opengl: Fix simple warnings and cosmetics.
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@@ -1,30 +1,22 @@
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with
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openGL.Geometry.texturing,
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openGL.Buffer.general,
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openGL.Model,
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openGL.Shader,
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openGL.Program.lit,
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openGL.Attribute,
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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.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
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is
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use GL.lean,
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GL.Pointers,
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openGL.texture_Set,
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Interfaces;
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-----------
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@@ -34,8 +26,7 @@ is
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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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the_Program : openGL.Program.lit.view;
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Name_1 : constant String := "Site";
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Name_2 : constant String := "Normal";
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@@ -52,8 +43,6 @@ is
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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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-- texture_Uniforms : texturing.Uniforms;
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---------
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@@ -62,8 +51,7 @@ is
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procedure create_Program
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is
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use Palette,
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Attribute.Forge,
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use Attribute.Forge,
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System.storage_Elements;
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use type system.Address;
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@@ -75,11 +63,7 @@ is
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Attribute_3 : Attribute.view;
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Attribute_4 : 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.vert");
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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.snippet"),
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@@ -150,27 +134,6 @@ is
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name => +Attribute_4_Name_ptr);
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Errors.log;
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--- Set up the texturing uniforms.
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--
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-- for Id in texture_Id'Range
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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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-- i : constant Positive := Positive (Id);
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-- texture_uniform_Name : constant String := "Textures[" & trim (Natural'Image (i - 1), Left) & "]";
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-- fade_uniform_Name : constant String := "Fade[" & trim (Natural'Image (i - 1), Left) & "]";
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-- begin
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-- texture_Uniforms.Textures (Id).texture_Uniform := the_Program.uniform_Variable (named => texture_uniform_Name);
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-- texture_Uniforms.Textures (Id). fade_Uniform := the_Program.uniform_Variable (named => fade_uniform_Name);
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-- end;
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-- end loop;
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--
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-- texture_Uniforms.Count := the_Program.uniform_Variable ("texture_Count");
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textured_Geometry.create_Uniforms (for_Program => the_Program.all'Access);
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end create_Program;
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@@ -291,75 +254,4 @@ 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 texture_Set.fade_Level)
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-- is
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-- begin
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-- Self.texture_Set.Textures (which).Fade := Now;
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-- end Fade_is;
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--
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--
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--
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-- function Fade (Self : in Item; Which : texture_Set.texture_ID) return texture_Set.fade_Level
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-- is
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-- begin
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-- return Self.texture_Set.Textures (which).Fade;
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-- end Fade;
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--
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--
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--
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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.texture_Set,
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-- Which => Which,
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-- Now => Now);
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-- end Texture_is;
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--
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--
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--
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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.texture_Set.Texture (in_Set => Self.texture_Set,
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-- Which => Which);
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-- end Texture;
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--
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--
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--
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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.texture_Set,
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-- Now => Now);
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-- end Texture_is;
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--
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--
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--
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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_Set.Texture (in_Set => Self.texture_Set,
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-- Which => 1);
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-- end Texture;
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-- overriding
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-- procedure enable_Textures (Self : in out Item)
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-- is
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-- begin
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-- texturing.enable (for_Model => Self.Model.all'Access,
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-- Uniforms => texture_Uniforms,
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-- texture_Set => Self.texture_Set);
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-- end enable_Textures;
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end openGL.Geometry.lit_textured;
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