gl_Location => the_Program.attribute_Location (Name_5),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.bone_Ids (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_6 := new_Attribute (Name => Name_6,
gl_Location => the_Program.attribute_Location (Name_6),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.bone_Ids (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_7 := new_Attribute (Name => Name_7,
gl_Location => the_Program.attribute_Location (Name_7),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.bone_Weights (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
the_Program.add (Attribute_3);
the_Program.add (Attribute_4);
the_Program.add (Attribute_5);
the_Program.add (Attribute_6);
the_Program.add (Attribute_7);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_3).gl_Location,
name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_4).gl_Location,
name => +Attribute_4_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_5).gl_Location,
name => +Attribute_5_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_6).gl_Location,
name => +Attribute_6_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_7).gl_Location,
name => +Attribute_7_Name_ptr);
Errors.log;
end define_Program;
--------------
-- Attributes
--
function Program return openGL.Program.lit.colored_textured_skinned.view
is
begin
return the_Program'Access;
end Program;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "openGL.Geometry.lit_coloured_textured_skinned - 'Indices_are' ~ TODO";
end Indices_are;
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => long_Index_t,
Element => Vertex,
Element_Array => Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_Buffer_of_geometry_Vertices.object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := Self.is_Transparent
or is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in long_Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (long_Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
overriding
procedure enable_Texture (Self : in Item)
is
use GL,
GL.Binding,
openGL.Texture;
begin
Tasks.check;
glActiveTexture (gl.GL_TEXTURE0);
Errors.log;
if Self.Texture = openGL.Texture.null_Object
then
if not white_Texture.is_Defined
then
declare
use Palette;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
end;
end if;
white_Texture.enable;
else
Self.Texture.enable;
end if;
end enable_Texture;
end openGL.Geometry.lit_colored_textured_skinned;

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with
openGL.Program.lit.colored_textured_skinned;
package openGL.Geometry.lit_colored_textured_skinned
--
-- Supports per-vertex site color, texture, lighting and skinning.
--
is
type Item is new openGL.Geometry.item with private;
function new_Geometry return access Geometry.lit_colored_textured_skinned.item'Class;
procedure define_Program;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Color : rgba_Color;
Coords : Coordinate_2D;
Shine : Real;
bone_Ids : Vector_4;
bone_Weights : Vector_4;
end record;
pragma Convention (C, Vertex);
type Vertex_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
function Program return openGL.Program.lit.colored_textured_skinned.view;
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_colored_textured_skinned;

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with
openGL.Buffer.general,
openGL.Shader,
openGL.Program.lit,
openGL.Attribute,
openGL.Texture,
openGL.Palette,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_textured
is
use GL.lean,
GL.Pointers,
Interfaces;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.lit.view;
white_Texture : openGL.Texture.Object;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Coords";
Name_4 : constant String := "Shine";
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
---------
-- Forge
--
function new_Geometry return View
is
use System,
System.storage_Elements;
use type openGL.Program.lit.view;
Self : constant View := new Geometry.lit_textured.item;
begin
Tasks.check;
if the_Program = null
then -- Define the shaders and program.
declare
use Palette,
Attribute.Forge;
Sample : Vertex;
Attribute_1 : Attribute.view;
Attribute_2 : Attribute.view;
Attribute_3 : Attribute.view;
Attribute_4 : Attribute.view;
white_Image : constant Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured.frag");
the_Program := new openGL.Program.lit.item;
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured.Vertex'Size / 8,
Offset => Sample.Normal (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.attribute_Location (Name_3),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.attribute_Location (Name_4),
Size => 1,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured.Vertex'Size / 8,
Offset => Sample.Shine 'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
the_Program.add (Attribute_3);
the_Program.add (Attribute_4);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_3).gl_Location,
name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_4).gl_Location,
name => +Attribute_4_Name_ptr);
Errors.log;
end;
end if;
Self.Program_is (the_Program.all'Access);
return Self;
end new_Geometry;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Do these properly.
is
pragma Unreferenced (Self);
begin
return False;
end is_Transparent;
function is_Transparent (Self : in Vertex_large_array) return Boolean
is
pragma Unreferenced (Self);
begin
return False;
end is_Transparent;
--------------
-- Attributes
--
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Vertex,
Element_Array => Vertex_array);
package openGL_large_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => long_Index_t,
Element => Vertex,
Element_Array => Vertex_large_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array)
is
use openGL_large_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_large_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in long_Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (long_Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "TODO";
end Indices_are;
overriding
procedure enable_Texture (Self : in Item)
is
use GL,
GL.Binding,
openGL.Texture;
check_is_OK : constant Boolean := openGL.Tasks.Check; pragma Unreferenced (check_is_OK);
begin
Tasks.check;
glActiveTexture (gl.GL_TEXTURE0);
Errors.log;
if Self.Texture = openGL.Texture.null_Object
then enable (white_Texture);
else enable (Self.Texture);
end if;
end enable_Texture;
end openGL.Geometry.lit_textured;

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package openGL.Geometry.lit_textured
--
-- Supports per-vertex site texture and lighting.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Coords : Coordinate_2D;
Shine : Real;
end record;
type Vertex_array is array ( Index_t range <>) of aliased Vertex;
type Vertex_large_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_textured;

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with
openGL.Shader,
openGL.Attribute,
openGL.Buffer.general,
openGL.Texture,
openGL.Palette,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_textured_skinned
is
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : aliased openGL.Program.lit.textured_skinned.item;
is_Defined : Boolean := False;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Coords";
Name_4 : constant String := "Shine";
Name_5 : constant String := "bone_Ids";
Name_6 : constant String := "bone_Weights";
use Interfaces;
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
Attribute_5_Name : aliased C.char_array := C.to_C (Name_5);
Attribute_6_Name : aliased C.char_array := C.to_C (Name_6);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
Attribute_5_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_5_Name'Access);
Attribute_6_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_6_Name'Access);
white_Texture : openGL.Texture.Object;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Replace this with the generic (check that all similar functions use the generic).
is
pragma Unreferenced (Self);
begin
return False;
end is_Transparent;
---------
-- Forge
--
type Geometry_view is access all Geometry.lit_textured_skinned.item'Class;
function new_Geometry return access Geometry.lit_textured_skinned.item'Class
is
Self : constant Geometry_view := new Geometry.lit_textured_skinned.item;
begin
Self.Program_is (the_Program'Access);
return Self;
end new_Geometry;
procedure define_Program
is
use Palette,
Attribute.Forge,
GL.lean,
GL.Pointers,
System.storage_Elements;
Sample : Vertex;
Attribute_1 : openGL.Attribute.view;
Attribute_2 : openGL.Attribute.view;
Attribute_3 : openGL.Attribute.view;
Attribute_4 : openGL.Attribute.view;
Attribute_5 : openGL.Attribute.view;
Attribute_6 : openGL.Attribute.view;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
Tasks.check;
if is_Defined
then
raise Error with "The 'lit_textured_skinned' program has already been defined.";
end if;
is_Defined := True;
-- Define the shaders and program.
--
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_textured_skinned.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_textured_skinned.Vertex'Size / 8,
Offset => Sample.Normal (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.attribute_Location (Name_3),
Size => 2,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_textured_skinned.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.attribute_Location (Name_4),
Size => 1,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured_skinned.Vertex'Size / 8,
Offset => Sample.Shine 'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_5 := new_Attribute (Name => Name_5,
gl_Location => the_Program.attribute_Location (Name_5),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_textured_skinned.Vertex'Size / 8,
Offset => Sample.bone_Ids (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_6 := new_Attribute (Name => Name_6,
gl_Location => the_Program.attribute_Location (Name_6),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_textured_skinned.Vertex'Size / 8,
Offset => Sample.bone_Weights (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
the_Program.add (Attribute_3);
the_Program.add (Attribute_4);
the_Program.add (Attribute_5);
the_Program.add (Attribute_6);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_3).gl_Location,
name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_4).gl_Location,
name => +Attribute_4_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_5).gl_Location,
name => +Attribute_5_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_6).gl_Location,
name => +Attribute_6_Name_ptr);
Errors.log;
end define_Program;
--------------
-- Attributes
--
function Program return openGL.Program.lit.textured_skinned.view
is
begin
return the_Program'Access;
end Program;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "openGL.Geometry.lit_textured_skinned - 'Indices_are' ~ TODO";
end Indices_are;
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => long_Index_t,
Element => Vertex,
Element_Array => Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_Buffer_of_geometry_Vertices.object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := Self.is_Transparent
or is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in long_Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (long_Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
overriding
procedure enable_Texture (Self : in Item)
is
use GL,
GL.Binding,
openGL.Texture;
begin
Tasks.check;
glActiveTexture (gl.GL_TEXTURE0);
Errors.log;
if Self.Texture = openGL.Texture.null_Object
then
if not white_Texture.is_Defined
then
declare
use Palette;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
end;
end if;
white_Texture.enable;
else
Self.Texture.enable;
end if;
end enable_Texture;
end openGL.Geometry.lit_textured_skinned;

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with
openGL.Program.lit.textured_skinned;
package openGL.Geometry.lit_textured_skinned
--
-- Supports per-vertex site, texture, lighting and skinning.
--
is
type Item is new openGL.Geometry.item with private;
function new_Geometry return access Geometry.lit_textured_skinned.item'Class;
procedure define_Program;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Coords : Coordinate_2D;
Shine : Real;
bone_Ids : Vector_4;
bone_Weights : Vector_4;
end record;
pragma Convention (C, Vertex);
type Vertex_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
function Program return openGL.Program.lit.textured_skinned.view;
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_textured_skinned;

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with
openGL.Buffer.general,
openGL.Shader,
openGL.Program,
openGL.Palette,
openGL.Attribute,
openGL.Texture,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
System,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.textured
is
use GL.lean,
GL.Pointers,
Interfaces,
System;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.view;
white_Texture : openGL.Texture.Object;
Name_1 : constant String := "Site";
Name_2 : constant String := "Coords";
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
---------
-- Forge
--
function new_Geometry return View
is
use type openGL.Program.view;
Self : constant View := new Geometry.textured.item;
begin
Tasks.check;
if the_Program = null
then -- Define the shaders and program.
declare
use Palette,
Attribute.Forge,
system.Storage_Elements;
Sample : Vertex;
Attribute_1 : Attribute.view;
Attribute_2 : Attribute.view;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (openGL.Shader.vertex, "assets/opengl/shader/textured.vert");
fragment_Shader.define (openGL.Shader.fragment, "assets/opengl/shader/textured.frag");
the_Program := new openGL.Program.item;
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => textured.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => textured.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
end;
end if;
Self.Program_is (the_Program.all'Access);
return Self;
end new_Geometry;
--------------
-- Attributes
--
overriding
function is_Transparent (Self : in Item) return Boolean
is
begin
return Self.is_Transparent;
end is_Transparent;
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Vertex,
Element_Array => Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
usage => Buffer.static_Draw));
-- Set the bounds.
--
declare
function get_Site (Index : in Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "opengl gemoetry textured - 'Indices_are' ~ TODO";
end Indices_are;
overriding
procedure enable_Texture (Self : in Item)
is
use GL,
GL.Binding,
openGL.Texture;
begin
Tasks.check;
glActiveTexture (gl.GL_TEXTURE0);
Errors.log;
if Self.Texture = openGL.Texture.null_Object
then white_Texture.enable;
else Self.Texture .enable;
end if;
end enable_Texture;
end openGL.Geometry.textured;

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package openGL.Geometry.textured
--
-- Supports per-vertex site and texture.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Coords : Coordinate_2D;
end record;
type Vertex_array is array (Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
overriding
function is_Transparent (Self : in Item) return Boolean;
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.textured;

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with
openGL.Primitive.indexed,
openGL.Primitive.long_indexed,
ada.unchecked_Deallocation,
ada.unchecked_Conversion;
package body openGL.Geometry
is
---------
-- Forge
--
procedure destroy (Self : in out Item)
is
use openGL.Buffer;
begin
free (Self.Vertices);
Self.free_Primitives;
end destroy;
procedure free (Self : in out View)
is
procedure deallocate is new ada.unchecked_Deallocation (Item'Class, View);
begin
if Self = null then
return;
end if;
Self.destroy;
deallocate (Self);
end free;
procedure free_Primitives (Self : in out Item)
is
begin
for Each in 1 .. Self.primitive_Count
loop
Primitive.free (Self.Primitives (Each));
end loop;
Self.primitive_Count := 0;
end free_Primitives;
--------------
-- Attributes
--
function Label (Self : in Item'Class) return String
is
begin
return to_String (Self.Label);
end Label;
procedure Label_is (Self : in out Item'Class; Now : in String)
is
begin
overwrite (Self.Label, 1, Now);
end Label_is;
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.view (Self.Primitives (Index_t (for_Facia)));
begin
the_Primitive.Indices_are (Now);
end Indices_are;
procedure Indices_are (Self : in out Item; Now : in long_Indices;
for_Facia : in Positive)
is
the_Primitive : constant Primitive.long_indexed.view
:= Primitive.long_indexed.view (Self.Primitives (Index_t (for_Facia)));
begin
the_Primitive.Indices_are (Now);
end Indices_are;
function Primitives (Self : in Item'Class) return Primitive.views
is
begin
return Self.Primitives (1 .. Self.primitive_Count);
end Primitives;
function Texture (Self : in Item'Class) return openGL.Texture.Object
is
begin
return Self.Texture;
end Texture;
procedure Texture_is (Self : in out Item'Class; Now : in openGL.Texture.Object)
is
begin
Self.Texture := Now;
Self.is_Transparent := Self.is_Transparent
or Now .is_Transparent;
end Texture_is;
procedure Program_is (Self : in out Item; Now : in openGL.Program.view)
is
begin
Self.Program := Now;
end Program_is;
function Program (Self : in Item) return openGL.Program.view
is
begin
return Self.Program;
end Program;
function Bounds (self : in Item'Class) return openGL.Bounds
is
begin
return Self.Bounds;
end Bounds;
procedure Bounds_are (Self : in out Item'Class; Now : in openGL.Bounds)
is
begin
Self.Bounds := Now;
end Bounds_are;
function is_Transparent (Self : in Item) return Boolean
is
begin
return Self.is_Transparent
or Self.Texture.is_Transparent;
end is_Transparent;
procedure is_Transparent (Self : in out Item; Now : in Boolean := True)
is
begin
Self.is_Transparent := Now;
end is_Transparent;
--------------
-- Operations
--
procedure add (Self : in out Item'Class; the_Primitive : in Primitive.view)
is
begin
Self.primitive_Count := Self.primitive_Count + 1;
Self.Primitives (self.primitive_Count) := the_Primitive;
end add;
procedure render (Self : in out Item'Class)
is
begin
if Self.primitive_Count = 0
then
raise Error with "Unable to render geometry with no primitives.";
end if;
Self .enable_Texture;
Self.Program .set_Uniforms;
Self.Vertices.enable;
Self.Program .enable_Attributes;
for Each in 1 .. self.primitive_Count -- Render each primitive.
loop
Self.Primitives (Each).render;
end loop;
end render;
-----------
-- Normals
--
generic
type any_Index_t is range <>;
type any_Indices is array (long_Index_t range <>) of any_Index_t;
function any_vertex_Id_in (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices;
for_Facet : in long_Index_t;
for_Point : in long_Index_t) return any_Index_t;
function any_vertex_Id_in (face_Kind : in Primitive.facet_Kind;
Indices : in any_Indices;
for_Facet : in long_Index_t;
for_Point : in long_Index_t) return any_Index_t
is
use openGL.Primitive;
begin
case face_Kind
is
when Triangles =>
return Indices (3 * (for_Facet - 1) + for_Point);
when triangle_Strip =>
return Indices (for_Facet - 1 + for_Point);
when triangle_Fan =>
if for_Point = 1
then return 1;
else return Indices (for_Facet - 1 + for_Point);
end if;
when others =>
raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
end case;
end any_vertex_Id_in;
generic
type any_Index_t is range <>;
type any_Indices is array (long_Index_t range <>) of any_Index_t;
function any_facet_Count_in (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices) return long_Index_t;
--
-- Returns the maximum possible facet count, which includes redundant facets.
function any_facet_Count_in (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices) return long_Index_t
is
use Primitive;
begin
case face_Kind
is
when Triangles =>
return Indices'Length / 3;
when triangle_Strip
| triangle_Fan =>
return Indices'Length - 2;
when others =>
raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
end case;
end any_facet_Count_in;
function facet_Count_in is new any_facet_Count_in (any_Index_t => Index_t,
any_Indices => Indices);
pragma Unreferenced (facet_Count_in);
----------
-- Facets
--
type Facet is array ( Index_t range 1 .. 3) of Index_t; -- An 'indexed' triangle.
type Facets is array (long_Index_t range <> ) of Facet;
type Facets_view is access all Facets;
procedure free is new ada.unchecked_Deallocation (Facets, Facets_view);
generic
type any_Index_t is range <>;
type any_Indices is array (long_Index_t range <>) of any_Index_t;
function any_Facets_of (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices) return access Facets;
--
-- 'Facets_of' returns all non-redundant facets.
function any_Facets_of (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices) return access Facets
is
use openGL.Primitive;
function facet_Count_in is new any_facet_Count_in (any_Index_t => any_Index_t,
any_Indices => any_Indices);
function vertex_Id_in is new any_vertex_Id_in (any_Index_t => any_Index_t,
any_Indices => any_Indices);
the_Facets : Facets_view := new Facets (1 .. facet_Count_in (face_Kind, Indices));
Count : long_Index_t := 0;
begin
for Each in the_Facets'Range
loop
declare
P1 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 1));
P2 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 2));
P3 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 3));
begin
if not ( P1 = P2
or P1 = P3
or P2 = P3)
then
Count := Count + 1;
case face_Kind
is
when Triangles
| triangle_Fan =>
the_Facets (Count) := [P1, P2, P3];
when triangle_Strip =>
if Each mod 2 = 0
then -- Is an even facet.
the_Facets (Count) := [P1, P3, P2];
else
the_Facets (Count) := [P1, P2, P3];
end if;
when others =>
raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
end case;
end if;
end;
end loop;
declare
Result : constant Facets_view := new Facets' (the_Facets (1 .. Count));
begin
free (the_Facets);
return Result;
end;
end any_Facets_of;
function Facets_of is new any_Facets_of (Index_t,
Indices);
pragma Unreferenced (Facets_of);
-----------
-- Normals
--
type Normals_view is access Normals;
generic
type any_Index_t is range <>;
type any_Indices is array (long_Index_t range <>) of any_Index_t;
function any_Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices;
Sites : in openGL.Sites) return access Normals;
function any_Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices;
Sites : in openGL.Sites) return access Normals
is
function Facets_of is new any_Facets_of (any_Index_t,
any_Indices);
the_Normals : constant Normals_view := new Normals (Sites'Range);
the_Facets : Facets_view := Facets_of (face_Kind,
Indices).all'unchecked_Access;
type facet_Normals is array (long_Index_t range 1 .. the_Facets'Length) of Normal;
type facet_Normals_view is access all facet_Normals;
procedure free is new ada.unchecked_Deallocation (facet_Normals, facet_Normals_view); -- TODO: Should not be needed since freeing will occur when 'facet_Normals_view' goes out of scope ?
the_facet_Normals : facet_Normals_view := new facet_Normals;
N : Vector_3;
length_N : Real;
begin
-- Calculate normal at each facet.
--
for Each in the_Facets'Range
loop
N := (Sites (the_Facets (Each)(2)) - Sites (the_Facets (Each)(1)))
* (Sites (the_Facets (Each)(3)) - Sites (the_Facets (Each)(1)));
length_N := abs (N);
if almost_Zero (length_N)
then the_facet_Normals (Each) := N; -- 0 vector !
else the_facet_Normals (Each) := (1.0 / length_N) * N;
end if;
end loop;
-- Calculate normal at each vertex.
--
declare
Id : Index_t;
Length : Real;
begin
for Each in the_Normals'Range
loop
the_Normals (Each) := Origin_3D;
end loop;
for f in the_Facets'Range
loop
for p in Index_t' (1) .. 3
loop
Id := the_Facets (f) (p);
the_Normals (Id) := the_Normals (Id) + the_facet_Normals (f);
end loop;
end loop;
for p in the_Normals'Range
loop
Length := abs (the_Normals (p));
if almost_Zero (Length)
then the_Normals (p) := [0.0, -1.0, 0.0];
else the_Normals (p) := (1.0 / Length) * the_Normals (p);
end if;
end loop;
end;
free (the_Facets);
free (the_facet_Normals);
return the_Normals.all'Unchecked_Access;
end any_Normals_of;
function Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in openGL.Indices;
Sites : in openGL.Sites) return access Normals
is
function my_Normals_of is new any_Normals_of (any_Index_t => Index_t,
any_Indices => openGL.Indices);
begin
return my_Normals_of (face_Kind,
Indices,
Sites).all'unchecked_Access;
end Normals_of;
function Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in openGL.long_Indices;
Sites : in openGL.Sites) return access Normals
is
function my_Normals_of is new any_Normals_of (any_Index_t => long_Index_t,
any_Indices => openGL.long_Indices);
begin
return my_Normals_of (face_Kind,
Indices,
Sites).all'unchecked_Access;
end Normals_of;
---------
-- Bounds
--
function get_Bounds (Count : in Natural) return openGL.Bounds
is
use Geometry_3D;
the_Bounds : openGL.Bounds := null_Bounds;
begin
for i in 1 .. any_Index_t (Count)
loop
the_Bounds.Box := the_Bounds.Box
or get_Site (i);
the_Bounds.Ball := Real'Max (the_Bounds.Ball,
abs (get_Site (i)));
end loop;
return the_Bounds;
end get_Bounds;
---------------
-- Transparency
--
function get_Transparency (Count : in Natural) return Boolean
is
use type color_Value;
begin
for i in 1 .. any_Index_t (Count)
loop
if get_Color (i).Alpha /= opaque_Value
then
return True;
end if;
end loop;
return False;
end get_Transparency;
end openGL.Geometry;

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with
openGL.Primitive,
openGL.Buffer,
openGL.Program,
openGL.Texture;
private
with
ada.Strings.unbounded;
package openGL.Geometry
--
-- Provides a base class for openGL geometry.
-- A Geometry is composed of up to 5 primitives.
-- Each primitive has its own set of GL indices and a facet kind.
-- All primitives share a common set of vertices.
-- Subclasses may be created to provide for the various possible variants of an openGL vertex.
--
is
type Item is abstract tagged limited private;
subtype Class is Item'Class;
type View is access all Item'class;
type Views is array (Index_t range <>) of View;
---------
--- Forge
--
procedure destroy (Self : in out Item);
procedure free (Self : in out View);
--------------
-- Attributes
--
procedure Label_is (Self : in out Item'Class; Now : in String);
function Label (Self : in Item'Class) return String;
procedure Texture_is (Self : in out Item'Class; Now : in Texture.Object);
function Texture (Self : in Item'Class) return Texture.Object;
procedure Bounds_are (Self : in out Item'Class; Now : in Bounds);
function Bounds (self : in Item'Class) return Bounds; -- Returns the bounds in object space.
procedure is_Transparent (Self : in out Item; Now : in Boolean := True);
function is_Transparent (Self : in Item) return Boolean;
procedure Program_is (Self : in out Item; Now : in Program.view);
function Program (Self : in Item) return Program.view;
procedure add (Self : in out Item'Class; the_Primitive : in Primitive.view);
function Primitives (Self : in Item'Class) return Primitive.views;
procedure free_Primitives (Self : in out Item);
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
procedure Indices_are (Self : in out Item; Now : in long_Indices;
for_Facia : in Positive);
--------------
-- Operations
--
procedure render (Self : in out Item'Class);
procedure enable_Texture (Self : in Item) is null;
-----------
-- Normals
--
function Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in openGL.Indices;
Sites : in openGL.Sites) return access Normals;
function Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in openGL.long_Indices;
Sites : in openGL.Sites) return access Normals;
private
use ada.Strings.unbounded;
type Item is abstract tagged limited
record
Label : unbounded_String;
Texture : openGL.Texture.Object := openGL.Texture.null_Object;
Program : openGL.Program.view;
Vertices : Buffer.view;
Primitives : Primitive.views (1 .. 5);
primitive_Count : Index_t := 0;
is_Transparent : Boolean := False; -- Geometry contains lucid colors.
Bounds : openGL.Bounds;
end record;
generic
type any_Index_t is range <>;
with function get_Site (Index : in any_Index_t) return Vector_3;
function get_Bounds (Count : in Natural) return openGL.Bounds;
generic
type any_Index_t is range <>;
with function get_Color (Index : in any_Index_t) return rgba_Color;
function get_Transparency (Count : in Natural) return Boolean;
end openGL.Geometry;

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with
openGL.Errors,
openGL.Buffer,
openGL.Tasks,
GL.Binding,
GL.lean;
package body openGL.Primitive.indexed
is
---------
--- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.Indices;
line_Width : in Real)
is
use openGL.Buffer.indices.Forge;
buffer_Indices : aliased openGL.Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Indices (Each) - 1; -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
Self.line_Width := line_Width;
end define;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in long_Indices;
line_Width : in Real)
is
use openGL.Buffer.indices.Forge;
buffer_Indices : aliased openGL.Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Index_t (Indices (Each) - 1); -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new openGL.Buffer.indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
Self.line_Width := line_Width;
end define;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.Indices;
line_Width : in Real := unused_line_Width) return Primitive.indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices, line_Width);
return Self;
end new_Primitive;
function new_Primitive (Kind : in facet_Kind;
Indices : in long_Indices;
line_Width : in Real := unused_line_Width) return Primitive.indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices, line_Width);
return Self;
end new_Primitive;
overriding
procedure destroy (Self : in out Item)
is
the_Indices : Buffer.view := Buffer.view (Self.Indices);
begin
Buffer.free (the_Indices);
Self.Indices := null;
end destroy;
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in Indices)
is
use Buffer.indices;
buffer_Indices : aliased Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Now (Each) - 1; -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
procedure Indices_are (Self : in out Item; Now : in long_Indices)
is
use Buffer.indices;
buffer_Indices : aliased Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Index_t (Now (Each) - 1); -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item)
is
use GL,
GL.Binding,
GL.lean;
begin
Tasks.check;
Primitive.item (Self).render; -- Do base class render.
Self.Indices.enable;
glDrawElements (Thin (Self.facet_Kind),
gl.GLint (Self.Indices.Length),
GL_UNSIGNED_SHORT,
null);
Errors.log;
end render;
end openGL.Primitive.indexed;

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private
with
openGL.Buffer.indices;
package openGL.Primitive.indexed
--
-- Provides a class for indexed openGL primitives.
--
is
type Item is limited new Primitive.item with private;
subtype Class is Item'Class;
type View is access all Item'class;
type Views is array (Index_t range <>) of View;
---------
-- Forge
--
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.Indices;
line_Width : in Real := unused_line_Width) return Primitive.indexed.view;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.long_Indices;
line_Width : in Real := unused_line_Width) return Primitive.indexed.view;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.Indices;
line_Width : in Real);
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.long_Indices;
line_Width : in Real);
overriding
procedure destroy (Self : in out Item);
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in Indices);
procedure Indices_are (Self : in out Item; Now : in long_Indices);
--------------
-- Operations
--
overriding
procedure render (Self : in out Item);
private
type Item is limited new Primitive.item with
record
Indices : Buffer.indices.view;
end record;
end openGL.Primitive.indexed;

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with
openGL.Errors,
openGL.Buffer,
openGL.Tasks,
GL.Binding,
ada.unchecked_Deallocation;
package body openGL.Primitive.long_indexed
is
---------
--- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in long_Indices)
is
use Buffer.long_indices.Forge;
buffer_Indices : aliased long_Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Indices (Each) - 1; -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.long_indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
end define;
function new_Primitive (Kind : in facet_Kind;
Indices : in long_Indices) return Primitive.long_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices);
return Self;
end new_Primitive;
overriding
procedure destroy (Self : in out Item)
is
procedure free is new ada.unchecked_Deallocation (Buffer.long_indices.Object'Class,
Buffer.long_indices.view);
begin
Buffer.destroy (Self.Indices.all);
free (Self.Indices);
end destroy;
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in long_Indices)
is
use Buffer.long_indices;
buffer_Indices : aliased long_Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Now (Each) - 1; -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item)
is
use GL,
GL.Binding;
begin
Tasks.check;
openGL.Primitive.item (Self).render; -- Do base class render.
Self.Indices.enable;
glDrawElements (Thin (Self.facet_Kind),
gl.GLint (Self.Indices.Length),
GL_UNSIGNED_INT,
null);
Errors.log;
end render;
end openGL.Primitive.long_indexed;

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private
with
openGL.Buffer.long_indices;
package openGL.Primitive.long_indexed
--
-- Provides a class for long indexed openGL primitives.
--
is
type Item is limited new Primitive.item with private;
subtype Class is Item'Class;
type View is access all Item'class;
type Views is array (Index_t range <>) of View;
---------
-- Forge
--
function new_Primitive (Kind : in facet_Kind;
Indices : in long_Indices) return Primitive.long_indexed.view;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in long_Indices);
overriding
procedure destroy (Self : in out Item);
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in long_Indices);
--------------
-- Operations
--
overriding
procedure render (Self : in out Item);
private
type Item is limited new Primitive.item with
record
Indices : Buffer.long_indices.view;
end record;
end openGL.Primitive.long_indexed;

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with
openGL.Errors,
openGL.Tasks,
GL.Binding;
package body openGL.Primitive.non_indexed
is
---------
-- Forge
--
overriding
procedure define (Self : in out Item; Kind : in facet_Kind)
is
begin
Self.facet_Kind := Kind;
end define;
function new_Primitive (Kind : in facet_Kind;
vertex_Count : in Natural) return Primitive.non_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind);
Self.vertex_Count := vertex_Count;
return Self;
end new_Primitive;
overriding
procedure destroy (Self : in out Item) is null;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item)
is
use GL,
GL.Binding;
begin
Tasks.check;
glDrawArrays (Thin (Self.facet_Kind),
0,
gl.GLint (Self.vertex_Count));
Errors.log;
end render;
end openGL.Primitive.non_indexed;

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package openGL.Primitive.non_indexed
--
-- Provides a class for non-indexed openGL primitives.
--
is
type Item is limited new Primitive.item with private;
subtype Class is Item'Class;
type View is access all Item'Class;
type Views is array (Index_t range <>) of View;
---------
-- Forge
--
overriding
procedure define (Self : in out Item; Kind : in facet_Kind);
overriding
procedure destroy (Self : in out Item);
function new_Primitive (Kind : in facet_Kind;
vertex_Count : in Natural) return Primitive.non_indexed.view;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item);
private
type Item is limited new Primitive.item with
record
vertex_Count : Natural := 0;
end record;
end openGL.Primitive.non_indexed;

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with
openGL.Errors,
openGL.Buffer,
openGL.Tasks,
GL.Binding,
ada.unchecked_Deallocation;
package body openGL.Primitive.short_indexed
is
---------
--- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in short_Indices)
is
use Buffer.short_indices.Forge;
buffer_Indices : aliased short_Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Indices (Each) - 1; -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.short_indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
end define;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.Indices)
is
use Buffer.short_indices.Forge;
buffer_Indices : aliased short_Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := short_Index_t (Indices (Each) - 1); -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.short_indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
end define;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in long_Indices)
is
use Buffer.short_indices.Forge;
buffer_Indices : aliased short_indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := short_Index_t (Indices (Each) - 1); -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.short_indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
end define;
function new_Primitive (Kind : in facet_Kind;
Indices : in short_Indices) return Primitive.short_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices);
return Self;
end new_Primitive;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.Indices) return Primitive.short_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices);
return Self;
end new_Primitive;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.long_Indices) return Primitive.short_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices);
return Self;
end new_Primitive;
overriding
procedure destroy (Self : in out Item)
is
procedure free is new ada.unchecked_Deallocation (Buffer.short_Indices.Object'Class,
Buffer.short_Indices.view);
begin
Buffer.destroy (Self.Indices.all);
free (Self.Indices);
end destroy;
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in short_Indices)
is
use Buffer.short_indices;
buffer_Indices : aliased short_Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Now (Each) - 1; -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
procedure Indices_are (Self : in out Item; Now : in Indices)
is
use Buffer.short_indices;
buffer_Indices : aliased short_Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := short_Index_t (Now (Each) - 1); -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
procedure Indices_are (Self : in out Item; Now : in long_Indices)
is
use Buffer.short_indices;
buffer_Indices : aliased short_Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := short_Index_t (Now (Each) - 1); -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item)
is
use GL,
GL.Binding;
begin
Tasks.check;
openGL.Primitive.item (Self).render; -- Do base class render.
Self.Indices.enable;
glDrawElements (Thin (Self.facet_Kind),
gl.GLint (Self.Indices.Length),
GL_UNSIGNED_BYTE,
null);
Errors.log;
end render;
end openGL.Primitive.short_indexed;

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private
with
openGL.Buffer.short_indices;
package openGL.Primitive.short_indexed
--
-- Provides a class for short indexed openGL primitives.
--
is
type Item is limited new Primitive.item with private;
subtype Class is Item'Class;
type View is access all Item'Class;
type Views is array (Index_t range <>) of View;
---------
-- Forge
--
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.short_Indices) return Primitive.short_indexed.view;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.Indices) return Primitive.short_indexed.view;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.long_Indices) return Primitive.short_indexed.view;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.short_Indices);
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.Indices);
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.long_Indices);
overriding
procedure destroy (Self : in out Item);
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in short_Indices);
procedure Indices_are (Self : in out Item; Now : in Indices);
procedure Indices_are (Self : in out Item; Now : in long_Indices);
--------------
-- Operations
--
overriding
procedure render (Self : in out Item);
private
type Item is limited new Primitive.item with
record
Indices : Buffer.short_indices.view;
end record;
end openGL.Primitive.short_indexed;

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with
openGL.Tasks,
GL.Binding,
ada.unchecked_Deallocation;
package body openGL.Primitive
is
---------
-- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind)
is
begin
Self.facet_Kind := Kind;
end define;
procedure free (Self : in out View)
is
procedure deallocate is new ada.Unchecked_Deallocation (Primitive.item'Class,
Primitive.view);
begin
Self.destroy;
deallocate (Self);
end free;
--------------
-- Attributes
--
function Texture (Self : in Item) return openGL.Texture.Object
is
begin
return Self.Texture;
end Texture;
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
is
begin
Self.Texture := Now;
end Texture_is;
function Bounds (self : in Item) return openGL.Bounds
is
begin
return Self.Bounds;
end Bounds;
procedure Bounds_are (Self : in out Item; Now : in openGL.Bounds)
is
begin
Self.Bounds := Now;
end Bounds_are;
function is_Transparent (self : in Item) return Boolean
is
begin
return Self.is_Transparent;
end is_Transparent;
procedure is_Transparent (Self : in out Item; Now : in Boolean := True)
is
begin
Self.is_Transparent := Now;
end is_Transparent;
--------------
--- Operations
--
procedure render (Self : in out Item)
is
use GL,
GL.Binding;
begin
Tasks.check;
if Self.line_Width /= unused_line_Width
then
glLineWidth (glFloat (Self.line_Width));
end if;
end render;
end openGL.Primitive;

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with
openGL.Texture;
private
with
ada.unchecked_Conversion;
package openGL.Primitive
--
-- Provides a base class for openGL primitives.
--
is
type Item is abstract tagged limited private;
subtype Class is Item'Class;
type View is access all Item'class;
type Views is array (Index_t range <>) of View;
----------
-- Facets
--
type facet_Kind is (Points,
Lines, line_Loop, line_Strip,
Triangles, triangle_Strip, triangle_Fan);
---------
-- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind);
procedure destroy (Self : in out Item) is abstract;
procedure free (Self : in out View);
--------------
-- Attributes
--
function Texture (Self : in Item) return openGL.Texture.Object;
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object);
procedure Bounds_are (Self : in out Item; Now : in openGL.Bounds);
function Bounds (self : in Item) return openGL.Bounds;
--
-- Returns the bounds in object space.
procedure is_Transparent (Self : in out Item; Now : in Boolean := True);
function is_Transparent (Self : in Item) return Boolean;
---------------
--- Operations
--
procedure render (Self : in out Item);
unused_line_Width : constant := -1.0;
private
type Item is abstract tagged limited
record
facet_Kind : primitive.facet_Kind;
Texture : openGL.Texture.Object := openGL.Texture.null_Object;
is_Transparent : Boolean;
Bounds : openGL.Bounds;
line_Width : Real := unused_line_Width;
end record;
----------
-- Facets
--
function Thin (Self : in facet_Kind) return gl.GLenum;
for facet_Kind use (Points => gl.GL_POINTS,
Lines => gl.GL_LINES,
line_Loop => gl.GL_LINE_LOOP,
line_Strip => gl.GL_LINE_STRIP,
Triangles => gl.GL_TRIANGLES,
triangle_Strip => gl.GL_TRIANGLE_STRIP,
triangle_Fan => gl.GL_TRIANGLE_FAN);
for facet_Kind'Size use gl.GLenum'Size;
function Convert is new ada.Unchecked_Conversion (facet_Kind, gl.GLenum);
function Thin (Self : in facet_Kind) return gl.GLenum
renames Convert;
end openGL.Primitive;