opengl: Revamp multi-texturing.

This commit is contained in:
Rod Kay
2025-10-05 16:22:49 +11:00
parent 8a2a562a8b
commit 3e11a52f5d
48 changed files with 226 additions and 188 deletions

View File

@@ -19,82 +19,110 @@ is
procedure animate (the_Animation : in out Animation;
texture_Applies : in out texture_Apply_array)
-- procedure animate (the_Animation : in out Animation;
-- texture_Applies : in out texture_Apply_array)
-- is
-- use ada.Calendar;
--
-- Now : constant ada.Calendar.Time := Clock;
--
-- begin
-- if Now >= the_Animation.next_frame_Time
-- then
-- declare
-- next_frame_Id : constant frame_Id := (if the_Animation.Current < the_Animation.frame_Count then the_Animation.Current + 1
-- else 1);
-- old_Frame : Frame renames the_Animation.Frames (the_Animation.Current);
-- new_Frame : Frame renames the_Animation.Frames (next_frame_Id);
-- begin
-- texture_Applies (old_Frame.texture_Id) := False;
-- texture_Applies (new_Frame.texture_Id) := True;
--
-- the_Animation.Current := next_frame_Id;
-- the_Animation.next_frame_Time := Now + the_Animation.frame_Duration;
-- end;
-- end if;
-- end animate;
procedure animate (Self : in out Item)
is
use ada.Calendar;
Now : constant ada.Calendar.Time := Clock;
begin
if Now >= the_Animation.next_frame_Time
if Now >= Self.Animation.next_frame_Time
then
declare
next_frame_Id : constant frame_Id := (if the_Animation.Current < the_Animation.frame_Count then the_Animation.Current + 1
else 1);
old_Frame : Frame renames the_Animation.Frames (the_Animation.Current);
new_Frame : Frame renames the_Animation.Frames (next_frame_Id);
next_frame_Id : constant frame_Id := (if Self.Animation.Current < Self.Animation.frame_Count then Self.Animation.Current + 1
else 1);
old_Frame : Frame renames Self.Animation.Frames (Self.Animation.Current);
new_Frame : Frame renames Self.Animation.Frames (next_frame_Id);
begin
texture_Applies (old_Frame.texture_Id) := False;
texture_Applies (new_Frame.texture_Id) := True;
Self.Details (detail_Count (old_Frame.texture_Id)).texture_Apply := False;
Self.Details (detail_Count (new_Frame.texture_Id)).texture_Apply := True;
the_Animation.Current := next_frame_Id;
the_Animation.next_frame_Time := Now + the_Animation.frame_Duration;
Self.Animation.Current := next_frame_Id;
Self.Animation.next_frame_Time := Now + Self.Animation.frame_Duration;
end;
end if;
end animate;
-----------
--- Details
--
function to_Details (texture_Assets : in asset_Names;
Animation : in Animation_view := null) return Details
is
Result : Details;
begin
Result.texture_Count := texture_Assets'Length;
for i in 1 .. texture_Assets'Length
loop
Result.Textures (i) := texture_Assets (i);
end loop;
Result.Animation := Animation;
return Result;
end to_Details;
-- function to_Set (texture_Assets : in asset_Names;
-- Animation : in Animation_view := null) return Item
-- function to_Details (texture_Assets : in asset_Names;
-- Animation : in Animation_view := null) return Details
-- is
-- Result : Item (Count => texture_Assets'Length);
--
-- Result : Details;
-- begin
-- for i in 1 .. Result.Count
-- loop
-- Result.Details (i).Object := texture.null_Object;
-- Result.Details (i).Texture := texture_Assets (Integer (i));
-- Result.Details (i).Fade := 0.0;
-- Result.Details (i).texture_Tiling := (S => 1.0, T => 1.0);
-- Result.texture_Count := texture_Assets'Length;
--
-- if i = 1
-- then
-- Result.Details (i).texture_Apply := True;
-- else
-- Result.Details (i).texture_Apply := False;
-- end if;
-- for i in 1 .. texture_Assets'Length
-- loop
-- Result.Textures (i) := texture_Assets (i);
-- end loop;
--
-- Result.Animation := Animation;
--
-- return Result;
-- end to_Set;
-- end to_Details;
function to_Set (texture_Assets : in asset_Names;
texture_Tilings : in Tilings := [others => (S => 1.0,
T => 1.0)];
Animation : in Animation_view := null) return Item
is
Result : Item (Count => texture_Assets'Length);
begin
for i in 1 .. Result.Count
loop
Result.Details (i).Object := texture.null_Object;
Result.Details (i).Texture := texture_Assets (Integer (i));
Result.Details (i).Fade := 0.0;
Result.Details (i).texture_Tiling := texture_Tilings (texture_Id (i));
if i = 1
then
Result.Details (i).texture_Apply := True;
else
Result.Details (i).texture_Apply := False;
end if;
end loop;
Result.Animation := Animation;
return Result;
end to_Set;