opengl.geometry: Pre-initialise texture uniforms.

This commit is contained in:
Rod Kay
2023-05-04 21:32:03 +10:00
parent eb17c310f1
commit 4ca946531a
14 changed files with 48 additions and 36 deletions

View File

@@ -157,7 +157,7 @@ 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);
in_Set.Textures (Which) := (0.0, Now, 0);
in_Set.is_Transparent := in_Set.is_Transparent
or Now .is_Transparent;
@@ -566,27 +566,42 @@ is
-- Textures
--
procedure enable (the_Textures : in texture_Set;
Program : in openGL.Program.view)
procedure enable (the_Textures : in out texture_Set;
Program : in openGL.Program.view)
is
use GL,
GL.Binding,
openGL.Texture;
-- check_is_OK : constant Boolean := openGL.Tasks.Check
-- with unreferenced;
begin
Tasks.check;
if not the_Textures.Initialised
then
for i in 1 .. the_Textures.Count
loop
declare
use GL.lean,
GL.Pointers,
ada.Strings,
ada.Strings.fixed,
Interfaces;
uniform_Name : aliased C.char_array := C.to_C ("Textures[" & Trim (Natural'Image (i - 1), Left) & "]");
uniform_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (uniform_Name'unchecked_Access);
Id : constant texture_Id := texture_Id (i);
begin
the_Textures.Textures (Id).uniform_Location := glGetUniformLocation (Program.gl_Program, +uniform_Name_ptr);
end;
end loop;
the_Textures.Initialised := True;
end if;
for i in 1 .. the_Textures.Count
loop
declare
use GL.lean,
GL.Pointers,
ada.Strings,
ada.Strings.fixed,
Interfaces;
use GL.lean;
use type GL.GLint;
@@ -625,14 +640,11 @@ is
GL_TEXTURE30,
GL_TEXTURE31);
uniform_Name : aliased C.char_array := C.to_C ("Textures[" & Trim (Natural'Image (i - 1), Left) & "]");
uniform_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (uniform_Name'unchecked_Access);
loc : constant GL.GLint := glGetUniformLocation (Program.gl_Program, +uniform_Name_ptr);
Id : constant texture_Id := texture_Id (i);
begin
-- put_Line ("1-openGL.Program.lit.set_Uniforms:" & loc'Image);
glUniform1i (loc,
glUniform1i (the_Textures.Textures (Id).uniform_Location, -- loc,
GLint (i) - 1);
glActiveTexture (all_texture_Units (Id));