opengl.geometry: Add multi-texture support to more geometries.

This commit is contained in:
Rod Kay
2023-05-07 11:39:57 +10:00
parent 263f7e8095
commit 8d7f78b74f
13 changed files with 418 additions and 95 deletions

View File

@@ -1,5 +1,34 @@
#version 140
// Texturing snippet.
//
uniform int texture_Count;
uniform sampler2D Textures [32];
uniform float Fade [32];
vec4
apply_Texturing (vec2 Coords)
{
vec4 Color = vec4 (0);
for (int i = 0; i < texture_Count; ++i)
{
Color.rgb += texture (Textures [i], Coords).rgb
* texture (Textures [i], Coords).a
* (1.0 - Fade [i]);
Color.a = max (Color.a, texture (Textures [i],
Coords).a);
}
return Color;
}
struct light
{
vec4 Site;
@@ -15,7 +44,7 @@ uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform sampler2D Texture;
//uniform sampler2D Texture;
uniform int light_Count;
uniform light Lights [10];
@@ -95,7 +124,7 @@ apply_Light (light Light,
void
main()
{
vec4 texture_Color = texture (Texture, frag_Coords);
vec4 texture_Color = apply_Texturing (frag_Coords); // texture (Texture, frag_Coords);
vec4 surface_Color = vec4 (mix (texture_Color.rgb,
frag_Color .rgb,

View File

@@ -1,5 +1,32 @@
#version 140
// Texturing snippet.
//
uniform int texture_Count;
uniform sampler2D Textures [32];
uniform float Fade [32];
vec4
apply_Texturing (vec2 Coords)
{
vec4 Color = vec4 (0);
for (int i = 0; i < texture_Count; ++i)
{
Color.rgb += texture (Textures [i], Coords).rgb
* texture (Textures [i], Coords).a
* (1.0 - Fade [i]);
Color.a = max (Color.a, texture (Textures [i],
Coords).a);
}
return Color;
}
struct light
{
vec4 Site;
@@ -15,7 +42,7 @@ uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform sampler2D Texture;
//uniform sampler2D Texture;
uniform int light_Count;
uniform light Lights [10];
@@ -29,6 +56,8 @@ in float frag_Shine;
out vec4 final_Color;
vec3
apply_Light (light Light,
vec3 surface_Color,
@@ -92,16 +121,15 @@ apply_Light (light Light,
void
main()
{
vec3 surface_Site = vec3 ( model_Transform
* vec4 (frag_Site, 1));
vec4 surface_Color = mix (texture (Texture, frag_Coords),
vec4 surface_Color = mix (apply_Texturing (frag_Coords),
frag_Color,
0.5);
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize (frag_Normal * inverse_model_Rotation);
@@ -118,8 +146,7 @@ main()
Surface_to_Camera);
}
vec3 Gamma = vec3 (1.0 / 2.2);
vec3 Gamma = vec3 (1.0 / 2.2);
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);

View File

@@ -1,4 +1,6 @@
#version 140
// Include 'version.header'.
// Include 'texturing.frag'.
struct light
{
@@ -15,7 +17,7 @@ uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform sampler2D Texture;
uniform int light_Count;
uniform light Lights [10];
@@ -28,6 +30,8 @@ in float frag_Shine;
out vec4 final_Color;
vec3
apply_Light (light Light,
vec3 surface_Color,
@@ -91,18 +95,16 @@ apply_Light (light Light,
void
main()
{
vec3 surface_Site = vec3 ( model_Transform
* vec4 (frag_Site, 1));
vec4 surface_Color = texture (Texture, frag_Coords);
vec4 surface_Color = apply_Texturing (frag_Coords);
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize ( frag_Normal
* inverse_model_Rotation);
// Combine color from all the lights.
//
vec3 linear_Color = vec3 (0);
@@ -116,8 +118,7 @@ main()
Surface_to_Camera);
}
vec3 Gamma = vec3 (1.0 / 2.2);
vec3 Gamma = vec3 (1.0 / 2.2);
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);

View File

@@ -1,12 +1,11 @@
#version 140
// Include 'version.header'.
// Include 'texturing.frag'.
uniform sampler2D sTexture;
varying vec4 vColor;
varying vec2 vCoords;
in vec2 frag_Coords;
out vec4 final_Color;
void main()
{
gl_FragColor = texture2D (sTexture, vCoords) * vColor; // Modulate light color with texture.
final_Color = apply_Texturing (frag_Coords);
}

View File

@@ -1,25 +1,16 @@
#version 140
uniform mat4 mvp_Transform;
uniform vec3 Scale;
uniform mat4 mvp_Transform;
uniform vec3 Scale;
in vec3 Site;
in vec2 Coords;
attribute vec3 Site;
attribute vec2 Coords;
varying vec4 vColor;
varying vec2 vCoords;
const float c_zero = 0.0;
const float c_one = 1.0;
out vec2 frag_Coords;
void main()
{
frag_Coords = Coords;
gl_Position = mvp_Transform * vec4 (Site * Scale, 1.0);
vColor = vec4 (1.0, 1.0, 1.0, 1.0);
vCoords = Coords;
}

View File

@@ -23,7 +23,7 @@ is
when "lean" =>
for Source_Dirs use ("../source/lean",
"../source/lean/buffer",
"../source/lean/geometry/**",
"../source/lean/geometry",
"../source/lean/light",
"../source/lean/model",
"../source/lean/renderer",
@@ -35,7 +35,7 @@ is
when "desk" =>
for Source_Dirs use ("../source/lean",
"../source/lean/buffer",
"../source/lean/geometry/**",
"../source/lean/geometry",
"../source/lean/light",
"../source/lean/model",
"../source/lean/renderer",

View File

@@ -15,6 +15,7 @@ with
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_colored_textured
is
use GL.lean,
@@ -273,23 +274,96 @@ 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 enable (white_Texture);
else enable (Self.Texture);
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 enable (white_Texture);
-- else enable (Self.Texture);
-- end if;
-- end enable_Texture;
end openGL.Geometry.lit_colored_textured;

View File

@@ -1,3 +1,7 @@
with
openGL.Geometry.texturing;
package openGL.Geometry.lit_colored_textured
--
-- Supports per-vertex site color, texture and lighting.
@@ -35,11 +39,31 @@ is
procedure Indices_are (Self : in out Item; Now : in Indices;
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);

View File

@@ -8,13 +8,14 @@ with
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
-- with ada.Text_IO; use ada.Text_IO;
package body openGL.Geometry.lit_textured
is
@@ -82,8 +83,10 @@ is
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");
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"))));
the_Program := new openGL.Program.lit.item;
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
@@ -152,6 +155,7 @@ is
end if;
Self.Program_is (the_Program.all'Access);
return Self;
end new_Geometry;
@@ -245,25 +249,73 @@ 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;
check_is_OK : constant Boolean := openGL.Tasks.Check; pragma Unreferenced (check_is_OK);
use openGL.Geometry.texturing;
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;
enable (Self.Textures, Self.Program);
end enable_Texture;

View File

@@ -1,3 +1,7 @@
with
openGL.Geometry.texturing;
package openGL.Geometry.lit_textured
--
-- Supports per-vertex site texture and lighting.
@@ -38,9 +42,31 @@ 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);

View File

@@ -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;

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@@ -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);

View File

@@ -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;