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lace/3-mid/opengl/source/lean/opengl-texture_set.ads

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Ada

with
openGL.Texture,
ada.Calendar;
private
with
ada.Streams;
package openGL.texture_Set
--
-- Facilitates multi-texturing of geometries.
--
-- Note that Mesa currently only supports 16 texture units.
--
is
max_Textures : constant := 16; -- 32;
type detail_Count is range 0 .. max_Textures;
-- type Item (Count : detail_Count := 1) is private;
--
-- null_Set : constant Item;
---------------
--- Texture Ids
--
type texture_Id is range 1 .. max_Textures;
type texture_Ids is array (Positive range <>) of texture_Id;
----------
--- Tiling
--
type Tiling is -- The number of times the texture should be wrapped.
record
S : Real;
T : Real;
end record;
type Tilings is array (texture_Id) of Tiling;
--------
--- Fade
--
type fade_Level is delta 0.001 range 0.0 .. 1.0 -- '0.0' is no fading, '1.0' is fully faded (ie invisible).
with Atomic;
type fade_Levels is array (texture_Id range <>) of fade_Level;
---------
--- Apply
--
type texture_Apply_array is array (texture_Set.texture_Id) of Boolean;
-------------
--- Animation
--
subtype frame_Id is Positive;
type Frame is
record
texture_Id : texture_Set.texture_Id;
end record;
type Frames is array (frame_Id range <>) of Frame;
function to_Frames (From : in texture_Ids) return Frames;
type Animation (frame_Count : Positive) is
record
frame_Duration : Duration := 0.1;
next_frame_Time : ada.Calendar.Time := ada.Calendar.Clock;
Current : frame_Id := 1;
Frames : texture_Set.Frames (1 .. frame_Count);
end record;
type Animation_view is access all Animation;
procedure animate (the_Animation : in out Animation;
texture_Applies : in out texture_Apply_array);
type Detail is
record
Object : texture.Object;
Texture : asset_Name;
Fade : fade_Level;
texture_Tiling : Tiling;
texture_Apply : Boolean; -- If the textures is to be applied to the visual.
end record;
type Detail_array is array (detail_Count range <>) of Detail;
-----------
--- Details
--
type Details is
record
texture_Count : Natural := 0;
Fades : fade_Levels (texture_Id) := [others => 0.0];
Textures : asset_Names (1 .. Positive (texture_Id'Last)) := [others => null_Asset];
Objects : texture.Objects (1 .. Positive (texture_Id'Last)) := [others => texture.null_Object];
texture_Tilings : Tilings := [others => (S => 1.0,
T => 1.0)];
texture_Applies : texture_Apply_array := [1 => True, others => False]; -- The textures to be applied to the visual.
Animation : Animation_view;
end record;
---------
--- Forge
--
function to_Details (texture_Assets : in asset_Names;
Animation : in Animation_view := null) return Details;
no_Details : constant Details;
-- function to_Set (texture_Assets : in asset_Names;
-- Animation : in Animation_view := null) return Item;
--------------
--- Attributes
--
-- function get_Details (Self : in Item) return Detail_array;
-- procedure Details_are (Self : in out Item; Now : in Detail_array);
--
-- function get_Animation (Self : in Item) return Animation_view;
-- procedure Animation_is (Self : in out Item; Now : in Animation_view);
private
-- type Item (Count : detail_Count := 1) is
-- record
-- Details : Detail_array (1 .. Count);
-- Animation : Animation_view;
-- end record;
-----------
--- Streams
--
procedure write (Stream : not null access ada.Streams.Root_Stream_type'Class;
Item : in texture_Set.Animation_view);
procedure read (Stream : not null access ada.Streams.Root_Stream_type'Class;
Item : out texture_Set.Animation_view);
for Animation_view'write use write;
for Animation_view'read use read;
no_Details : constant Details := (others => <>);
-- null_Set : constant Item := (Count => 0,
-- others => <>);
end openGL.texture_Set;