openGL: Add preliminary multi-texturing code.

This commit is contained in:
Rod Kay
2023-05-01 21:17:12 +10:00
parent 2209ac7ca8
commit 86721ca2db
11 changed files with 1227 additions and 14 deletions

View File

@@ -1,9 +1,19 @@
with
openGL.Primitive.indexed,
openGL.Primitive.long_indexed,
openGL.Variable.uniform,
openGL.Tasks,
GL.Binding,
GL.lean,
GL.Pointers,
ada.Strings.fixed,
ada.unchecked_Deallocation,
ada.unchecked_Conversion;
ada.unchecked_Conversion,
interfaces.C.Strings;
package body openGL.Geometry
is
@@ -93,22 +103,103 @@ is
function Texture (Self : in Item'Class) return openGL.Texture.Object
-- procedure Texture_is (Self : in out Item'Class; Which : texture_ID; Now : in openGL.Texture.Object)
-- is
-- begin
-- Self.Textures.Textures (Which) := (0.0, Now);
-- Self.is_Transparent := Self.is_Transparent
-- or Now .is_Transparent;
--
-- if Natural (Which) > Self.Textures.Count
-- then
-- Self.Textures.Count := Natural (Which);
-- end if;
-- end Texture_is;
--
--
-- function Texture (Self : in Item'Class; Which : texture_ID) return openGL.Texture.Object
-- is
-- begin
-- return Self.Textures.Textures (Which).Object;
-- end Texture;
function Texture (Self : in Item) return openGL.Texture.Object
is
begin
return Self.Texture;
raise program_Error with "Geometry has no texture.";
return openGL.Texture.null_Object;
end Texture;
procedure Texture_is (Self : in out Item'Class; Now : in openGL.Texture.Object)
-- procedure Texture_is (Self : in out Item'Class; Now : in openGL.Texture.Object)
-- is
-- begin
-- Self.Textures.Textures (1).Object := Now;
-- Self.is_Transparent := Self.is_Transparent
-- or Now .is_Transparent;
--
-- if Self.Textures.Count = 0
-- then
-- Self.Textures.Count := 1;
-- end if;
-- end Texture_is;
--
procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object)
is
begin
Self.Texture := Now;
Self.is_Transparent := Self.is_Transparent
or Now .is_Transparent;
in_Set.Textures (Which) := (0.0, Now);
in_Set.is_Transparent := in_Set.is_Transparent
or Now .is_Transparent;
if Natural (Which) > in_Set.Count
then
in_Set.Count := Natural (Which);
end if;
end Texture_is;
function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object
is
begin
return in_Set.Textures (Which).Object;
end Texture;
function Texture (in_Set : in texture_Set) return openGL.Texture.Object
is
begin
return in_Set.Textures (1).Object;
end Texture;
procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object)
is
begin
in_Set.Textures (1).Object := Now;
in_Set.is_Transparent := in_Set.is_Transparent
or Now .is_Transparent;
if in_Set.Count = 0
then
in_Set.Count := 1;
end if;
end Texture_is;
procedure Program_is (Self : in out Item; Now : in openGL.Program.view)
is
@@ -143,8 +234,12 @@ is
function is_Transparent (Self : in Item) return Boolean
is
begin
return Self.is_Transparent
or Self.Texture.is_Transparent;
return Self.is_Transparent;
-- or Self.Textures.Textures (1).Object.is_Transparent
-- or Self.Textures.Textures (2).Object.is_Transparent; -- TODO: Loop over all textures.
-- -- return Self.is_Transparent
-- -- or Self.Texture_1.is_Transparent
-- -- or Self.Texture_2.is_Transparent;
end is_Transparent;
@@ -465,6 +560,110 @@ is
end Normals_of;
-----------
-- Textures
--
procedure enable (the_Textures : in 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;
for i in 1 .. the_Textures.Count
loop
declare
use GL.lean,
GL.Pointers,
ada.Strings,
ada.Strings.fixed,
Interfaces;
use type GL.GLint;
type texture_Units is array (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);
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,
GLint (i) - 1);
glActiveTexture (all_texture_Units (Id));
glBindTexture (GL_TEXTURE_2D,
the_Textures.Textures (Id).Object.Name);
end;
declare
use ada.Strings,
ada.Strings.fixed;
uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
begin
Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
end;
end loop;
declare
the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
begin
the_texture_count_Uniform.Value_is (the_Textures.Count);
end;
end enable;
---------
-- Bounds
--