296 lines
9.5 KiB
Ada
296 lines
9.5 KiB
Ada
with
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openGL.Tasks,
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GL.Binding,
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GL.lean,
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ada.Strings.fixed;
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with ada.Text_IO; use ada.Text_IO;
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package body openGL.texture_Set
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is
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-------------
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--- Animation
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--
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function to_Frames (From : in texture_Set.texture_Ids) return Frames
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is
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Result : Frames (1 .. From'Length);
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begin
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for i in From'Range
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loop
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Result (i).texture_Id := From (i);
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end loop;
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return Result;
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end to_Frames;
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procedure animate (the_Animation : in out Animation;
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texture_Applies : in out texture_Apply_array)
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is
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use ada.Calendar;
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Now : constant ada.Calendar.Time := Clock;
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begin
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if Now >= the_Animation.next_frame_Time
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then
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declare
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next_frame_Id : constant frame_Id := (if the_Animation.Current < the_Animation.frame_Count then the_Animation.Current + 1
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else 1);
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old_Frame : Frame renames the_Animation.Frames (the_Animation.Current);
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new_Frame : Frame renames the_Animation.Frames (next_frame_Id);
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begin
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texture_Applies (old_Frame.texture_Id) := False;
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texture_Applies (new_Frame.texture_Id) := True;
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the_Animation.Current := next_frame_Id;
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the_Animation.next_frame_Time := Now + the_Animation.frame_Duration;
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end;
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end if;
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end animate;
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-----------
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--- Details
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--
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function to_Details (texture_Assets : in asset_Names;
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Animation : in Animation_view := null) return Details
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is
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Result : Details;
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begin
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Result.texture_Count := texture_Assets'Length;
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for i in 1 .. texture_Assets'Length
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loop
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Result.Textures (i) := texture_Assets (i);
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end loop;
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Result.Animation := Animation;
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return Result;
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end to_Details;
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--------
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--- Item
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--
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procedure Texture_is (in_Set : in out Item; Which : texture_ID := 1; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (Which).Object := Now;
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if Natural (Which) > in_Set.Count
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then
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in_Set.Count := Natural (Which);
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end if;
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end Texture_is;
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function Texture (in_Set : in Item; Which : texture_ID := 1) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (Which).Object;
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end Texture;
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-- function Texture (in_Set : in Item) return openGL.Texture.Object
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-- is
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-- begin
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-- return in_Set.Textures (1).Object;
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-- end Texture;
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--
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--
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--
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--
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-- procedure Texture_is (in_Set : in out Item; Now : in openGL.Texture.Object)
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-- is
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-- begin
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-- in_Set.Textures (1).Object := Now;
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-- in_Set.is_Transparent := in_Set.is_Transparent
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-- or Now .is_Transparent;
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--
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-- if in_Set.Count = 0
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-- then
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-- in_Set.Count := 1;
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-- end if;
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-- end Texture_is;
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-- procedure enable (the_Textures : in out Item;
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-- Program : in openGL.Program.view)
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-- is
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-- use GL,
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-- GL.Binding,
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-- openGL.Texture;
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--
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-- begin
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-- Tasks.check;
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--
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-- if not the_Textures.initialised
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-- then
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-- for i in 1 .. the_Textures.Count
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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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--
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-- Id : constant texture_Id := texture_Id (i);
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-- begin
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-- null;
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--
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-- -- declare
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-- -- uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
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-- -- begin
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-- -- the_Textures.Textures (Id).texture_Uniform := Program.uniform_Variable (Named => uniform_Name);
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-- -- end;
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--
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-- -- declare
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-- -- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
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-- -- begin
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-- -- the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name);
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-- -- end;
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-- end;
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-- end loop;
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--
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-- the_Textures.Initialised := True;
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-- end if;
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--
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--
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-- for i in 1 .. the_Textures.Count
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-- loop
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-- declare
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-- use GL.lean;
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--
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-- use type GL.GLint;
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--
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-- type texture_Units is array (texture_Id) of GLenum;
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--
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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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--
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-- Id : constant texture_Id := texture_Id (i);
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-- begin
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-- null;
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-- -- glUniform1i (the_Textures.Textures (Id).texture_Uniform.gl_Variable,
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-- -- GLint (i) - 1);
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-- -- glActiveTexture (all_texture_Units (Id));
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-- -- glBindTexture (GL_TEXTURE_2D,
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-- -- the_Textures.Textures (Id).Object.Name);
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-- end;
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--
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--
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-- -- declare
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-- -- use ada.Strings,
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-- -- ada.Strings.fixed;
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-- --
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-- -- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
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-- -- Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
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-- -- Id : constant texture_Id := texture_Id (i);
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-- -- begin
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-- -- -- put_Line ("Fade:" & the_Textures.Textures (texture_Id (i)).Fade'Image);
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-- --
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-- -- -- the_Textures.Textures (Id).fade_Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
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-- -- -- Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
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-- -- null;
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-- -- end;
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-- end loop;
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--
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--
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-- -- declare
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-- -- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
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-- -- begin
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-- -- the_texture_count_Uniform.Value_is (the_Textures.Count);
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-- -- end;
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-- end enable;
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-----------
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--- Streams
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--
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procedure write (Stream : not null access Ada.Streams.Root_Stream_Type'Class;
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Item : in Animation_view)
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is
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begin
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if Item = null
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then
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Boolean'write (Stream, False);
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else
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Boolean'write (Stream, True);
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Animation'output (Stream, Item.all);
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end if;
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end write;
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procedure read (Stream : not null access Ada.Streams.Root_Stream_Type'Class;
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Item : out Animation_view)
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is
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Item_not_null : Boolean;
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begin
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Boolean'read (Stream, Item_not_null);
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if Item_not_null
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then
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Item := new Animation' (Animation'Input (Stream));
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else
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Item := null;
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end if;
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end read;
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end openGL.texture_Set;
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