opengl.geometry: Add multi-texture support to more geometries.
This commit is contained in:
@@ -1,5 +1,34 @@
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#version 140
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// Texturing snippet.
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//
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uniform int texture_Count;
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uniform sampler2D Textures [32];
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uniform float Fade [32];
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vec4
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apply_Texturing (vec2 Coords)
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{
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vec4 Color = vec4 (0);
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for (int i = 0; i < texture_Count; ++i)
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{
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Color.rgb += texture (Textures [i], Coords).rgb
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* texture (Textures [i], Coords).a
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* (1.0 - Fade [i]);
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Color.a = max (Color.a, texture (Textures [i],
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Coords).a);
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}
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return Color;
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}
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struct light
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{
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vec4 Site;
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@@ -15,7 +44,7 @@ uniform mat4 model_Transform;
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uniform mat3 inverse_model_Rotation;
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uniform vec3 camera_Site;
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uniform vec3 specular_Color; // The materials specular color.
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uniform sampler2D Texture;
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//uniform sampler2D Texture;
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uniform int light_Count;
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uniform light Lights [10];
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@@ -95,8 +124,8 @@ apply_Light (light Light,
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void
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main()
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{
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vec4 texture_Color = texture (Texture, frag_Coords);
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vec4 texture_Color = apply_Texturing (frag_Coords); // texture (Texture, frag_Coords);
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vec4 surface_Color = vec4 (mix (texture_Color.rgb,
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frag_Color .rgb,
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0.5),
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@@ -1,5 +1,32 @@
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#version 140
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// Texturing snippet.
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//
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uniform int texture_Count;
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uniform sampler2D Textures [32];
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uniform float Fade [32];
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vec4
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apply_Texturing (vec2 Coords)
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{
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vec4 Color = vec4 (0);
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for (int i = 0; i < texture_Count; ++i)
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{
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Color.rgb += texture (Textures [i], Coords).rgb
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* texture (Textures [i], Coords).a
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* (1.0 - Fade [i]);
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Color.a = max (Color.a, texture (Textures [i],
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Coords).a);
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}
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return Color;
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}
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struct light
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{
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vec4 Site;
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@@ -15,7 +42,7 @@ uniform mat4 model_Transform;
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uniform mat3 inverse_model_Rotation;
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uniform vec3 camera_Site;
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uniform vec3 specular_Color; // The materials specular color.
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uniform sampler2D Texture;
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//uniform sampler2D Texture;
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uniform int light_Count;
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uniform light Lights [10];
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@@ -29,6 +56,8 @@ in float frag_Shine;
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out vec4 final_Color;
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vec3
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apply_Light (light Light,
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vec3 surface_Color,
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@@ -92,16 +121,15 @@ apply_Light (light Light,
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void
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main()
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{
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vec3 surface_Site = vec3 ( model_Transform
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* vec4 (frag_Site, 1));
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vec4 surface_Color = mix (texture (Texture, frag_Coords),
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vec4 surface_Color = mix (apply_Texturing (frag_Coords),
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frag_Color,
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0.5);
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vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
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vec3 Normal = normalize (frag_Normal * inverse_model_Rotation);
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@@ -118,8 +146,7 @@ main()
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Surface_to_Camera);
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}
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vec3 Gamma = vec3 (1.0 / 2.2);
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vec3 Gamma = vec3 (1.0 / 2.2);
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final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
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Gamma),
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surface_Color.a);
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@@ -1,4 +1,6 @@
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#version 140
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// Include 'version.header'.
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// Include 'texturing.frag'.
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struct light
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{
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@@ -15,7 +17,7 @@ uniform mat4 model_Transform;
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uniform mat3 inverse_model_Rotation;
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uniform vec3 camera_Site;
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uniform vec3 specular_Color; // The materials specular color.
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uniform sampler2D Texture;
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uniform int light_Count;
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uniform light Lights [10];
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@@ -28,6 +30,8 @@ in float frag_Shine;
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out vec4 final_Color;
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vec3
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apply_Light (light Light,
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vec3 surface_Color,
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@@ -91,18 +95,16 @@ apply_Light (light Light,
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void
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main()
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{
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vec3 surface_Site = vec3 ( model_Transform
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* vec4 (frag_Site, 1));
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vec4 surface_Color = texture (Texture, frag_Coords);
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vec4 surface_Color = apply_Texturing (frag_Coords);
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vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
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vec3 Normal = normalize ( frag_Normal
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* inverse_model_Rotation);
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// Combine color from all the lights.
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//
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vec3 linear_Color = vec3 (0);
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@@ -116,8 +118,7 @@ main()
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Surface_to_Camera);
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}
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vec3 Gamma = vec3 (1.0 / 2.2);
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vec3 Gamma = vec3 (1.0 / 2.2);
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final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
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Gamma),
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surface_Color.a);
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@@ -1,12 +1,11 @@
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#version 140
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// Include 'version.header'.
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// Include 'texturing.frag'.
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uniform sampler2D sTexture;
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varying vec4 vColor;
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varying vec2 vCoords;
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in vec2 frag_Coords;
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out vec4 final_Color;
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void main()
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{
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gl_FragColor = texture2D (sTexture, vCoords) * vColor; // Modulate light color with texture.
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}
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final_Color = apply_Texturing (frag_Coords);
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}
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@@ -1,25 +1,16 @@
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#version 140
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uniform mat4 mvp_Transform;
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uniform vec3 Scale;
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uniform mat4 mvp_Transform;
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uniform vec3 Scale;
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in vec3 Site;
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in vec2 Coords;
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attribute vec3 Site;
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attribute vec2 Coords;
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varying vec4 vColor;
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varying vec2 vCoords;
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const float c_zero = 0.0;
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const float c_one = 1.0;
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out vec2 frag_Coords;
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void main()
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{
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frag_Coords = Coords;
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gl_Position = mvp_Transform * vec4 (Site * Scale, 1.0);
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vColor = vec4 (1.0, 1.0, 1.0, 1.0);
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vCoords = Coords;
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}
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@@ -23,7 +23,7 @@ is
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when "lean" =>
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for Source_Dirs use ("../source/lean",
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"../source/lean/buffer",
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"../source/lean/geometry/**",
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"../source/lean/geometry",
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"../source/lean/light",
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"../source/lean/model",
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"../source/lean/renderer",
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@@ -35,7 +35,7 @@ is
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when "desk" =>
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for Source_Dirs use ("../source/lean",
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"../source/lean/buffer",
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"../source/lean/geometry/**",
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"../source/lean/geometry",
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"../source/lean/light",
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"../source/lean/model",
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"../source/lean/renderer",
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@@ -15,6 +15,7 @@ with
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Interfaces.C.Strings,
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System.storage_Elements;
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package body openGL.Geometry.lit_colored_textured
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is
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use GL.lean,
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@@ -273,23 +274,96 @@ is
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end Indices_are;
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--- Texturing
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--
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.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 Geometry.texturing.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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use openGL.Geometry.texturing;
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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 openGL.Geometry.texturing.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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use openGL.Geometry.texturing;
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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 openGL.Geometry.texturing.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 out Item)
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is
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use GL,
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GL.Binding,
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openGL.Texture;
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use openGL.Geometry.texturing;
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begin
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Tasks.check;
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glActiveTexture (gl.GL_TEXTURE0);
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Errors.log;
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if Self.Texture = openGL.Texture.null_Object
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then enable (white_Texture);
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else enable (Self.Texture);
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end if;
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enable (Self.Textures, Self.Program);
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end enable_Texture;
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-- overriding
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-- procedure enable_Texture (Self : in out Item)
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-- is
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-- use GL,
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-- GL.Binding,
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-- openGL.Texture;
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-- begin
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-- Tasks.check;
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--
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-- glActiveTexture (gl.GL_TEXTURE0);
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-- Errors.log;
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--
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-- if Self.Texture = openGL.Texture.null_Object
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-- then enable (white_Texture);
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-- else enable (Self.Texture);
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-- end if;
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-- end enable_Texture;
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end openGL.Geometry.lit_colored_textured;
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@@ -1,3 +1,7 @@
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with
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openGL.Geometry.texturing;
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package openGL.Geometry.lit_colored_textured
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--
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-- Supports per-vertex site color, texture and lighting.
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@@ -35,11 +39,31 @@ is
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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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--- Texturing.
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--
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level);
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function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.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 null record;
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type Item is new Geometry.item with
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record
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Textures : Geometry.texturing.texture_Set;
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end record;
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overriding
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procedure enable_Texture (Self : in out Item);
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@@ -8,13 +8,14 @@ with
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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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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
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is
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@@ -82,8 +83,10 @@ is
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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.vert");
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fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured.frag");
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fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
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2 => to_Asset ("assets/opengl/shader/texturing.frag"),
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3 => to_Asset ("assets/opengl/shader/lit_textured.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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@@ -152,6 +155,7 @@ is
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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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@@ -245,25 +249,73 @@ is
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end Indices_are;
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--- Texturing
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--
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.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 Geometry.texturing.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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use openGL.Geometry.texturing;
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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 openGL.Geometry.texturing.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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use openGL.Geometry.texturing;
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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 openGL.Geometry.texturing.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 out Item)
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is
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use GL,
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GL.Binding,
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openGL.Texture;
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check_is_OK : constant Boolean := openGL.Tasks.Check; pragma Unreferenced (check_is_OK);
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use openGL.Geometry.texturing;
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begin
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Tasks.check;
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glActiveTexture (gl.GL_TEXTURE0);
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Errors.log;
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if Self.Texture = openGL.Texture.null_Object
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then enable (white_Texture);
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else enable (Self.Texture);
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end if;
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enable (Self.Textures, Self.Program);
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end enable_Texture;
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@@ -1,3 +1,7 @@
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with
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openGL.Geometry.texturing;
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package openGL.Geometry.lit_textured
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--
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-- Supports per-vertex site texture and lighting.
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@@ -38,9 +42,31 @@ is
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for_Facia : in Positive);
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--- Texturing.
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--
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||||
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level);
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function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level;
|
||||
|
||||
|
||||
procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object);
|
||||
function Texture (Self : in Item; Which : texture_ID) 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;
|
||||
|
||||
|
||||
|
||||
private
|
||||
|
||||
type Item is new Geometry.item with null record;
|
||||
type Item is new Geometry.item with
|
||||
record
|
||||
Textures : Geometry.texturing.texture_Set;
|
||||
end record;
|
||||
|
||||
|
||||
overriding
|
||||
procedure enable_Texture (Self : in out Item);
|
||||
|
||||
@@ -6,9 +6,6 @@ with
|
||||
openGL.Attribute,
|
||||
openGL.Texture,
|
||||
openGL.Tasks,
|
||||
openGL.Errors,
|
||||
|
||||
GL.Binding,
|
||||
GL.lean,
|
||||
GL.Pointers,
|
||||
|
||||
@@ -75,9 +72,10 @@ is
|
||||
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");
|
||||
|
||||
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"),
|
||||
3 => to_Asset ("assets/opengl/shader/textured.frag"))));
|
||||
the_Program := new openGL.Program.item;
|
||||
|
||||
the_Program.define ( vertex_Shader'Access,
|
||||
@@ -118,6 +116,8 @@ is
|
||||
end new_Geometry;
|
||||
|
||||
|
||||
|
||||
|
||||
--------------
|
||||
-- Attributes
|
||||
--
|
||||
@@ -163,23 +163,94 @@ is
|
||||
end Indices_are;
|
||||
|
||||
|
||||
|
||||
--- Texturing
|
||||
--
|
||||
|
||||
procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level)
|
||||
is
|
||||
begin
|
||||
Self.Textures.Textures (Which).Fade := Now;
|
||||
end Fade_is;
|
||||
|
||||
|
||||
|
||||
function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level
|
||||
is
|
||||
begin
|
||||
return Self.Textures.Textures (Which).Fade;
|
||||
end Fade;
|
||||
|
||||
|
||||
|
||||
procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object)
|
||||
is
|
||||
use openGL.Geometry.texturing;
|
||||
begin
|
||||
Texture_is (in_Set => Self.Textures,
|
||||
Which => Which,
|
||||
Now => Now);
|
||||
end Texture_is;
|
||||
|
||||
|
||||
|
||||
function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
|
||||
is
|
||||
begin
|
||||
return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
|
||||
Which => Which);
|
||||
end Texture;
|
||||
|
||||
|
||||
|
||||
overriding
|
||||
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
|
||||
is
|
||||
use openGL.Geometry.texturing;
|
||||
begin
|
||||
Texture_is (in_Set => Self.Textures,
|
||||
Now => Now);
|
||||
end Texture_is;
|
||||
|
||||
|
||||
|
||||
overriding
|
||||
function Texture (Self : in Item) return openGL.Texture.Object
|
||||
is
|
||||
begin
|
||||
return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
|
||||
Which => 1);
|
||||
end Texture;
|
||||
|
||||
|
||||
|
||||
overriding
|
||||
procedure enable_Texture (Self : in out Item)
|
||||
is
|
||||
use GL,
|
||||
GL.Binding,
|
||||
openGL.Texture;
|
||||
use openGL.Geometry.texturing;
|
||||
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;
|
||||
enable (Self.Textures, Self.Program);
|
||||
end enable_Texture;
|
||||
|
||||
|
||||
|
||||
-- overriding
|
||||
-- procedure enable_Texture (Self : in out 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;
|
||||
|
||||
@@ -1,3 +1,7 @@
|
||||
with
|
||||
openGL.Geometry.texturing;
|
||||
|
||||
|
||||
package openGL.Geometry.textured
|
||||
--
|
||||
-- Supports per-vertex site and texture.
|
||||
@@ -35,9 +39,31 @@ is
|
||||
for_Facia : in Positive);
|
||||
|
||||
|
||||
--- Texturing.
|
||||
--
|
||||
|
||||
procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level);
|
||||
function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level;
|
||||
|
||||
|
||||
procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object);
|
||||
function Texture (Self : in Item; Which : texture_ID) 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;
|
||||
|
||||
|
||||
|
||||
private
|
||||
|
||||
type Item is new Geometry.item with null record;
|
||||
type Item is new Geometry.item with
|
||||
record
|
||||
Textures : Geometry.texturing.texture_Set;
|
||||
end record;
|
||||
|
||||
|
||||
overriding
|
||||
procedure enable_Texture (Self : in out Item);
|
||||
|
||||
@@ -74,6 +74,7 @@ is
|
||||
is
|
||||
use GL.Pointers,
|
||||
C.Strings;
|
||||
use ada.Text_IO;
|
||||
|
||||
use type interfaces.C.char_array;
|
||||
|
||||
@@ -84,10 +85,12 @@ is
|
||||
begin
|
||||
Tasks.check;
|
||||
|
||||
-- for i in the_Source'Range
|
||||
-- loop
|
||||
-- put (Character (the_Source (i)));
|
||||
-- end loop;
|
||||
|
||||
new_Line (20);
|
||||
for i in the_Source'Range
|
||||
loop
|
||||
put (Character (the_Source (i)));
|
||||
end loop;
|
||||
|
||||
|
||||
Self.Kind := Kind;
|
||||
|
||||
Reference in New Issue
Block a user