opengl.texture_set: Rid obsolete 'enable' procedure.

This commit is contained in:
Rod Kay
2025-09-19 11:27:11 +10:00
parent 8bbb6e496e
commit 049793a64c
2 changed files with 122 additions and 122 deletions

View File

@@ -138,122 +138,122 @@ is
procedure enable (the_Textures : in out Item; -- procedure enable (the_Textures : in out Item;
Program : in openGL.Program.view) -- Program : in openGL.Program.view)
is -- is
use GL, -- use GL,
GL.Binding, -- GL.Binding,
openGL.Texture; -- openGL.Texture;
--
begin -- begin
Tasks.check; -- Tasks.check;
--
if not the_Textures.initialised -- if not the_Textures.initialised
then -- then
for i in 1 .. the_Textures.Count -- for i in 1 .. the_Textures.Count
loop -- loop
declare -- declare
use ada.Strings, -- use ada.Strings,
ada.Strings.fixed; -- ada.Strings.fixed;
--
Id : constant texture_Id := texture_Id (i); -- Id : constant texture_Id := texture_Id (i);
begin -- begin
null; -- null;
--
-- declare -- -- declare
-- uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]"; -- -- uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
-- begin -- -- begin
-- the_Textures.Textures (Id).texture_Uniform := Program.uniform_Variable (Named => uniform_Name); -- -- the_Textures.Textures (Id).texture_Uniform := Program.uniform_Variable (Named => uniform_Name);
-- end; -- -- end;
--
-- declare -- -- declare
-- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]"; -- -- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
-- begin -- -- begin
-- the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name); -- -- the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name);
-- end; -- -- end;
end; -- end;
end loop; -- end loop;
--
the_Textures.Initialised := True; -- the_Textures.Initialised := True;
end if; -- end if;
--
--
for i in 1 .. the_Textures.Count -- for i in 1 .. the_Textures.Count
loop -- loop
declare -- declare
use GL.lean; -- use GL.lean;
--
use type GL.GLint; -- use type GL.GLint;
--
type texture_Units is array (texture_Id) of GLenum; -- type texture_Units is array (texture_Id) of GLenum;
--
all_texture_Units : constant texture_Units := (GL_TEXTURE0, -- all_texture_Units : constant texture_Units := (GL_TEXTURE0,
GL_TEXTURE1, -- GL_TEXTURE1,
GL_TEXTURE2, -- GL_TEXTURE2,
GL_TEXTURE3, -- GL_TEXTURE3,
GL_TEXTURE4, -- GL_TEXTURE4,
GL_TEXTURE5, -- GL_TEXTURE5,
GL_TEXTURE6, -- GL_TEXTURE6,
GL_TEXTURE7, -- GL_TEXTURE7,
GL_TEXTURE8, -- GL_TEXTURE8,
GL_TEXTURE9, -- GL_TEXTURE9,
GL_TEXTURE10, -- GL_TEXTURE10,
GL_TEXTURE11, -- GL_TEXTURE11,
GL_TEXTURE12, -- GL_TEXTURE12,
GL_TEXTURE13, -- GL_TEXTURE13,
GL_TEXTURE14, -- GL_TEXTURE14,
GL_TEXTURE15, -- GL_TEXTURE15,
GL_TEXTURE16, -- GL_TEXTURE16,
GL_TEXTURE17, -- GL_TEXTURE17,
GL_TEXTURE18, -- GL_TEXTURE18,
GL_TEXTURE19, -- GL_TEXTURE19,
GL_TEXTURE20, -- GL_TEXTURE20,
GL_TEXTURE21, -- GL_TEXTURE21,
GL_TEXTURE22, -- GL_TEXTURE22,
GL_TEXTURE23, -- GL_TEXTURE23,
GL_TEXTURE24, -- GL_TEXTURE24,
GL_TEXTURE25, -- GL_TEXTURE25,
GL_TEXTURE26, -- GL_TEXTURE26,
GL_TEXTURE27, -- GL_TEXTURE27,
GL_TEXTURE28, -- GL_TEXTURE28,
GL_TEXTURE29, -- GL_TEXTURE29,
GL_TEXTURE30, -- GL_TEXTURE30,
GL_TEXTURE31); -- GL_TEXTURE31);
--
Id : constant texture_Id := texture_Id (i); -- Id : constant texture_Id := texture_Id (i);
begin -- begin
null; -- null;
-- glUniform1i (the_Textures.Textures (Id).texture_Uniform.gl_Variable, -- -- glUniform1i (the_Textures.Textures (Id).texture_Uniform.gl_Variable,
-- GLint (i) - 1); -- -- GLint (i) - 1);
-- glActiveTexture (all_texture_Units (Id)); -- -- glActiveTexture (all_texture_Units (Id));
-- glBindTexture (GL_TEXTURE_2D, -- -- glBindTexture (GL_TEXTURE_2D,
-- the_Textures.Textures (Id).Object.Name); -- -- the_Textures.Textures (Id).Object.Name);
end; -- end;
--
--
-- declare -- -- declare
-- use ada.Strings, -- -- use ada.Strings,
-- ada.Strings.fixed; -- -- ada.Strings.fixed;
-- -- --
-- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]"; -- -- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
-- Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name); -- -- Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
-- Id : constant texture_Id := texture_Id (i); -- -- Id : constant texture_Id := texture_Id (i);
-- begin -- -- begin
-- -- put_Line ("Fade:" & the_Textures.Textures (texture_Id (i)).Fade'Image); -- -- -- 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)); -- -- -- 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)); -- -- -- Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
-- null; -- -- null;
-- end; -- -- end;
end loop; -- end loop;
--
--
-- declare -- -- declare
-- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count"); -- -- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
-- begin -- -- begin
-- the_texture_count_Uniform.Value_is (the_Textures.Count); -- -- the_texture_count_Uniform.Value_is (the_Textures.Count);
-- end; -- -- end;
end enable; -- end enable;

View File

@@ -127,16 +127,16 @@ is
initialised : Boolean := False; initialised : Boolean := False;
end record; end record;
procedure enable (the_Textures : in out Item; -- procedure enable (the_Textures : in out Item;
Program : in openGL.Program.view); -- Program : in openGL.Program.view);
procedure Texture_is (in_Set : in out Item; Which : texture_ID; Now : in openGL.Texture.Object); procedure Texture_is (in_Set : in out Item; Which : texture_ID := 1; Now : in openGL.Texture.Object);
function Texture (in_Set : in Item; Which : texture_ID) return openGL.Texture.Object; function Texture (in_Set : in Item; Which : texture_ID := 1) return openGL.Texture.Object;
procedure Texture_is (in_Set : in out Item; Now : in openGL.Texture.Object); -- procedure Texture_is (in_Set : in out Item; Now : in openGL.Texture.Object);
function Texture (in_Set : in Item) return openGL.Texture.Object; -- function Texture (in_Set : in Item) return openGL.Texture.Object;