Files
lace/3-mid/opengl/source/lean/geometry/opengl-geometry-textured.adb
2025-04-11 21:43:02 +10:00

261 lines
7.9 KiB
Ada

with
openGL.Buffer.general,
openGL.Shader,
openGL.Program,
openGL.Palette,
openGL.Attribute,
openGL.Texture,
openGL.Tasks,
GL.lean,
GL.Pointers,
System,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.textured
is
use GL.lean,
GL.Pointers,
openGL.texture_Set,
Interfaces,
System;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.view;
white_Texture : openGL.Texture.Object;
Name_1 : constant String := "Site";
Name_2 : constant String := "Coords";
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_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);
---------
-- Forge
--
function new_Geometry return View
is
use type openGL.Program.view;
Self : constant View := new Geometry.textured.item;
begin
Tasks.check;
if the_Program = null
then -- Define the shaders and program.
declare
use Palette,
Attribute.Forge,
system.Storage_Elements;
Sample : Vertex;
Attribute_1 : Attribute.view;
Attribute_2 : Attribute.view;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.vertex, "assets/opengl/shader/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.snippet"),
3 => to_Asset ("assets/opengl/shader/textured.frag"))));
the_Program := new openGL.Program.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 => textured.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => textured.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
textured_Geometry.create_Uniforms (for_Program => the_Program.all'Access);
end;
end if;
Self.Program_is (the_Program.all'Access);
return Self;
end new_Geometry;
--------------
-- Attributes
--
overriding
function is_Transparent (Self : in Item) return Boolean
is
begin
return Self.is_Transparent;
end is_Transparent;
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Vertex,
Element_Array => Vertex_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));
-- 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;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "opengl geometry textured - 'Indices_are' ~ TODO";
end Indices_are;
--- Texturing
--
-- procedure Fade_is (Self : in out Item; Which : texture_Set.texture_ID; Now : in texture_Set.fade_Level)
-- is
-- begin
-- Self.Textures.Textures (Which).Fade := Now;
-- end Fade_is;
--
--
--
-- function Fade (Self : in Item; Which : texture_Set.texture_ID) return texture_Set.fade_Level
-- is
-- begin
-- return Self.Textures.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.Textures,
-- Which => Which,
-- Now => Now);
-- end Texture_is;
--
--
--
-- function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
-- is
-- begin
-- return openGL.texture_Set.Texture (in_Set => Self.Textures,
-- Which => Which);
-- end Texture;
--
--
--
-- overriding
-- procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
-- is
-- begin
-- Texture_is (in_Set => Self.Textures,
-- Now => Now);
-- end Texture_is;
--
--
--
-- overriding
-- function Texture (Self : in Item) return openGL.Texture.Object
-- is
-- begin
-- return openGL.texture_Set.Texture (in_Set => Self.Textures,
-- which => 1);
-- end Texture;
--
--
--
-- overriding
-- procedure enable_Textures (Self : in out Item)
-- is
-- begin
-- enable (Self.Textures, Self.Program);
-- end enable_Textures;
-- overriding
-- procedure enable_Texture (Self : in out Item)
-- is
-- use GL,
-- GL.Binding,
-- openGL.Texture;
-- begin
-- Tasks.check;
--
-- glActiveTexture (gl.GL_TEXTURE0);
-- Errors.log;
--
-- if Self.Texture = openGL.Texture.null_Object
-- then white_Texture.enable;
-- else Self.Texture .enable;
-- end if;
-- end enable_Texture;
end openGL.Geometry.textured;