with openGL.Tasks, GL.Binding, GL.lean, ada.Strings.fixed; with ada.Text_IO; use ada.Text_IO; package body openGL.Geometry.texturing is procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object) is begin in_Set.Textures (Which) := (0.0, Now, textures_Uniform => <>, fade_Uniform => <>); 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 enable (the_Textures : in out texture_Set; 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 declare uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]"; begin the_Textures.Textures (Id).textures_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 glUniform1i (the_Textures.Textures (Id).textures_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); begin -- put_Line ("Fade:" & the_Textures.Textures (texture_Id (i)).Fade'Image); 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; end openGL.Geometry.texturing;