gel.demos: Update code to use new openGL updates.

This commit is contained in:
Rod Kay
2025-09-14 10:11:21 +10:00
parent d357ce109b
commit 5afee0e2e4
41 changed files with 677 additions and 347 deletions

View File

@@ -1,6 +1,7 @@
with
openGL.Model.any,
openGL.Model.box.colored,
openGL.texture_Set,
-- openGL.Model.box.lit_colored_textured,
-- gel.cone_twist_Joint,
gel.Conversions,
@@ -13,7 +14,7 @@ with
opengl.Palette,
opengl.Geometry.lit_textured_skinned,
opengl.Program.lit_textured_skinned,
opengl.Program.lit.textured_skinned,
ada.Strings.unbounded,
ada.unchecked_Deallocation,
@@ -142,7 +143,7 @@ is
begin
for Each in Self.bone_Transforms'Range
loop
openGL.Program.lit_textured_skinned.view (Self.Program)
openGL.Program.lit.textured_skinned.view (Self.Program)
.bone_Transform_is (which => controller_joint_Id'Pos (Each) + 1,
now => Self.bone_Transforms (Each));
end loop;
@@ -577,14 +578,13 @@ is
left => (colors => (others => (Cyan, Opaque))),
right => (colors => (others => (Magenta, Opaque)))));
begin
Self.bone_Sprites (the_Bone) := gel.Sprite.forge.new_Sprite (sprite_Name,
gel.sprite.World_view (World),
Origin_3D,
the_graphics_Model,
the_physics_Model,
owns_graphics => True,
owns_physics => True,
is_kinematic => is_Kinematic);
Self.bone_Sprites (the_Bone) := gel.Sprite.forge.new_Sprite (Name => sprite_Name,
World => gel.sprite.World_view (World),
graphics_Model => the_graphics_Model,
physics_Model => the_physics_Model,
owns_graphics => True,
owns_physics => True,
is_kinematic => is_Kinematic);
if the_display_Mode = Skin
then
Self.bone_Sprites (the_Bone).is_Visible (False);
@@ -703,8 +703,9 @@ is
--
declare
the_human_graphics_Model : aliased openGL.Model.any.view
:= openGL.Model.any.new_Model (Model => to_Asset (model_Name.all),
Texture => openGL.null_Asset, -- gel.to_Asset ("assets/collada/gel-human-texture.tga"),
:= openGL.Model.any.new_Model (Model => to_Asset (model_Name.all),
Texture => openGL.null_Asset, -- gel.to_Asset ("assets/collada/gel-human-texture.tga"),
texture_Details => openGL.texture_Set.to_Details ([1 => openGL.to_Asset ("./assets/opengl/texture/wooden-crate.jpg")]),
Texture_is_lucid => False);
the_physics_Model : constant standard.physics.Model.view
@@ -713,14 +714,13 @@ is
Mass => 1.0,
is_Tangible => False);
begin
Self.skin_Sprite := gel.Sprite.forge.new_Sprite ("human.skin_Sprite",
gel.sprite.World_view (World),
Origin_3D,
the_human_graphics_Model,
the_physics_Model,
owns_graphics => True,
owns_physics => True,
is_kinematic => is_Kinematic);
Self.skin_Sprite := gel.Sprite.forge.new_Sprite (Name => "human.skin_Sprite",
World => gel.sprite.World_view (World),
graphics_Model => the_human_graphics_Model,
physics_Model =>the_physics_Model,
owns_graphics => True,
owns_physics => True,
is_kinematic => is_Kinematic);
if the_display_Mode = Bones
then
Self.skin_Sprite.is_Visible (False);