with openGL.Tasks, GL.Binding, GL.lean, ada.Strings.fixed; with ada.Text_IO; use ada.Text_IO; package body openGL.texture_Set is ------------- --- Animation -- function to_Frames (From : in texture_Set.texture_Ids) return Frames is Result : Frames (1 .. From'Length); begin for i in From'Range loop Result (i).texture_Id := From (i); end loop; return Result; end to_Frames; procedure animate (the_Animation : in out Animation; texture_Applies : in out texture_Apply_array) is use ada.Calendar; Now : constant ada.Calendar.Time := Clock; begin if Now >= the_Animation.next_frame_Time then declare next_frame_Id : constant frame_Id := (if the_Animation.Current < the_Animation.frame_Count then the_Animation.Current + 1 else 1); old_Frame : Frame renames the_Animation.Frames (the_Animation.Current); new_Frame : Frame renames the_Animation.Frames (next_frame_Id); begin texture_Applies (old_Frame.texture_Id) := False; texture_Applies (new_Frame.texture_Id) := True; the_Animation.Current := next_frame_Id; the_Animation.next_frame_Time := Now + the_Animation.frame_Duration; end; end if; end animate; ----------- --- Details -- -- -- type Details is -- record -- Fades : fade_Levels (texture_Id) := [others => 0.0]; -- Textures : asset_Names (1 .. Positive (texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex. -- texture_Count : Natural := 0; -- texture_Tiling : Real := 1.0; -- The number of times the texture should be wrapped. -- texture_Applies : texture_Apply_array := [others => True]; -- Animation : Animation_view; -- end record; -- function to_Details (texture_Assets : in asset_Names; Animation : in Animation_view := null) return Details is Result : Details; begin Result.texture_Count := texture_Assets'Length; for i in 1 .. texture_Assets'Length loop Result.Textures (i) := texture_Assets (i); end loop; Result.Animation := Animation; return Result; end to_Details; -------- --- Item -- procedure Texture_is (in_Set : in out Item; Which : texture_ID; Now : in openGL.Texture.Object) is begin in_Set.Textures (Which).Object := 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 Item; Which : texture_ID) return openGL.Texture.Object is begin return in_Set.Textures (Which).Object; end Texture; function Texture (in_Set : in Item) return openGL.Texture.Object is begin return in_Set.Textures (1).Object; end Texture; procedure Texture_is (in_Set : in out Item; 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 enable (the_Textures : in out Item; Program : in openGL.Program.view) is use GL, GL.Binding, openGL.Texture; begin Tasks.check; if not the_Textures.initialised then for i in 1 .. the_Textures.Count loop declare use ada.Strings, ada.Strings.fixed; Id : constant texture_Id := texture_Id (i); begin null; -- declare -- uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]"; -- begin -- the_Textures.Textures (Id).texture_Uniform := Program.uniform_Variable (Named => uniform_Name); -- end; -- declare -- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]"; -- begin -- the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name); -- end; end; end loop; the_Textures.Initialised := True; end if; for i in 1 .. the_Textures.Count loop declare use GL.lean; 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); Id : constant texture_Id := texture_Id (i); begin null; -- glUniform1i (the_Textures.Textures (Id).texture_Uniform.gl_Variable, -- 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); -- Id : constant texture_Id := texture_Id (i); -- begin -- -- put_Line ("Fade:" & the_Textures.Textures (texture_Id (i)).Fade'Image); -- -- -- the_Textures.Textures (Id).fade_Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade)); -- -- Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade)); -- null; -- 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; ----------- --- Streams -- procedure write (Stream : not null access Ada.Streams.Root_Stream_Type'Class; Item : in Animation_view) is begin if Item = null then Boolean'write (Stream, False); else Boolean'write (Stream, True); Animation'output (Stream, Item.all); end if; end write; procedure read (Stream : not null access Ada.Streams.Root_Stream_Type'Class; Item : out Animation_view) is Item_not_null : Boolean; begin Boolean'read (Stream, Item_not_null); if Item_not_null then Item := new Animation' (Animation'Input (Stream)); else Item := null; end if; end read; end openGL.texture_Set;