with openGL.Buffer.general, openGL.Model, openGL.Shader, openGL.Program.lit, openGL.Variable.uniform, openGL.Attribute, openGL.Texture, openGL.Palette, openGL.Tasks, openGL.Errors, GL.lean, GL.Binding, GL.Pointers, ada.Strings.fixed, Interfaces.C.Strings, System.storage_Elements; -- with ada.Text_IO; use ada.Text_IO; package body openGL.Geometry.lit_textured is use GL.lean, GL.Pointers, openGL.texturing, Interfaces; ----------- -- Globals -- vertex_Shader : aliased Shader.item; fragment_Shader : aliased Shader.item; the_Program : openGL.Program.lit.view; white_Texture : openGL.Texture.Object; Name_1 : constant String := "Site"; Name_2 : constant String := "Normal"; Name_3 : constant String := "Coords"; Name_4 : constant String := "Shine"; Attribute_1_Name : aliased C.char_array := C.to_C (Name_1); Attribute_2_Name : aliased C.char_array := C.to_C (Name_2); Attribute_3_Name : aliased C.char_array := C.to_C (Name_3); Attribute_4_Name : aliased C.char_array := C.to_C (Name_4); Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access); Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access); Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access); Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access); --- Uniforms -- type texture_Uniforms is record texture_Uniform : openGL.Variable.uniform.sampler2D; fade_Uniform : openGL.Variable.uniform.float; end record; the_Textures : array (texture_Id range 1 .. max_Textures) of texture_Uniforms; the_texture_count_Uniform : openGL.Variable.uniform.int; --------- -- Forge -- procedure create_Program is use Palette, Attribute.Forge, System.storage_Elements; use type system.Address; Sample : Vertex; Attribute_1 : Attribute.view; Attribute_2 : Attribute.view; Attribute_3 : Attribute.view; Attribute_4 : Attribute.view; white_Image : constant Image := [1 .. 2 => [1 .. 2 => +White]]; begin 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, (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); the_Program.enable; Attribute_1 := new_Attribute (Name => Name_1, gl_Location => the_Program.attribute_Location (Name_1), Size => 3, data_Kind => attribute.GL_FLOAT, Stride => lit_textured.Vertex'Size / 8, Offset => 0, Normalized => False); Attribute_2 := new_Attribute (Name => Name_2, gl_Location => the_Program.attribute_Location (Name_2), Size => 3, data_Kind => attribute.GL_FLOAT, Stride => lit_textured.Vertex'Size / 8, Offset => Sample.Normal (1)'Address - Sample.Site (1)'Address, Normalized => False); Attribute_3 := new_Attribute (Name => Name_3, gl_Location => the_Program.attribute_Location (Name_3), Size => 2, data_Kind => attribute.GL_FLOAT, Stride => lit_textured.Vertex'Size / 8, Offset => Sample.Coords.S'Address - Sample.Site (1)'Address, Normalized => False); Attribute_4 := new_Attribute (Name => Name_4, gl_Location => the_Program.attribute_Location (Name_4), Size => 1, data_Kind => attribute.GL_FLOAT, Stride => lit_textured.Vertex'Size / 8, Offset => Sample.Shine 'Address - Sample.Site (1)'Address, Normalized => False); the_Program.add (Attribute_1); the_Program.add (Attribute_2); the_Program.add (Attribute_3); the_Program.add (Attribute_4); glBindAttribLocation (program => the_Program.gl_Program, index => the_Program.Attribute (named => Name_1).gl_Location, name => +Attribute_1_Name_ptr); Errors.log; glBindAttribLocation (program => the_Program.gl_Program, index => the_Program.Attribute (named => Name_2).gl_Location, name => +Attribute_2_Name_ptr); Errors.log; glBindAttribLocation (program => the_Program.gl_Program, index => the_Program.Attribute (named => Name_3).gl_Location, name => +Attribute_3_Name_ptr); Errors.log; glBindAttribLocation (program => the_Program.gl_Program, index => the_Program.Attribute (named => Name_4).gl_Location, name => +Attribute_4_Name_ptr); Errors.log; --- Set up the texturing uniforms. -- for Id in texture_Id'Range loop declare use ada.Strings, ada.Strings.fixed; i : constant Positive := Positive (Id); texture_uniform_Name : constant String := "Textures[" & trim (Natural'Image (i - 1), Left) & "]"; fade_uniform_Name : constant String := "Fade[" & trim (Natural'Image (i - 1), Left) & "]"; begin the_Textures (Id).texture_Uniform := the_Program.uniform_Variable (named => texture_uniform_Name); the_Textures (Id). fade_Uniform := the_Program.uniform_Variable (named => fade_uniform_Name); end; end loop; the_texture_count_Uniform := the_Program.uniform_Variable ("texture_Count"); end create_Program; function new_Geometry return View is use type openGL.Program.lit.view; Self : constant View := new Geometry.lit_textured.item; begin Tasks.check; if the_Program = null then create_Program; -- Define the shaders and program. end if; Self.Program_is (the_Program.all'Access); return Self; end new_Geometry; ---------- -- Vertex -- function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Do these properly. is pragma Unreferenced (Self); begin return False; end is_Transparent; function is_Transparent (Self : in Vertex_large_array) return Boolean is pragma Unreferenced (Self); begin return False; end is_Transparent; -------------- -- Attributes -- package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object, Index => Index_t, Element => Vertex, Element_Array => Vertex_array); package openGL_large_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object, Index => long_Index_t, Element => Vertex, Element_Array => Vertex_large_array); procedure Vertices_are (Self : in out Item; Now : in Vertex_array) is use openGL_Buffer_of_geometry_Vertices.Forge; begin Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now, usage => Buffer.static_Draw)); Self.is_Transparent := is_Transparent (Now); -- Set the bounds. -- declare function get_Site (Index : in Index_t) return Vector_3 is (Now (Index).Site); function bounding_Box is new get_Bounds (Index_t, get_Site); begin Self.Bounds_are (bounding_Box (Count => Now'Length)); end; end Vertices_are; procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array) is use openGL_large_Buffer_of_geometry_Vertices.Forge; begin Self.Vertices := new openGL_large_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now, usage => Buffer.static_Draw)); Self.is_Transparent := is_Transparent (Now); -- Set the bounds. -- declare function get_Site (Index : in long_Index_t) return Vector_3 is (Now (Index).Site); function bounding_Box is new get_Bounds (long_Index_t, get_Site); begin Self.Bounds_are (bounding_Box (Count => Now'Length)); end; end Vertices_are; overriding procedure Indices_are (Self : in out Item; Now : in Indices; for_Facia : in Positive) is begin raise Error with "TODO"; end Indices_are; --- Texturing -- procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in texturing.fade_Level) is begin Self.texture_Set.Textures (which).Fade := Now; end Fade_is; function Fade (Self : in Item; Which : texturing.texture_ID) return texturing.fade_Level is begin return Self.texture_Set.Textures (which).Fade; end Fade; procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object) is begin Texture_is (in_Set => Self.texture_Set, Which => Which, Now => Now); end Texture_is; function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object is begin return openGL.texturing.Texture (in_Set => Self.texture_Set, Which => Which); end Texture; overriding procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object) is begin Texture_is (in_Set => Self.texture_Set, Now => Now); end Texture_is; overriding function Texture (Self : in Item) return openGL.Texture.Object is begin return texturing.Texture (in_Set => Self.texture_Set, Which => 1); end Texture; use GL, GL.Binding; 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); overriding procedure enable_Textures (Self : in out Item) is begin for i in 1 .. texture_Id (Self.Model.texture_Count) loop the_Textures (i).fade_Uniform.Value_is (Real (Self.Model.Fade (i))); glUniform1i (the_Textures (i).texture_Uniform.gl_Variable, GLint (i) - 1); glActiveTexture (all_texture_Units (i)); glBindTexture (GL_TEXTURE_2D, Self.texture_Set.Textures (i).Object.Name); end loop; the_texture_count_Uniform.Value_is (Self.texture_Set.Count); end enable_Textures; end openGL.Geometry.lit_textured;