with openGL.Errors, openGL.Buffer, openGL.Tasks, GL.Binding, GL.lean; package body openGL.Primitive.indexed is --------- --- Forge -- procedure define (Self : in out Item; Kind : in facet_Kind; Indices : in openGL.Indices; line_Width : in Real) is use openGL.Buffer.indices.Forge; buffer_Indices : aliased openGL.Indices := [Indices'Range => <>]; begin for Each in buffer_Indices'Range loop buffer_Indices (Each) := Indices (Each) - 1; -- Adjust indices to zero-based indexing for GL. end loop; Self.facet_Kind := Kind; Self.Indices := new Buffer.indices.Object' (to_Buffer (buffer_Indices'Access, usage => Buffer.static_Draw)); Self.line_Width := line_Width; end define; procedure define (Self : in out Item; Kind : in facet_Kind; Indices : in long_Indices; line_Width : in Real) is use openGL.Buffer.indices.Forge; buffer_Indices : aliased openGL.Indices := [Indices'Range => <>]; begin for Each in buffer_Indices'Range loop buffer_Indices (Each) := Index_t (Indices (Each) - 1); -- Adjust indices to zero-based indexing for GL. end loop; Self.facet_Kind := Kind; Self.Indices := new openGL.Buffer.indices.Object' (to_Buffer (buffer_Indices'Access, Usage => Buffer.static_Draw)); Self.line_Width := line_Width; end define; function new_Primitive (Kind : in facet_Kind; Indices : in openGL.Indices; line_Width : in Real := unused_line_Width) return Primitive.indexed.view is Self : constant View := new Item; begin define (Self.all, Kind, Indices, line_Width); return Self; end new_Primitive; function new_Primitive (Kind : in facet_Kind; Indices : in long_Indices; line_Width : in Real := unused_line_Width) return Primitive.indexed.view is Self : constant View := new Item; begin define (Self.all, Kind, Indices, line_Width); return Self; end new_Primitive; overriding procedure destroy (Self : in out Item) is the_Indices : Buffer.view := Buffer.view (Self.Indices); begin Buffer.free (the_Indices); Self.Indices := null; end destroy; -------------- -- Attributes -- procedure Indices_are (Self : in out Item; Now : in Indices) is use Buffer.indices; buffer_Indices : aliased Indices := [Now'Range => <>]; begin for Each in buffer_Indices'Range loop buffer_Indices (Each) := Now (Each) - 1; -- Adjust indices to zero-based-indexing for GL. end loop; Self.Indices.set (to => buffer_Indices); end Indices_are; procedure Indices_are (Self : in out Item; Now : in long_Indices) is use Buffer.indices; buffer_Indices : aliased Indices := [Now'Range => <>]; begin for Each in buffer_Indices'Range loop buffer_Indices (Each) := Index_t (Now (Each) - 1); -- Adjust indices to zero-based-indexing for GL. end loop; Self.Indices.set (to => buffer_Indices); end Indices_are; -------------- -- Operations -- overriding procedure render (Self : in out Item) is use GL, GL.Binding, GL.lean; begin Tasks.check; Primitive.item (Self).render; -- Do base class render. Self.Indices.enable; glDrawElements (Thin (Self.facet_Kind), gl.GLint (Self.Indices.Length), GL_UNSIGNED_SHORT, null); Errors.log; end render; end openGL.Primitive.indexed;