Files
lace/3-mid/opengl/source/lean/geometry/opengl-geometry-texturing (copy 1).adb-1

187 lines
6.5 KiB
Plaintext

with
openGL.Tasks,
GL.Binding,
GL.lean,
ada.Strings.fixed;
with ada.Text_IO; use ada.Text_IO;
package body openGL.Geometry.texturing
is
procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object)
is
begin
in_Set.Textures (Which) := (0.0,
Now,
texture_Uniform => <>,
fade_Uniform => <>);
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 texture_Set; Which : texture_ID) return openGL.Texture.Object
is
begin
return in_Set.Textures (Which).Object;
end Texture;
function Texture (in_Set : in texture_Set) return openGL.Texture.Object
is
begin
return in_Set.Textures (1).Object;
end Texture;
procedure Texture_is (in_Set : in out texture_Set; 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 texture_Set;
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;
end openGL.Geometry.texturing;