opengl.shaders: Use unified lighting and texturing 'snippets' for fragment shaders.
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202
3-mid/opengl/source/lean/model/opengl-model-texturing.adb
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202
3-mid/opengl/source/lean/model/opengl-model-texturing.adb
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with
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openGL.Model,
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GL.lean,
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GL.Binding,
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ada.Strings.fixed;
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with ada.Text_IO;
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package body openGL.Model.texturing
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is
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use GL;
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type texture_Units is array (texture_Set.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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procedure enable (for_Model : in openGL.Model.view;
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Uniforms : in texturing.Uniforms;
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texture_Set : in openGL.texture_Set.Item)
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is
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use GL.Binding,
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GL.lean;
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use type GLint;
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begin
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for i in 1 .. openGL.texture_Set.texture_Id (for_Model.texture_Count)
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loop
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Uniforms.Textures (i).fade_Uniform.Value_is (Real (for_Model.Fade (i)));
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glUniform1i (Uniforms.Textures (i).texture_Uniform.gl_Variable,
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GLint (i) - 1);
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glActiveTexture (all_texture_Units (i));
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glBindTexture (GL_TEXTURE_2D,
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texture_Set.Textures (i).Object.Name);
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end loop;
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Uniforms.Count.Value_is (for_Model.texture_Count);
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end enable;
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procedure create (Uniforms : out texturing.Uniforms;
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for_Program : in openGL.Program.view)
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is
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begin
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for Id in texture_Set.texture_Id'Range
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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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i : constant Positive := Positive (Id);
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texture_uniform_Name : constant String := "Textures[" & trim (Natural'Image (i - 1), Left) & "]";
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fade_uniform_Name : constant String := "Fade[" & trim (Natural'Image (i - 1), Left) & "]";
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begin
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Uniforms.Textures (Id).texture_Uniform := for_Program.uniform_Variable (named => texture_uniform_Name);
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Uniforms.Textures (Id). fade_Uniform := for_Program.uniform_Variable (named => fade_uniform_Name);
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end;
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end loop;
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Uniforms.Count := for_Program.uniform_Variable ("texture_Count");
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end create;
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-------------
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--- Mixin ---
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-------------
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-- generic
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package body Mixin
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is
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use openGL.texture_Set;
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texture_Uniforms : texturing.Uniforms;
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procedure create_Uniforms (for_Program : in openGL.Program.view)
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is
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begin
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create (texture_Uniforms, for_Program);
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end create_Uniforms;
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overriding
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procedure Fade_is (Self : in out Item; Now : in texture_Set.fade_Level;
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Which : in texture_Set.texture_ID := 1)
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is
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begin
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Self.texture_Set.Textures (which).Fade := Now;
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end Fade_is;
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overriding
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function Fade (Self : in Item; Which : in texture_Set.texture_ID := 1) return texture_Set.fade_Level
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is
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begin
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return Self.texture_Set.Textures (which).Fade;
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end Fade;
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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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Which : in texture_Set.texture_ID := 1)
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is
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begin
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Texture_is (in_Set => Self.texture_Set,
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Which => Which,
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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; Which : texture_Set.texture_ID := 1) return openGL.Texture.Object
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is
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begin
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return openGL.texture_Set.Texture (in_Set => Self.texture_Set,
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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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-- is
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-- begin
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-- Texture_is (in_Set => Self.texture_Set,
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-- Now => Now);
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-- end Texture_is;
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--
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--
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--
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-- overriding
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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_Set.Texture (in_Set => Self.texture_Set,
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-- Which => 1);
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-- end Texture;
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overriding
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procedure enable_Textures (Self : in out Item)
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is
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begin
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-- ada.Text_IO.put_Line (Self.Model'Image);
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texturing.enable (for_Model => Self.Model.all'Access,
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Uniforms => texture_Uniforms,
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texture_Set => Self.texture_Set);
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end enable_Textures;
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end Mixin;
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end openGL.Model.texturing;
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103
3-mid/opengl/source/lean/model/opengl-model-texturing.ads
Normal file
103
3-mid/opengl/source/lean/model/opengl-model-texturing.ads
Normal file
@@ -0,0 +1,103 @@
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with
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openGL.Variable.uniform,
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openGL.texture_Set,
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openGL.Program;
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limited
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with
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openGL.Model;
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private
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package openGL.Model.texturing
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--
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-- Provides texturing support for models.
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--
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is
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--- Uniforms
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--
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type texture_fade_Uniform_pair is
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record
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texture_Uniform : openGL.Variable.uniform.sampler2D;
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fade_Uniform : openGL.Variable.uniform.float;
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end record;
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type texture_fade_Uniform_pairs is array (openGL.texture_Set.texture_Id
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range 1 .. openGL.texture_Set.max_Textures) of texture_fade_Uniform_pair;
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type Uniforms is
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record
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Textures : texture_fade_Uniform_pairs;
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Count : openGL.Variable.uniform.int;
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end record;
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--- Operations
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--
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procedure enable (for_Model : in openGL.Model.view;
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Uniforms : in texturing.Uniforms;
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texture_Set : in openGL.texture_Set.Item);
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procedure create (Uniforms : out texturing.Uniforms;
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for_Program : in openGL.Program.view);
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-------------
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--- Mixin ---
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-------------
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generic
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package Mixin
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is
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type Item is new Geometry.item with private;
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procedure create_Uniforms (for_Program : in openGL.Program.view);
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overriding
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procedure Fade_is (Self : in out Item; Now : in texture_Set.fade_Level;
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Which : in texture_Set.texture_ID := 1);
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overriding
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function Fade (Self : in Item; Which : texture_Set.texture_ID := 1) return texture_Set.fade_Level;
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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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Which : in texture_Set.texture_ID := 1);
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overriding
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function Texture (Self : in Item; Which : in texture_Set.texture_ID := 1) return openGL.Texture.Object;
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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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--
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-- overriding
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-- function Texture (Self : in Item) return openGL.Texture.Object;
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overriding
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procedure enable_Textures (Self : in out Item);
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private
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type Item is new Geometry.item with
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record
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texture_Set : openGL.texture_Set.item;
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end record;
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end Mixin;
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end openGL.Model.texturing;
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