Files
lace/3-mid/opengl/source/lean/opengl-texture_set.adb

296 lines
9.4 KiB
Ada

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
--
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;