425 lines
14 KiB
Ada
425 lines
14 KiB
Ada
with
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openGL.Buffer.general,
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openGL.Model,
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openGL.Shader,
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openGL.Program.lit,
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openGL.Variable.uniform,
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openGL.Attribute,
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openGL.Texture,
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openGL.Palette,
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openGL.Tasks,
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openGL.Errors,
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GL.lean,
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GL.Binding,
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GL.Pointers,
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ada.Strings.fixed,
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Interfaces.C.Strings,
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System.storage_Elements;
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-- with ada.Text_IO; use ada.Text_IO;
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package body openGL.Geometry.lit_textured
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is
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use GL.lean,
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GL.Pointers,
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openGL.texturing,
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Interfaces;
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-----------
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-- Globals
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--
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vertex_Shader : aliased Shader.item;
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fragment_Shader : aliased Shader.item;
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the_Program : openGL.Program.lit.view;
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white_Texture : openGL.Texture.Object;
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Name_1 : constant String := "Site";
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Name_2 : constant String := "Normal";
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Name_3 : constant String := "Coords";
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Name_4 : constant String := "Shine";
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Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
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Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
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Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
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Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
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Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
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Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
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Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
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Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
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--- Uniforms
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--
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type texture_Uniforms is
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record
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texture_Uniform : openGL.Variable.uniform.sampler2D;
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fade_Uniform : openGL.Variable.uniform.float;
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end record;
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the_Textures : array (texture_Id range 1 .. max_Textures) of texture_Uniforms;
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the_texture_count_Uniform : openGL.Variable.uniform.int;
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---------
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-- Forge
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--
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procedure create_Program
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is
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use Palette,
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Attribute.Forge,
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System.storage_Elements;
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use type system.Address;
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Sample : Vertex;
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Attribute_1 : Attribute.view;
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Attribute_2 : Attribute.view;
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Attribute_3 : Attribute.view;
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Attribute_4 : Attribute.view;
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white_Image : constant Image := [1 .. 2 => [1 .. 2 => +White]];
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begin
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white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
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vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured.vert");
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fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
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2 => to_Asset ("assets/opengl/shader/texturing.frag"),
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3 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
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the_Program := new openGL.Program.lit.item;
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the_Program.define ( vertex_Shader'Access,
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fragment_Shader'Access);
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the_Program.enable;
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Attribute_1 := new_Attribute (Name => Name_1,
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gl_Location => the_Program.attribute_Location (Name_1),
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Size => 3,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured.Vertex'Size / 8,
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Offset => 0,
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Normalized => False);
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Attribute_2 := new_Attribute (Name => Name_2,
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gl_Location => the_Program.attribute_Location (Name_2),
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Size => 3,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured.Vertex'Size / 8,
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Offset => Sample.Normal (1)'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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Attribute_3 := new_Attribute (Name => Name_3,
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gl_Location => the_Program.attribute_Location (Name_3),
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Size => 2,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured.Vertex'Size / 8,
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Offset => Sample.Coords.S'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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Attribute_4 := new_Attribute (Name => Name_4,
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gl_Location => the_Program.attribute_Location (Name_4),
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Size => 1,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured.Vertex'Size / 8,
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Offset => Sample.Shine 'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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the_Program.add (Attribute_1);
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the_Program.add (Attribute_2);
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the_Program.add (Attribute_3);
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the_Program.add (Attribute_4);
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_1).gl_Location,
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name => +Attribute_1_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_2).gl_Location,
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name => +Attribute_2_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_3).gl_Location,
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name => +Attribute_3_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_4).gl_Location,
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name => +Attribute_4_Name_ptr);
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Errors.log;
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--- Set up the texturing uniforms.
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--
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for Id in texture_Id'Range
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loop
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declare
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use ada.Strings,
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ada.Strings.fixed;
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i : constant Positive := Positive (Id);
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texture_uniform_Name : constant String := "Textures[" & trim (Natural'Image (i - 1), Left) & "]";
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fade_uniform_Name : constant String := "Fade[" & trim (Natural'Image (i - 1), Left) & "]";
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begin
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the_Textures (Id).texture_Uniform := the_Program.uniform_Variable (named => texture_uniform_Name);
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the_Textures (Id). fade_Uniform := the_Program.uniform_Variable (named => fade_uniform_Name);
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end;
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end loop;
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the_texture_count_Uniform := the_Program.uniform_Variable ("texture_Count");
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end create_Program;
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function new_Geometry return View
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is
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use type openGL.Program.lit.view;
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Self : constant View := new Geometry.lit_textured.item;
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begin
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Tasks.check;
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if the_Program = null
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then
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create_Program; -- Define the shaders and program.
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end if;
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Self.Program_is (the_Program.all'Access);
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return Self;
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end new_Geometry;
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----------
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-- Vertex
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--
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function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Do these properly.
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is
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pragma Unreferenced (Self);
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begin
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return False;
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end is_Transparent;
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function is_Transparent (Self : in Vertex_large_array) return Boolean
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is
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pragma Unreferenced (Self);
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begin
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return False;
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end is_Transparent;
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--------------
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-- Attributes
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--
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package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
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Index => Index_t,
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Element => Vertex,
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Element_Array => Vertex_array);
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package openGL_large_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
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Index => long_Index_t,
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Element => Vertex,
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Element_Array => Vertex_large_array);
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procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
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is
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use openGL_Buffer_of_geometry_Vertices.Forge;
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begin
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Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
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usage => Buffer.static_Draw));
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Self.is_Transparent := is_Transparent (Now);
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-- Set the bounds.
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--
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declare
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function get_Site (Index : in Index_t) return Vector_3
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is (Now (Index).Site);
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function bounding_Box is new get_Bounds (Index_t, get_Site);
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begin
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Self.Bounds_are (bounding_Box (Count => Now'Length));
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end;
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end Vertices_are;
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procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array)
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is
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use openGL_large_Buffer_of_geometry_Vertices.Forge;
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begin
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Self.Vertices := new openGL_large_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
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usage => Buffer.static_Draw));
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Self.is_Transparent := is_Transparent (Now);
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-- Set the bounds.
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--
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declare
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function get_Site (Index : in long_Index_t) return Vector_3
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is (Now (Index).Site);
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function bounding_Box is new get_Bounds (long_Index_t, get_Site);
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begin
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Self.Bounds_are (bounding_Box (Count => Now'Length));
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end;
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end Vertices_are;
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overriding
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procedure Indices_are (Self : in out Item; Now : in Indices;
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for_Facia : in Positive)
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is
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begin
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raise Error with "TODO";
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end Indices_are;
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--- Texturing
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--
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in texturing.fade_Level)
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is
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begin
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Self.texture_Set.Textures (which).Fade := Now;
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end Fade_is;
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function Fade (Self : in Item; Which : texturing.texture_ID) return texturing.fade_Level
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is
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begin
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return Self.texture_Set.Textures (which).Fade;
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end Fade;
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object)
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is
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begin
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Texture_is (in_Set => Self.texture_Set,
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Which => Which,
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Now => Now);
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end Texture_is;
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function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
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is
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begin
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return openGL.texturing.Texture (in_Set => Self.texture_Set,
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Which => Which);
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end Texture;
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overriding
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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
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is
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begin
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Texture_is (in_Set => Self.texture_Set,
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Now => Now);
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end Texture_is;
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overriding
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function Texture (Self : in Item) return openGL.Texture.Object
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is
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begin
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return texturing.Texture (in_Set => Self.texture_Set,
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Which => 1);
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end Texture;
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use GL,
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GL.Binding;
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use type GL.GLint;
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type texture_Units is array (texture_Id) of GLenum;
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all_texture_Units : constant texture_Units := (GL_TEXTURE0,
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GL_TEXTURE1,
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GL_TEXTURE2,
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GL_TEXTURE3,
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GL_TEXTURE4,
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GL_TEXTURE5,
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GL_TEXTURE6,
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GL_TEXTURE7,
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GL_TEXTURE8,
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GL_TEXTURE9,
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GL_TEXTURE10,
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GL_TEXTURE11,
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GL_TEXTURE12,
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GL_TEXTURE13,
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GL_TEXTURE14,
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GL_TEXTURE15,
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GL_TEXTURE16,
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GL_TEXTURE17,
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GL_TEXTURE18,
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GL_TEXTURE19,
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GL_TEXTURE20,
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GL_TEXTURE21,
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GL_TEXTURE22,
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GL_TEXTURE23,
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GL_TEXTURE24,
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GL_TEXTURE25,
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GL_TEXTURE26,
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GL_TEXTURE27,
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GL_TEXTURE28,
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GL_TEXTURE29,
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GL_TEXTURE30,
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GL_TEXTURE31);
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overriding
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procedure enable_Textures (Self : in out Item)
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is
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begin
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for i in 1 .. texture_Id (Self.Model.texture_Count)
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loop
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the_Textures (i).fade_Uniform.Value_is (Real (Self.Model.Fade (i)));
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glUniform1i (the_Textures (i).texture_Uniform.gl_Variable,
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GLint (i) - 1);
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glActiveTexture (all_texture_Units (i));
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glBindTexture (GL_TEXTURE_2D,
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Self.texture_Set.Textures (i).Object.Name);
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end loop;
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the_texture_count_Uniform.Value_is (Self.texture_Set.Count);
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end enable_Textures;
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end openGL.Geometry.lit_textured;
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