opengl: Rename 'openGL.Geometry.texturing' to 'openGL.texturing'.
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@@ -1,186 +0,0 @@
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with
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openGL.Tasks,
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GL.Binding,
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GL.lean,
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ada.Strings.fixed;
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with ada.Text_IO; use ada.Text_IO;
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package body openGL.Geometry.texturing
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is
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procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (Which) := (0.0,
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Now,
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texture_Uniform => <>,
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fade_Uniform => <>);
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if Natural (Which) > in_Set.Count
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then
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in_Set.Count := Natural (Which);
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end if;
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end Texture_is;
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function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (Which).Object;
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end Texture;
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function Texture (in_Set : in texture_Set) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (1).Object;
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end Texture;
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procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (1).Object := Now;
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if in_Set.Count = 0
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then
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in_Set.Count := 1;
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end if;
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end Texture_is;
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procedure enable (the_Textures : in out texture_Set;
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Program : in openGL.Program.view)
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is
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use GL,
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GL.Binding,
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openGL.Texture;
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begin
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Tasks.check;
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if not the_Textures.initialised
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then
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for i in 1 .. the_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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Id : constant texture_Id := texture_Id (i);
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begin
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null;
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declare
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uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
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begin
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the_Textures.Textures (Id).texture_Uniform := Program.uniform_Variable (Named => uniform_Name);
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end;
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-- declare
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-- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
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-- begin
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-- the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name);
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-- end;
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end;
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end loop;
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the_Textures.Initialised := True;
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end if;
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for i in 1 .. the_Textures.Count
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loop
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declare
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use GL.lean;
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use type GL.GLint;
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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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Id : constant texture_Id := texture_Id (i);
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begin
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null;
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glUniform1i (the_Textures.Textures (Id).texture_Uniform.gl_Variable,
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GLint (i) - 1);
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glActiveTexture (all_texture_Units (Id));
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glBindTexture (GL_TEXTURE_2D,
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the_Textures.Textures (Id).Object.Name);
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end;
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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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-- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
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-- Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
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-- Id : constant texture_Id := texture_Id (i);
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-- begin
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-- -- put_Line ("Fade:" & the_Textures.Textures (texture_Id (i)).Fade'Image);
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--
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-- -- the_Textures.Textures (Id).fade_Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
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-- -- Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
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-- null;
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-- end;
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end loop;
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-- declare
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-- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
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-- begin
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-- the_texture_count_Uniform.Value_is (the_Textures.Count);
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-- end;
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end enable;
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end openGL.Geometry.texturing;
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