opengl.geometry: Add/use texturing support.
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@@ -267,14 +267,14 @@ is
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in fade_Level)
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level)
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is
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begin
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Self.Textures.Textures (Which).Fade := Now;
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end Fade_is;
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function Fade (Self : in Item; Which : texture_ID) return fade_Level
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function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level
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is
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begin
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return Self.Textures.Textures (Which).Fade;
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@@ -284,8 +284,9 @@ is
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object)
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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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use openGL.Geometry.texturing;
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begin
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Texture_is (in_Set => Self.Textures,
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Which => Which,
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@@ -294,29 +295,31 @@ is
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function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
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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 Texture (in_Set => Self.Textures,
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Which => Which);
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return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
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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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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
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is
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use openGL.Geometry.texturing;
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begin
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Texture_is (in_Set => Self.Textures,
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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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function Texture (Self : in Item) return openGL.Texture.Object
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is
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begin
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return Texture (in_Set => Self.Textures,
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Which => 1);
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return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
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Which => 1);
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end Texture;
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@@ -324,80 +327,9 @@ is
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overriding
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procedure enable_Texture (Self : in out Item)
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is
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-- check_is_OK : constant Boolean := openGL.Tasks.Check
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-- with unreferenced;
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use openGL.Geometry.texturing;
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begin
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enable (Self.Textures, Self.Program);
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-- Tasks.check;
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-- for i in 1 .. Self.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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-- use type GL.GLint;
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--
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-- -- "bone_Matrices[" & Trim (Integer'Image (i - 1), Left) & "]");
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--
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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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--
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-- uniform_Name : aliased C.char_array := C.to_C ("Textures[" & Trim (Integer'Image (i - 1), Left) & "]");
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-- uniform_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (uniform_Name'unchecked_Access);
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-- loc : constant GL.GLint := glGetUniformLocation (Self.Program.gl_Program, +uniform_Name_ptr);
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-- begin
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-- -- put_Line ("1-openGL.Program.lit.set_Uniforms:" & loc'Image);
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--
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-- glUniform1i (loc,
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-- GLint (i) - 1);
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--
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-- glActiveTexture (all_texture_Units (texture_Id (i)));
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-- glBindTexture (GL_TEXTURE_2D,
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-- Self.Textures.Textures (texture_Id (i)).Object.Name);
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-- end;
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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 := Self.Program.uniform_Variable ("texture_Count");
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-- begin
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-- the_texture_count_Uniform.Value_is (Self.Textures.Count);
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-- end;
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-- end loop;
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end enable_Texture;
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