opengl.shaders: Use unified lighting and texturing 'snippets' for fragment shaders.

This commit is contained in:
Rod Kay
2024-02-23 22:35:12 +11:00
parent d1f702aab5
commit 68c1ff4764
17 changed files with 439 additions and 568 deletions

View File

@@ -1,4 +1,5 @@
#version 140
struct light
{
@@ -11,21 +12,13 @@ struct light
};
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform sampler2D Texture;
uniform int light_Count;
uniform light Lights [10];
uniform light Lights [50];
uniform vec3 specular_Color; // The materials specular color.
in vec3 frag_Site;
in vec3 frag_Normal;
in vec2 frag_Coords;
in float frag_Shine;
out vec4 final_Color;
vec3
@@ -77,12 +70,15 @@ apply_Light (light Light,
vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
float specular_Coefficient = 0.0;
if (diffuse_Coefficient > 0.0)
{
specular_Coefficient = pow (max (0.0,
dot (Surface_to_Camera,
reflect (-Surface_to_Light,
Normal))),
frag_Shine);
}
vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
@@ -91,34 +87,3 @@ apply_Light (light Light,
void
main()
{
vec3 surface_Site = vec3 ( model_Transform
* vec4 (frag_Site, 1));
vec4 surface_Color = texture (Texture, frag_Coords);
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize ( frag_Normal
* inverse_model_Rotation);
// Combine color from all the lights.
//
vec3 linear_Color = vec3 (0);
for (int i = 0; i < light_Count; ++i)
{
linear_Color += apply_Light (Lights [i],
surface_Color.rgb,
Normal,
surface_Site,
Surface_to_Camera);
}
vec3 Gamma = vec3 (1.0 / 2.2);
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
}

View File

@@ -1,94 +1,19 @@
#version 140
// Include 'version.header'.
// Include 'lighting-frag.snippet'
struct light
{
vec4 Site;
vec3 Color;
float Attenuation;
float ambient_Coefficient;
float cone_Angle;
vec3 cone_Direction;
};
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform int light_Count;
uniform light Lights [50];
in vec3 frag_Site;
in vec3 frag_Normal;
in vec4 frag_Color;
in float frag_Shine;
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
out vec4 final_Color;
vec3
apply_Light (light Light,
vec3 surface_Color,
vec3 Normal,
vec3 surface_Site,
vec3 Surface_to_Camera)
{
vec3 Surface_to_Light;
float Attenuation = 1.0;
if (Light.Site.w == 0.0)
{
// Directional light.
//
Surface_to_Light = normalize (-Light.Site.xyz);
Attenuation = 1.0; // No attenuation for directional lights.
}
else
{
// Point light.
//
vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
float Distance_to_Light = length (Surface_to_Light_vector);
Surface_to_Light = normalize (Surface_to_Light_vector);
Attenuation = 1.0
/ ( 1.0
+ Light.Attenuation
* pow (Distance_to_Light, 2));
// Cone restrictions which affects attenuation.
//
float Light_to_Surface_Angle = degrees (acos (dot (-Surface_to_Light,
normalize (Light.cone_Direction))));
if (Light_to_Surface_Angle > Light.cone_Angle)
{
Attenuation = 0.0;
}
}
vec3 lit_surface_Color = surface_Color * Light.Color;
vec3 Ambient = Light.ambient_Coefficient * lit_surface_Color;
float diffuse_Coefficient = max (0.0,
dot (Normal,
Surface_to_Light));
vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
float specular_Coefficient = 0.0;
if (diffuse_Coefficient > 0.0)
specular_Coefficient = pow (max (0.0,
dot (Surface_to_Camera,
reflect (-Surface_to_Light,
Normal))),
frag_Shine);
vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
}
void
main()
@@ -120,4 +45,7 @@ main()
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
final_Color = min (final_Color, // Prevent light saturation.
surface_Color);
}

View File

@@ -1,106 +1,26 @@
#version 140
// Include 'version.header'.
// Include 'lighting-frag.snippet'
struct light
{
vec4 Site;
vec3 Color;
float Attenuation;
float ambient_Coefficient;
float cone_Angle;
vec3 cone_Direction;
};
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform sampler2D Texture;
uniform int light_Count;
uniform light Lights [50];
in vec3 frag_Site;
in vec3 frag_Normal;
in vec4 frag_Color;
in vec2 frag_Coords;
in float frag_Shine;
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
out vec4 final_Color;
vec3
apply_Light (light Light,
vec3 surface_Color,
vec3 Normal,
vec3 surface_Site,
vec3 Surface_to_Camera)
{
vec3 Surface_to_Light;
float Attenuation = 1.0;
if (Light.Site.w == 0.0)
{
// Directional light.
//
Surface_to_Light = normalize (-Light.Site.xyz);
Attenuation = 1.0; // No attenuation for directional lights.
}
else
{
// Point light.
//
vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
float Distance_to_Light = length (Surface_to_Light_vector);
Surface_to_Light = normalize (Surface_to_Light_vector);
Attenuation = 1.0
/ ( 1.0
+ Light.Attenuation
* pow (Distance_to_Light, 2));
// Cone restrictions which affects attenuation.
//
float Light_to_Surface_Angle = degrees (acos (dot (-Surface_to_Light,
normalize (Light.cone_Direction))));
if (Light_to_Surface_Angle > Light.cone_Angle)
{
Attenuation = 0.0;
}
}
vec3 lit_surface_Color = surface_Color * Light.Color;
vec3 Ambient = Light.ambient_Coefficient * lit_surface_Color;
float diffuse_Coefficient = max (0.0,
dot (Normal,
Surface_to_Light));
vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
float specular_Coefficient = 0.0;
if (diffuse_Coefficient > 0.0)
specular_Coefficient = pow (max (0.0,
dot (Surface_to_Camera,
reflect (-Surface_to_Light,
Normal))),
frag_Shine);
vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
}
void
main()
{
vec3 surface_Site = vec3 ( model_Transform
* vec4 (frag_Site, 1));
vec4 surface_Color = ( texture (Texture, frag_Coords)
+ frag_Color)
/ 2.0;
vec4 surface_Color = frag_Color;
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize ( frag_Normal
@@ -124,4 +44,7 @@ main()
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
final_Color = min (final_Color, // Prevent light saturation.
surface_Color);
}

View File

@@ -1,127 +1,22 @@
#version 140
// Include 'version.header'.
// Include 'texturing-frag.snippet'.
// Include 'lighting-frag.snippet'
// Texturing snippet.
//
uniform int texture_Count;
uniform sampler2D Textures [32];
uniform float Fade [32];
vec4
apply_Texturing (vec2 Coords)
{
vec4 Color = vec4 (0);
for (int i = 0; i < texture_Count; ++i)
{
Color.rgb += texture (Textures [i], Coords).rgb
* texture (Textures [i], Coords).a
* (1.0 - Fade [i]);
Color.a = max (Color.a, texture (Textures [i],
Coords).a);
}
return Color;
}
struct light
{
vec4 Site;
vec3 Color;
float Attenuation;
float ambient_Coefficient;
float cone_Angle;
vec3 cone_Direction;
};
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
//uniform sampler2D Texture;
uniform int light_Count;
uniform light Lights [50];
in vec3 frag_Site;
in vec3 frag_Normal;
in vec4 frag_Color;
in vec2 frag_Coords;
in float frag_Shine;
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
out vec4 final_Color;
vec3
apply_Light (light Light,
vec3 surface_Color,
vec3 Normal,
vec3 surface_Site,
vec3 Surface_to_Camera)
{
vec3 Surface_to_Light;
float Attenuation = 1.0;
if (Light.Site.w == 0.0)
{
// Directional light.
//
Surface_to_Light = normalize (-Light.Site.xyz);
Attenuation = 1.0; // No attenuation for directional lights.
}
else
{
// Point light.
//
vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
float Distance_to_Light = length (Surface_to_Light_vector);
Surface_to_Light = normalize (Surface_to_Light_vector);
Attenuation = 1.0
/ ( 1.0
+ Light.Attenuation
* pow (Distance_to_Light, 2));
// Cone restrictions which affects attenuation.
//
float Light_to_Surface_Angle = degrees (acos (dot (-Surface_to_Light,
normalize (Light.cone_Direction))));
if (Light_to_Surface_Angle > Light.cone_Angle)
{
Attenuation = 0.0;
}
}
vec3 lit_surface_Color = surface_Color * Light.Color;
vec3 Ambient = Light.ambient_Coefficient * lit_surface_Color;
float diffuse_Coefficient = max (0.0,
dot (Normal,
Surface_to_Light));
vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
float specular_Coefficient = 0.0;
if (diffuse_Coefficient > 0.0)
specular_Coefficient = pow (max (0.0,
dot (Surface_to_Camera,
reflect (-Surface_to_Light,
Normal))),
frag_Shine);
vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
}
void
main()
{
@@ -150,4 +45,7 @@ main()
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
final_Color = min (final_Color, // Prevent light saturation.
surface_Color);
}

View File

@@ -1,127 +0,0 @@
#version 140
struct light
{
vec4 Site;
vec3 Color;
float Attenuation;
float ambient_Coefficient;
float cone_Angle;
vec3 cone_Direction;
};
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform sampler2D Texture;
uniform int light_Count;
uniform light Lights [50];
in vec3 frag_Site;
in vec3 frag_Normal;
in vec4 frag_Color;
in vec2 frag_Coords;
in float frag_Shine;
out vec4 final_Color;
vec3
apply_Light (light Light,
vec3 surface_Color,
vec3 Normal,
vec3 surface_Site,
vec3 Surface_to_Camera)
{
vec3 Surface_to_Light;
float Attenuation = 1.0;
if (Light.Site.w == 0.0)
{
// Directional light.
//
Surface_to_Light = normalize (-Light.Site.xyz);
Attenuation = 1.0; // No attenuation for directional lights.
}
else
{
// Point light.
//
vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
float Distance_to_Light = length (Surface_to_Light_vector);
Surface_to_Light = normalize (Surface_to_Light_vector);
Attenuation = 1.0
/ ( 1.0
+ Light.Attenuation
* pow (Distance_to_Light, 2));
// Cone restrictions which affects attenuation.
//
float Light_to_Surface_Angle = degrees (acos (dot (-Surface_to_Light,
normalize (Light.cone_Direction))));
if (Light_to_Surface_Angle > Light.cone_Angle)
{
Attenuation = 0.0;
}
}
vec3 lit_surface_Color = surface_Color * Light.Color;
vec3 Ambient = Light.ambient_Coefficient * lit_surface_Color;
float diffuse_Coefficient = max (0.0,
dot (Normal,
Surface_to_Light));
vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
float specular_Coefficient = 0.0;
if (diffuse_Coefficient > 0.0)
specular_Coefficient = pow (max (0.0,
dot (Surface_to_Camera,
reflect (-Surface_to_Light,
Normal))),
frag_Shine);
vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
}
void
main()
{
vec3 surface_Site = vec3 ( model_Transform
* vec4 (frag_Site, 1));
vec4 surface_Color = mix (texture (Texture, frag_Coords),
frag_Color,
0.5);
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize ( frag_Normal
* inverse_model_Rotation);
// Combine color from all the lights.
//
vec3 linear_Color = vec3 (0);
for (int i = 0; i < light_Count; ++i)
{
linear_Color += apply_Light (Lights [i],
surface_Color.rgb,
Normal,
surface_Site,
Surface_to_Camera);
}
vec3 Gamma = vec3 (1.0 / 2.2);
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
}

View File

@@ -1,101 +1,21 @@
// Include 'version.header'.
// Include 'texturing.frag'.
// Include 'texturing-frag.snippet'.
// Include 'lighting-frag.snippet'
struct light
{
vec4 Site;
vec3 Color;
float Attenuation;
float ambient_Coefficient;
float cone_Angle;
vec3 cone_Direction;
};
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
uniform vec3 specular_Color; // The materials specular color.
uniform int light_Count;
uniform light Lights [50];
in vec3 frag_Site;
in vec3 frag_Normal;
in vec2 frag_Coords;
in float frag_Shine;
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
out vec4 final_Color;
vec3
apply_Light (light Light,
vec3 surface_Color,
vec3 Normal,
vec3 surface_Site,
vec3 Surface_to_Camera)
{
vec3 Surface_to_Light;
float Attenuation = 1.0;
if (Light.Site.w == 0.0)
{
// Directional light.
//
Surface_to_Light = normalize (-Light.Site.xyz);
Attenuation = 1.0; // No attenuation for directional lights.
}
else
{
// Point light.
//
vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
float Distance_to_Light = length (Surface_to_Light_vector);
Surface_to_Light = normalize (Surface_to_Light_vector);
Attenuation = 1.0
/ ( 1.0
+ Light.Attenuation
* pow (Distance_to_Light, 2));
// Cone restrictions which affects attenuation.
//
float Light_to_Surface_Angle = degrees (acos (dot (-Surface_to_Light,
normalize (Light.cone_Direction))));
if (Light_to_Surface_Angle > Light.cone_Angle)
{
Attenuation = 0.0;
}
}
vec3 lit_surface_Color = surface_Color * Light.Color;
vec3 Ambient = Light.ambient_Coefficient * lit_surface_Color;
float diffuse_Coefficient = max (0.0,
dot (Normal,
Surface_to_Light));
vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
float specular_Coefficient = 0.0;
if (diffuse_Coefficient > 0.0)
specular_Coefficient = pow (max (0.0,
dot (Surface_to_Camera,
reflect (-Surface_to_Light,
Normal))),
frag_Shine);
vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
}
void
main()
{
@@ -119,7 +39,11 @@ main()
}
vec3 Gamma = vec3 (1.0 / 2.2);
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
final_Color = min (final_Color, // Prevent light saturation.
surface_Color);
}

View File

@@ -0,0 +1,27 @@
uniform int texture_Count;
uniform sampler2D Textures [32];
uniform float Fade [32];
vec4
apply_Texturing (vec2 Coords)
{
vec4 Color = vec4 (0);
for (int i = 0; i < texture_Count; ++i)
{
Color.rgb += texture (Textures [i], Coords).rgb
* texture (Textures [i], Coords).a
* (1.0 - Fade [i]);
// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade[1]);
Color.a = max (Color.a,
texture (Textures [i],Coords).a * (1.0 - Fade[i]));
// Color.a = max (Color.a,
// texture (Textures [i],Coords).a);
}
return Color;
}

View File

@@ -109,7 +109,8 @@ is
the_Light : openGL.Light.item := Demo.Renderer.new_Light;
begin
the_Light. Site_is ([5_000.0, 2_000.0, 5_000.0]);
the_Light.Color_is (White);
the_Light.Color_is (Grey);
-- the_Light.Color_is (Black);
Demo.Renderer.set (the_Light);
end;
@@ -271,7 +272,7 @@ is
heights_File : constant asset_Name := to_Asset ("assets/opengl/terrain/kidwelly-terrain.png");
texture_File : constant asset_Name := to_Asset ("assets/opengl/terrain/kidwelly-terrain-texture.png");
the_Region : constant IO.height_Map_view := IO.to_height_Map (heights_File, 10.0);
the_Region : constant IO.height_Map_view := IO.to_height_Map (heights_File, Scale => 10.0);
Tiling : constant texture_Transform_2d := (S => (0.0, 1.0),
T => (0.0, 1.0));
the_ground_Model : constant Model.terrain.view

View File

@@ -78,7 +78,9 @@ is
the_Program.Program := new openGL.Program.lit.item;
the_Program. vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored.vert");
the_Program.fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored.frag");
the_Program.fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lit_colored.frag"))));
the_Program.Program.define (the_Program. vertex_Shader'Access,
the_Program.fragment_Shader'Access);

View File

@@ -102,7 +102,7 @@ is
if is_Defined
then
raise Error with "The lit_colored_textured_skinned program has already been defined.";
raise Error with "The 'lit_colored_textured_skinned' program has already been defined.";
end if;
is_Defined := True;
@@ -110,8 +110,9 @@ is
-- Define the shaders and program.
--
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored_skinned.frag");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lit_colored_skinned.frag"))));
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;

View File

@@ -99,9 +99,25 @@ is
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
the_Program.Program := new openGL.Program.lit.item;
the_Program. vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored_textured.vert");
the_Program.vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored_textured.vert");
if use_fragment_Shader = "assets/opengl/shader/lit_colored_text.frag"
then
the_Program.fragment_Shader.define (Shader.Fragment, use_fragment_Shader);
-- TODO: The below code produces ugly text. Investigate and fix.
--
-- the_Program.fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
-- 2 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
-- 3 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
-- 4 => to_Asset ("assets/opengl/shader/lit_colored_textured.frag"))));
else
the_Program.fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_colored_textured.frag"))));
end if;
the_Program.Program.define (the_Program. vertex_Shader'Access,
the_Program.fragment_Shader'Access);
the_Program.Program.enable;

View File

@@ -126,7 +126,11 @@ is
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_textured_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored_textured_skinned.frag");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_colored_textured.frag"))));
-- fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored_textured_skinned.frag");
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);

View File

@@ -82,8 +82,9 @@ is
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured.vert");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/texturing.frag"),
3 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
2 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
the_Program := new openGL.Program.lit.item;
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);

View File

@@ -115,8 +115,11 @@ is
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
-- fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;

View File

@@ -76,7 +76,7 @@ is
vertex_Shader .define (Shader.vertex, "assets/opengl/shader/textured.vert");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/texturing.frag"),
2 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/textured.frag"))));
the_Program := new openGL.Program.item;

View File

@@ -0,0 +1,202 @@
with
openGL.Model,
GL.lean,
GL.Binding,
ada.Strings.fixed;
with ada.Text_IO;
package body openGL.Model.texturing
is
use GL;
type texture_Units is array (texture_Set.texture_Id) of GLenum;
all_texture_Units : constant texture_Units := (GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2,
GL_TEXTURE3,
GL_TEXTURE4,
GL_TEXTURE5,
GL_TEXTURE6,
GL_TEXTURE7,
GL_TEXTURE8,
GL_TEXTURE9,
GL_TEXTURE10,
GL_TEXTURE11,
GL_TEXTURE12,
GL_TEXTURE13,
GL_TEXTURE14,
GL_TEXTURE15,
GL_TEXTURE16,
GL_TEXTURE17,
GL_TEXTURE18,
GL_TEXTURE19,
GL_TEXTURE20,
GL_TEXTURE21,
GL_TEXTURE22,
GL_TEXTURE23,
GL_TEXTURE24,
GL_TEXTURE25,
GL_TEXTURE26,
GL_TEXTURE27,
GL_TEXTURE28,
GL_TEXTURE29,
GL_TEXTURE30,
GL_TEXTURE31);
procedure enable (for_Model : in openGL.Model.view;
Uniforms : in texturing.Uniforms;
texture_Set : in openGL.texture_Set.Item)
is
use GL.Binding,
GL.lean;
use type GLint;
begin
for i in 1 .. openGL.texture_Set.texture_Id (for_Model.texture_Count)
loop
Uniforms.Textures (i).fade_Uniform.Value_is (Real (for_Model.Fade (i)));
glUniform1i (Uniforms.Textures (i).texture_Uniform.gl_Variable,
GLint (i) - 1);
glActiveTexture (all_texture_Units (i));
glBindTexture (GL_TEXTURE_2D,
texture_Set.Textures (i).Object.Name);
end loop;
Uniforms.Count.Value_is (for_Model.texture_Count);
end enable;
procedure create (Uniforms : out texturing.Uniforms;
for_Program : in openGL.Program.view)
is
begin
for Id in texture_Set.texture_Id'Range
loop
declare
use ada.Strings,
ada.Strings.fixed;
i : constant Positive := Positive (Id);
texture_uniform_Name : constant String := "Textures[" & trim (Natural'Image (i - 1), Left) & "]";
fade_uniform_Name : constant String := "Fade[" & trim (Natural'Image (i - 1), Left) & "]";
begin
Uniforms.Textures (Id).texture_Uniform := for_Program.uniform_Variable (named => texture_uniform_Name);
Uniforms.Textures (Id). fade_Uniform := for_Program.uniform_Variable (named => fade_uniform_Name);
end;
end loop;
Uniforms.Count := for_Program.uniform_Variable ("texture_Count");
end create;
-------------
--- Mixin ---
-------------
-- generic
package body Mixin
is
use openGL.texture_Set;
texture_Uniforms : texturing.Uniforms;
procedure create_Uniforms (for_Program : in openGL.Program.view)
is
begin
create (texture_Uniforms, for_Program);
end create_Uniforms;
overriding
procedure Fade_is (Self : in out Item; Now : in texture_Set.fade_Level;
Which : in texture_Set.texture_ID := 1)
is
begin
Self.texture_Set.Textures (which).Fade := Now;
end Fade_is;
overriding
function Fade (Self : in Item; Which : in texture_Set.texture_ID := 1) return texture_Set.fade_Level
is
begin
return Self.texture_Set.Textures (which).Fade;
end Fade;
overriding
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object;
Which : in texture_Set.texture_ID := 1)
is
begin
Texture_is (in_Set => Self.texture_Set,
Which => Which,
Now => Now);
end Texture_is;
overriding
function Texture (Self : in Item; Which : texture_Set.texture_ID := 1) return openGL.Texture.Object
is
begin
return openGL.texture_Set.Texture (in_Set => Self.texture_Set,
Which => Which);
end Texture;
-- overriding
-- procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
-- is
-- begin
-- Texture_is (in_Set => Self.texture_Set,
-- Now => Now);
-- end Texture_is;
--
--
--
-- overriding
-- function Texture (Self : in Item) return openGL.Texture.Object
-- is
-- begin
-- return texture_Set.Texture (in_Set => Self.texture_Set,
-- Which => 1);
-- end Texture;
overriding
procedure enable_Textures (Self : in out Item)
is
begin
-- ada.Text_IO.put_Line (Self.Model'Image);
texturing.enable (for_Model => Self.Model.all'Access,
Uniforms => texture_Uniforms,
texture_Set => Self.texture_Set);
end enable_Textures;
end Mixin;
end openGL.Model.texturing;

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@@ -0,0 +1,103 @@
with
openGL.Variable.uniform,
openGL.texture_Set,
openGL.Program;
limited
with
openGL.Model;
private
package openGL.Model.texturing
--
-- Provides texturing support for models.
--
is
--- Uniforms
--
type texture_fade_Uniform_pair is
record
texture_Uniform : openGL.Variable.uniform.sampler2D;
fade_Uniform : openGL.Variable.uniform.float;
end record;
type texture_fade_Uniform_pairs is array (openGL.texture_Set.texture_Id
range 1 .. openGL.texture_Set.max_Textures) of texture_fade_Uniform_pair;
type Uniforms is
record
Textures : texture_fade_Uniform_pairs;
Count : openGL.Variable.uniform.int;
end record;
--- Operations
--
procedure enable (for_Model : in openGL.Model.view;
Uniforms : in texturing.Uniforms;
texture_Set : in openGL.texture_Set.Item);
procedure create (Uniforms : out texturing.Uniforms;
for_Program : in openGL.Program.view);
-------------
--- Mixin ---
-------------
generic
package Mixin
is
type Item is new Geometry.item with private;
procedure create_Uniforms (for_Program : in openGL.Program.view);
overriding
procedure Fade_is (Self : in out Item; Now : in texture_Set.fade_Level;
Which : in texture_Set.texture_ID := 1);
overriding
function Fade (Self : in Item; Which : texture_Set.texture_ID := 1) return texture_Set.fade_Level;
overriding
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object;
Which : in texture_Set.texture_ID := 1);
overriding
function Texture (Self : in Item; Which : in texture_Set.texture_ID := 1) return openGL.Texture.Object;
-- overriding
-- procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object);
--
-- overriding
-- function Texture (Self : in Item) return openGL.Texture.Object;
overriding
procedure enable_Textures (Self : in out Item);
private
type Item is new Geometry.item with
record
texture_Set : openGL.texture_Set.item;
end record;
end Mixin;
end openGL.Model.texturing;