openGL: Add preliminary multi-texturing code.
This commit is contained in:
@@ -0,0 +1,406 @@
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with
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openGL.Buffer.general,
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openGL.Shader,
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openGL.Program.lit,
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openGL.Attribute,
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openGL.Variable.uniform,
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openGL.Texture,
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openGL.Palette,
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openGL.Tasks,
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openGL.Errors,
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GL.Binding,
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GL.lean,
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GL.Pointers,
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ada.Strings.fixed,
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Interfaces.C.Strings,
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System.storage_Elements;
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with ada.Text_IO; use ada.Text_IO;
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package body openGL.Geometry.lit_textured_x2
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is
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use GL.lean,
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GL.Pointers,
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Interfaces;
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-----------
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-- Globals
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--
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vertex_Shader : aliased Shader.item;
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fragment_Shader : aliased Shader.item;
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the_Program : openGL.Program.lit.view;
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white_Texture : openGL.Texture.Object;
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Name_1 : constant String := "Site";
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Name_2 : constant String := "Normal";
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Name_3 : constant String := "Coords";
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-- Name_4 : constant String := "Coords_2";
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Name_5 : constant String := "Shine";
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Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
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Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
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Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
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-- Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
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Attribute_5_Name : aliased C.char_array := C.to_C (Name_5);
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Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
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Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
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Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
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-- Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
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Attribute_5_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_5_Name'Access);
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---------
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-- Forge
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--
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function new_Geometry return View
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is
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use System,
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System.storage_Elements;
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use type openGL.Program.lit.view;
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Self : constant View := new Geometry.lit_textured_x2.item;
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begin
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Tasks.check;
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if the_Program = null
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then -- Define the shaders and program.
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declare
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use Palette,
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Attribute.Forge;
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Sample : Vertex;
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Attribute_1 : Attribute.view;
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Attribute_2 : Attribute.view;
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Attribute_3 : Attribute.view;
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-- Attribute_4 : Attribute.view;
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Attribute_5 : Attribute.view;
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white_Image : constant Image := [1 .. 2 => [1 .. 2 => +White]];
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begin
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white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
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vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_x2.vert");
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fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_x2.frag");
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the_Program := new openGL.Program.lit.item;
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the_Program.define ( vertex_Shader'Access,
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fragment_Shader'Access);
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the_Program.enable;
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Attribute_1 := new_Attribute (Name => Name_1,
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gl_Location => the_Program.attribute_Location (Name_1),
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Size => 3,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured_x2.Vertex'Size / 8,
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Offset => 0,
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Normalized => False);
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Attribute_2 := new_Attribute (Name => Name_2,
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gl_Location => the_Program.attribute_Location (Name_2),
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Size => 3,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured_x2.Vertex'Size / 8,
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Offset => Sample.Normal (1)'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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Attribute_3 := new_Attribute (Name => Name_3,
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gl_Location => the_Program.attribute_Location (Name_3),
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Size => 2,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured_x2.Vertex'Size / 8,
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Offset => Sample.Coords.S'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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-- Attribute_4 := new_Attribute (Name => Name_4,
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-- gl_Location => the_Program.attribute_Location (Name_4),
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-- Size => 2,
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-- data_Kind => attribute.GL_FLOAT,
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-- Stride => lit_textured_x2.Vertex'Size / 8,
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-- Offset => Sample.Coords_2.S'Address
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-- - Sample.Site (1)'Address,
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-- Normalized => False);
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Attribute_5 := new_Attribute (Name => Name_5,
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gl_Location => the_Program.attribute_Location (Name_5),
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Size => 1,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured_x2.Vertex'Size / 8,
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Offset => Sample.Shine 'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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the_Program.add (Attribute_1);
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the_Program.add (Attribute_2);
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the_Program.add (Attribute_3);
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-- the_Program.add (Attribute_4);
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the_Program.add (Attribute_5);
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_1).gl_Location,
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name => +Attribute_1_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_2).gl_Location,
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name => +Attribute_2_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_3).gl_Location,
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name => +Attribute_3_Name_ptr);
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Errors.log;
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-- glBindAttribLocation (program => the_Program.gl_Program,
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-- index => the_Program.Attribute (named => Name_4).gl_Location,
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-- name => +Attribute_4_Name_ptr);
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-- Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_5).gl_Location,
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name => +Attribute_5_Name_ptr);
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Errors.log;
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end;
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end if;
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Self.Program_is (the_Program.all'Access);
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return Self;
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end new_Geometry;
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----------
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-- Vertex
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--
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function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Do these properly.
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is
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pragma Unreferenced (Self);
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begin
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return False;
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end is_Transparent;
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function is_Transparent (Self : in Vertex_large_array) return Boolean
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is
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pragma Unreferenced (Self);
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begin
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return False;
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end is_Transparent;
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--------------
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-- Attributes
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--
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package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
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Index => Index_t,
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Element => Vertex,
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Element_Array => Vertex_array);
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package openGL_large_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
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Index => long_Index_t,
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Element => Vertex,
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Element_Array => Vertex_large_array);
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procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
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is
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use openGL_Buffer_of_geometry_Vertices.Forge;
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begin
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Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
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usage => Buffer.static_Draw));
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Self.is_Transparent := is_Transparent (Now);
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-- Set the bounds.
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--
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declare
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function get_Site (Index : in Index_t) return Vector_3
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is (Now (Index).Site);
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function bounding_Box is new get_Bounds (Index_t, get_Site);
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begin
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Self.Bounds_are (bounding_Box (Count => Now'Length));
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end;
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end Vertices_are;
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procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array)
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is
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use openGL_large_Buffer_of_geometry_Vertices.Forge;
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begin
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Self.Vertices := new openGL_large_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
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usage => Buffer.static_Draw));
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Self.is_Transparent := is_Transparent (Now);
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-- Set the bounds.
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--
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declare
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function get_Site (Index : in long_Index_t) return Vector_3
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is (Now (Index).Site);
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function bounding_Box is new get_Bounds (long_Index_t, get_Site);
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begin
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Self.Bounds_are (bounding_Box (Count => Now'Length));
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end;
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end Vertices_are;
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overriding
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procedure Indices_are (Self : in out Item; Now : in Indices;
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for_Facia : in Positive)
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is
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begin
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raise Error with "TODO";
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end Indices_are;
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in fade_Level)
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is
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begin
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Self.Textures.Textures (Which).Fade := Now;
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end Fade_is;
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function Fade (Self : in Item; Which : texture_ID) return fade_Level
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is
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begin
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return Self.Textures.Textures (Which).Fade;
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end Fade;
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object)
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is
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begin
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Texture_is (in_Set => Self.Textures,
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Which => Which,
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Now => Now);
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end Texture_is;
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function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
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is
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begin
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return Texture (in_Set => Self.Textures,
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Which => Which);
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end Texture;
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overriding
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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
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is
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begin
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Texture_is (in_Set => Self.Textures,
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Now => Now);
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end Texture_is;
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overriding
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function Texture (Self : in Item) return openGL.Texture.Object
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is
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begin
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return Texture (in_Set => Self.Textures,
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Which => 1);
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end Texture;
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overriding
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procedure enable_Texture (Self : in Item)
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is
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-- check_is_OK : constant Boolean := openGL.Tasks.Check
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-- with unreferenced;
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begin
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enable (Self.Textures, Self.Program);
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-- Tasks.check;
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-- for i in 1 .. Self.Textures.Count
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-- loop
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-- declare
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-- use ada.Strings,
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-- ada.Strings.fixed;
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--
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-- use type GL.GLint;
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--
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-- -- "bone_Matrices[" & Trim (Integer'Image (i - 1), Left) & "]");
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--
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-- type texture_Units is array (texture_Id) of GLenum;
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-- all_texture_Units : constant texture_Units := (GL_TEXTURE0,
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-- GL_TEXTURE1,
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-- GL_TEXTURE2,
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-- GL_TEXTURE3,
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-- GL_TEXTURE4,
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-- GL_TEXTURE5,
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-- GL_TEXTURE6,
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-- GL_TEXTURE7,
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-- GL_TEXTURE8,
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-- GL_TEXTURE9,
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-- GL_TEXTURE10,
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-- GL_TEXTURE11,
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-- GL_TEXTURE12,
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-- GL_TEXTURE13,
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-- GL_TEXTURE14,
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-- GL_TEXTURE15,
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-- GL_TEXTURE16,
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-- GL_TEXTURE17,
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-- GL_TEXTURE18,
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-- GL_TEXTURE19,
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-- GL_TEXTURE20,
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-- GL_TEXTURE21,
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-- GL_TEXTURE22,
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-- GL_TEXTURE23,
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-- GL_TEXTURE24,
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-- GL_TEXTURE25,
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-- GL_TEXTURE26,
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-- GL_TEXTURE27,
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-- GL_TEXTURE28,
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-- GL_TEXTURE29,
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-- GL_TEXTURE30,
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-- GL_TEXTURE31);
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--
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-- uniform_Name : aliased C.char_array := C.to_C ("Textures[" & Trim (Integer'Image (i - 1), Left) & "]");
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-- uniform_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (uniform_Name'unchecked_Access);
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-- loc : constant GL.GLint := glGetUniformLocation (Self.Program.gl_Program, +uniform_Name_ptr);
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-- begin
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-- -- put_Line ("1-openGL.Program.lit.set_Uniforms:" & loc'Image);
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--
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-- glUniform1i (loc,
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-- GLint (i) - 1);
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--
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-- glActiveTexture (all_texture_Units (texture_Id (i)));
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-- glBindTexture (GL_TEXTURE_2D,
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-- Self.Textures.Textures (texture_Id (i)).Object.Name);
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-- end;
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--
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--
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-- declare
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-- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Self.Program.uniform_Variable ("texture_Count");
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-- begin
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-- the_texture_count_Uniform.Value_is (Self.Textures.Count);
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-- end;
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-- end loop;
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end enable_Texture;
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end openGL.Geometry.lit_textured_x2;
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@@ -0,0 +1,66 @@
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package openGL.Geometry.lit_textured_x2
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--
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-- Supports per-vertex site texture and lighting.
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--
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is
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type Item is new openGL.Geometry.item with private;
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type View is access all Item'Class;
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function new_Geometry return View;
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----------
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-- Vertex
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--
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type Vertex is
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record
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Site : Vector_3;
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Normal : Vector_3;
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Coords : Coordinate_2D;
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Shine : Real;
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end record;
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type Vertex_array is array ( Index_t range <>) of aliased Vertex;
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type Vertex_large_array is array (long_Index_t range <>) of aliased Vertex;
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--------------
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-- Attributes
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--
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procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
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procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array);
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overriding
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procedure Indices_are (Self : in out Item; Now : in Indices;
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for_Facia : in Positive);
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in fade_Level);
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function Fade (Self : in Item; Which : texture_ID) return fade_Level;
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object);
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function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object;
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overriding
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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object);
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overriding
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function Texture (Self : in Item) return openGL.Texture.Object;
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private
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type Item is new Geometry.item with
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record
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Textures : texture_Set;
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end record;
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overriding
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procedure enable_Texture (Self : in Item);
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end openGL.Geometry.lit_textured_x2;
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@@ -1,9 +1,19 @@
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with
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openGL.Primitive.indexed,
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openGL.Primitive.long_indexed,
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openGL.Variable.uniform,
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openGL.Tasks,
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GL.Binding,
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GL.lean,
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GL.Pointers,
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ada.Strings.fixed,
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ada.unchecked_Deallocation,
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ada.unchecked_Conversion;
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ada.unchecked_Conversion,
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interfaces.C.Strings;
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package body openGL.Geometry
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is
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@@ -93,22 +103,103 @@ is
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function Texture (Self : in Item'Class) return openGL.Texture.Object
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-- procedure Texture_is (Self : in out Item'Class; Which : texture_ID; Now : in openGL.Texture.Object)
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-- is
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-- begin
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-- Self.Textures.Textures (Which) := (0.0, Now);
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-- Self.is_Transparent := Self.is_Transparent
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-- or Now .is_Transparent;
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--
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-- if Natural (Which) > Self.Textures.Count
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-- then
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-- Self.Textures.Count := Natural (Which);
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-- end if;
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-- end Texture_is;
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--
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--
|
||||
-- function Texture (Self : in Item'Class; Which : texture_ID) return openGL.Texture.Object
|
||||
-- is
|
||||
-- begin
|
||||
-- return Self.Textures.Textures (Which).Object;
|
||||
-- end Texture;
|
||||
|
||||
|
||||
|
||||
|
||||
function Texture (Self : in Item) return openGL.Texture.Object
|
||||
is
|
||||
begin
|
||||
return Self.Texture;
|
||||
raise program_Error with "Geometry has no texture.";
|
||||
return openGL.Texture.null_Object;
|
||||
end Texture;
|
||||
|
||||
|
||||
procedure Texture_is (Self : in out Item'Class; Now : in openGL.Texture.Object)
|
||||
-- procedure Texture_is (Self : in out Item'Class; Now : in openGL.Texture.Object)
|
||||
-- is
|
||||
-- begin
|
||||
-- Self.Textures.Textures (1).Object := Now;
|
||||
-- Self.is_Transparent := Self.is_Transparent
|
||||
-- or Now .is_Transparent;
|
||||
--
|
||||
-- if Self.Textures.Count = 0
|
||||
-- then
|
||||
-- Self.Textures.Count := 1;
|
||||
-- end if;
|
||||
-- end Texture_is;
|
||||
--
|
||||
|
||||
|
||||
procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object)
|
||||
is
|
||||
begin
|
||||
Self.Texture := Now;
|
||||
Self.is_Transparent := Self.is_Transparent
|
||||
or Now .is_Transparent;
|
||||
in_Set.Textures (Which) := (0.0, Now);
|
||||
in_Set.is_Transparent := in_Set.is_Transparent
|
||||
or Now .is_Transparent;
|
||||
|
||||
if Natural (Which) > in_Set.Count
|
||||
then
|
||||
in_Set.Count := Natural (Which);
|
||||
end if;
|
||||
end Texture_is;
|
||||
|
||||
|
||||
function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object
|
||||
is
|
||||
begin
|
||||
return in_Set.Textures (Which).Object;
|
||||
end Texture;
|
||||
|
||||
|
||||
|
||||
|
||||
function Texture (in_Set : in texture_Set) return openGL.Texture.Object
|
||||
is
|
||||
begin
|
||||
return in_Set.Textures (1).Object;
|
||||
end Texture;
|
||||
|
||||
|
||||
procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object)
|
||||
is
|
||||
begin
|
||||
in_Set.Textures (1).Object := Now;
|
||||
in_Set.is_Transparent := in_Set.is_Transparent
|
||||
or Now .is_Transparent;
|
||||
|
||||
if in_Set.Count = 0
|
||||
then
|
||||
in_Set.Count := 1;
|
||||
end if;
|
||||
end Texture_is;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
procedure Program_is (Self : in out Item; Now : in openGL.Program.view)
|
||||
is
|
||||
@@ -143,8 +234,12 @@ is
|
||||
function is_Transparent (Self : in Item) return Boolean
|
||||
is
|
||||
begin
|
||||
return Self.is_Transparent
|
||||
or Self.Texture.is_Transparent;
|
||||
return Self.is_Transparent;
|
||||
-- or Self.Textures.Textures (1).Object.is_Transparent
|
||||
-- or Self.Textures.Textures (2).Object.is_Transparent; -- TODO: Loop over all textures.
|
||||
-- -- return Self.is_Transparent
|
||||
-- -- or Self.Texture_1.is_Transparent
|
||||
-- -- or Self.Texture_2.is_Transparent;
|
||||
end is_Transparent;
|
||||
|
||||
|
||||
@@ -465,6 +560,110 @@ is
|
||||
end Normals_of;
|
||||
|
||||
|
||||
|
||||
|
||||
-----------
|
||||
-- Textures
|
||||
--
|
||||
|
||||
procedure enable (the_Textures : in texture_Set;
|
||||
Program : in openGL.Program.view)
|
||||
is
|
||||
use GL,
|
||||
GL.Binding,
|
||||
openGL.Texture;
|
||||
|
||||
-- check_is_OK : constant Boolean := openGL.Tasks.Check
|
||||
-- with unreferenced;
|
||||
|
||||
begin
|
||||
Tasks.check;
|
||||
|
||||
for i in 1 .. the_Textures.Count
|
||||
loop
|
||||
declare
|
||||
use GL.lean,
|
||||
GL.Pointers,
|
||||
ada.Strings,
|
||||
ada.Strings.fixed,
|
||||
Interfaces;
|
||||
|
||||
use type GL.GLint;
|
||||
|
||||
type texture_Units is array (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);
|
||||
|
||||
uniform_Name : aliased C.char_array := C.to_C ("Textures[" & Trim (Natural'Image (i - 1), Left) & "]");
|
||||
uniform_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (uniform_Name'unchecked_Access);
|
||||
loc : constant GL.GLint := glGetUniformLocation (Program.gl_Program, +uniform_Name_ptr);
|
||||
Id : constant texture_Id := texture_Id (i);
|
||||
begin
|
||||
-- put_Line ("1-openGL.Program.lit.set_Uniforms:" & loc'Image);
|
||||
|
||||
glUniform1i (loc,
|
||||
GLint (i) - 1);
|
||||
|
||||
glActiveTexture (all_texture_Units (Id));
|
||||
glBindTexture (GL_TEXTURE_2D,
|
||||
the_Textures.Textures (Id).Object.Name);
|
||||
end;
|
||||
|
||||
|
||||
declare
|
||||
use ada.Strings,
|
||||
ada.Strings.fixed;
|
||||
|
||||
uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
|
||||
Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
|
||||
begin
|
||||
Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
|
||||
end;
|
||||
end loop;
|
||||
|
||||
|
||||
declare
|
||||
the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
|
||||
begin
|
||||
the_texture_count_Uniform.Value_is (the_Textures.Count);
|
||||
end;
|
||||
end enable;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
---------
|
||||
-- Bounds
|
||||
--
|
||||
|
||||
@@ -39,8 +39,53 @@ is
|
||||
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;
|
||||
|
||||
|
||||
max_Textures : constant := 32;
|
||||
|
||||
type texture_Id is range 1 .. max_Textures;
|
||||
|
||||
|
||||
-- procedure Texture_is (Self : in out Item'Class; Which : texture_ID; Now : in Texture.Object);
|
||||
-- function Texture (Self : in Item'Class; Which : texture_ID) return Texture.Object;
|
||||
--
|
||||
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object) is null;
|
||||
function Texture (Self : in Item) return openGL.Texture.Object;
|
||||
|
||||
|
||||
|
||||
|
||||
-- *************************************************************************
|
||||
-- TODO: Move all texture code to a new 'openGL.Geometry.texturing' package.
|
||||
|
||||
type fade_Level is delta 0.001 range 0.0 .. 1.0; -- '0.0' is no fading, '1.0' is fully faded (ie invisible).
|
||||
|
||||
type fadeable_Texture is
|
||||
record
|
||||
Fade : fade_Level := 0.0;
|
||||
Object : openGL.Texture.Object := openGL.Texture.null_Object;
|
||||
end record;
|
||||
|
||||
type fadeable_Textures is array (texture_Id range 1 .. max_Textures) of fadeable_Texture;
|
||||
|
||||
type texture_Set is
|
||||
record
|
||||
Textures : fadeable_Textures;
|
||||
Count : Natural := 0;
|
||||
is_Transparent : Boolean := False; -- Any of the textures contains lucid colors.
|
||||
end record;
|
||||
|
||||
procedure enable (the_Textures : in texture_Set;
|
||||
Program : in openGL.Program.view);
|
||||
|
||||
procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object);
|
||||
function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object;
|
||||
|
||||
procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object);
|
||||
function Texture (in_Set : in texture_Set) return openGL.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.
|
||||
@@ -84,11 +129,14 @@ is
|
||||
private
|
||||
use ada.Strings.unbounded;
|
||||
|
||||
type Textures is array (texture_Id) of openGL.Texture.Object;
|
||||
|
||||
|
||||
|
||||
|
||||
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;
|
||||
|
||||
@@ -100,6 +148,7 @@ private
|
||||
end record;
|
||||
|
||||
|
||||
|
||||
generic
|
||||
type any_Index_t is range <>;
|
||||
with function get_Site (Index : in any_Index_t) return Vector_3;
|
||||
|
||||
Reference in New Issue
Block a user