opengl.shaders: Use unified lighting and texturing 'snippets' for fragment shaders.

This commit is contained in:
Rod Kay
2024-02-23 22:35:12 +11:00
parent d1f702aab5
commit 68c1ff4764
17 changed files with 439 additions and 568 deletions

View File

@@ -77,8 +77,10 @@ is
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. vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored.vert");
the_Program.fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lit_colored.frag"))));
the_Program.Program.define (the_Program. vertex_Shader'Access,
the_Program.fragment_Shader'Access);

View File

@@ -102,7 +102,7 @@ is
if is_Defined
then
raise Error with "The lit_colored_textured_skinned program has already been defined.";
raise Error with "The 'lit_colored_textured_skinned' program has already been defined.";
end if;
is_Defined := True;
@@ -110,8 +110,9 @@ is
-- 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");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lit_colored_skinned.frag"))));
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;

View File

@@ -99,8 +99,24 @@ is
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.vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored_textured.vert");
if use_fragment_Shader = "assets/opengl/shader/lit_colored_text.frag"
then
the_Program.fragment_Shader.define (Shader.Fragment, use_fragment_Shader);
-- TODO: The below code produces ugly text. Investigate and fix.
--
-- the_Program.fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
-- 2 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
-- 3 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
-- 4 => to_Asset ("assets/opengl/shader/lit_colored_textured.frag"))));
else
the_Program.fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_colored_textured.frag"))));
end if;
the_Program.Program.define (the_Program. vertex_Shader'Access,
the_Program.fragment_Shader'Access);

View File

@@ -126,7 +126,11 @@ is
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");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_colored_textured.frag"))));
-- fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored_textured_skinned.frag");
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);

View File

@@ -82,8 +82,9 @@ is
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured.vert");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/texturing.frag"),
3 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
2 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
the_Program := new openGL.Program.lit.item;
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);

View File

@@ -115,8 +115,11 @@ is
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");
-- fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;

View File

@@ -76,7 +76,7 @@ is
vertex_Shader .define (Shader.vertex, "assets/opengl/shader/textured.vert");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/texturing.frag"),
2 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/textured.frag"))));
the_Program := new openGL.Program.item;

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@@ -0,0 +1,202 @@
with
openGL.Model,
GL.lean,
GL.Binding,
ada.Strings.fixed;
with ada.Text_IO;
package body openGL.Model.texturing
is
use GL;
type texture_Units is array (texture_Set.texture_Id) of GLenum;
all_texture_Units : constant texture_Units := (GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2,
GL_TEXTURE3,
GL_TEXTURE4,
GL_TEXTURE5,
GL_TEXTURE6,
GL_TEXTURE7,
GL_TEXTURE8,
GL_TEXTURE9,
GL_TEXTURE10,
GL_TEXTURE11,
GL_TEXTURE12,
GL_TEXTURE13,
GL_TEXTURE14,
GL_TEXTURE15,
GL_TEXTURE16,
GL_TEXTURE17,
GL_TEXTURE18,
GL_TEXTURE19,
GL_TEXTURE20,
GL_TEXTURE21,
GL_TEXTURE22,
GL_TEXTURE23,
GL_TEXTURE24,
GL_TEXTURE25,
GL_TEXTURE26,
GL_TEXTURE27,
GL_TEXTURE28,
GL_TEXTURE29,
GL_TEXTURE30,
GL_TEXTURE31);
procedure enable (for_Model : in openGL.Model.view;
Uniforms : in texturing.Uniforms;
texture_Set : in openGL.texture_Set.Item)
is
use GL.Binding,
GL.lean;
use type GLint;
begin
for i in 1 .. openGL.texture_Set.texture_Id (for_Model.texture_Count)
loop
Uniforms.Textures (i).fade_Uniform.Value_is (Real (for_Model.Fade (i)));
glUniform1i (Uniforms.Textures (i).texture_Uniform.gl_Variable,
GLint (i) - 1);
glActiveTexture (all_texture_Units (i));
glBindTexture (GL_TEXTURE_2D,
texture_Set.Textures (i).Object.Name);
end loop;
Uniforms.Count.Value_is (for_Model.texture_Count);
end enable;
procedure create (Uniforms : out texturing.Uniforms;
for_Program : in openGL.Program.view)
is
begin
for Id in texture_Set.texture_Id'Range
loop
declare
use ada.Strings,
ada.Strings.fixed;
i : constant Positive := Positive (Id);
texture_uniform_Name : constant String := "Textures[" & trim (Natural'Image (i - 1), Left) & "]";
fade_uniform_Name : constant String := "Fade[" & trim (Natural'Image (i - 1), Left) & "]";
begin
Uniforms.Textures (Id).texture_Uniform := for_Program.uniform_Variable (named => texture_uniform_Name);
Uniforms.Textures (Id). fade_Uniform := for_Program.uniform_Variable (named => fade_uniform_Name);
end;
end loop;
Uniforms.Count := for_Program.uniform_Variable ("texture_Count");
end create;
-------------
--- Mixin ---
-------------
-- generic
package body Mixin
is
use openGL.texture_Set;
texture_Uniforms : texturing.Uniforms;
procedure create_Uniforms (for_Program : in openGL.Program.view)
is
begin
create (texture_Uniforms, for_Program);
end create_Uniforms;
overriding
procedure Fade_is (Self : in out Item; Now : in texture_Set.fade_Level;
Which : in texture_Set.texture_ID := 1)
is
begin
Self.texture_Set.Textures (which).Fade := Now;
end Fade_is;
overriding
function Fade (Self : in Item; Which : in texture_Set.texture_ID := 1) return texture_Set.fade_Level
is
begin
return Self.texture_Set.Textures (which).Fade;
end Fade;
overriding
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object;
Which : in texture_Set.texture_ID := 1)
is
begin
Texture_is (in_Set => Self.texture_Set,
Which => Which,
Now => Now);
end Texture_is;
overriding
function Texture (Self : in Item; Which : texture_Set.texture_ID := 1) return openGL.Texture.Object
is
begin
return openGL.texture_Set.Texture (in_Set => Self.texture_Set,
Which => Which);
end Texture;
-- overriding
-- procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
-- is
-- begin
-- Texture_is (in_Set => Self.texture_Set,
-- Now => Now);
-- end Texture_is;
--
--
--
-- overriding
-- function Texture (Self : in Item) return openGL.Texture.Object
-- is
-- begin
-- return texture_Set.Texture (in_Set => Self.texture_Set,
-- Which => 1);
-- end Texture;
overriding
procedure enable_Textures (Self : in out Item)
is
begin
-- ada.Text_IO.put_Line (Self.Model'Image);
texturing.enable (for_Model => Self.Model.all'Access,
Uniforms => texture_Uniforms,
texture_Set => Self.texture_Set);
end enable_Textures;
end Mixin;
end openGL.Model.texturing;

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@@ -0,0 +1,103 @@
with
openGL.Variable.uniform,
openGL.texture_Set,
openGL.Program;
limited
with
openGL.Model;
private
package openGL.Model.texturing
--
-- Provides texturing support for models.
--
is
--- Uniforms
--
type texture_fade_Uniform_pair is
record
texture_Uniform : openGL.Variable.uniform.sampler2D;
fade_Uniform : openGL.Variable.uniform.float;
end record;
type texture_fade_Uniform_pairs is array (openGL.texture_Set.texture_Id
range 1 .. openGL.texture_Set.max_Textures) of texture_fade_Uniform_pair;
type Uniforms is
record
Textures : texture_fade_Uniform_pairs;
Count : openGL.Variable.uniform.int;
end record;
--- Operations
--
procedure enable (for_Model : in openGL.Model.view;
Uniforms : in texturing.Uniforms;
texture_Set : in openGL.texture_Set.Item);
procedure create (Uniforms : out texturing.Uniforms;
for_Program : in openGL.Program.view);
-------------
--- Mixin ---
-------------
generic
package Mixin
is
type Item is new Geometry.item with private;
procedure create_Uniforms (for_Program : in openGL.Program.view);
overriding
procedure Fade_is (Self : in out Item; Now : in texture_Set.fade_Level;
Which : in texture_Set.texture_ID := 1);
overriding
function Fade (Self : in Item; Which : texture_Set.texture_ID := 1) return texture_Set.fade_Level;
overriding
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object;
Which : in texture_Set.texture_ID := 1);
overriding
function Texture (Self : in Item; Which : in texture_Set.texture_ID := 1) return openGL.Texture.Object;
-- overriding
-- procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object);
--
-- overriding
-- function Texture (Self : in Item) return openGL.Texture.Object;
overriding
procedure enable_Textures (Self : in out Item);
private
type Item is new Geometry.item with
record
texture_Set : openGL.texture_Set.item;
end record;
end Mixin;
end openGL.Model.texturing;