opengl.geometry: Rid obsolete prototype code.

This commit is contained in:
Rod Kay
2023-05-29 21:41:00 +10:00
parent c29d50f544
commit a362e5aeff
6 changed files with 0 additions and 864 deletions

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@@ -1,325 +0,0 @@
with
openGL.Buffer.general,
openGL.Shader,
openGL.Program.lit,
openGL.Attribute,
openGL.Texture,
openGL.Palette,
openGL.Model,
openGL.Tasks,
openGL.Errors,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
-- with ada.Text_IO; use ada.Text_IO;
package body openGL.Geometry.lit_textured_x2
is
use GL.lean,
GL.Pointers,
Interfaces;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.lit.view;
white_Texture : openGL.Texture.Object;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Coords";
Name_4 : constant String := "Shine";
Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
---------
-- Forge
--
function new_Geometry return View
is
use System,
System.storage_Elements;
use type openGL.Program.lit.view;
Self : constant View := new Geometry.lit_textured_x2.item;
begin
Tasks.check;
if the_Program = null
then -- Define the shaders and program.
declare
use Palette,
Attribute.Forge;
Sample : Vertex;
Attribute_1 : Attribute.view;
Attribute_2 : Attribute.view;
Attribute_3 : Attribute.view;
Attribute_4 : Attribute.view;
white_Image : constant Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_x2.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_x2.frag"))));
the_Program := new openGL.Program.lit.item;
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured_x2.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured_x2.Vertex'Size / 8,
Offset => Sample.Normal (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.attribute_Location (Name_3),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured_x2.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.attribute_Location (Name_4),
Size => 1,
data_Kind => attribute.GL_FLOAT,
Stride => lit_textured_x2.Vertex'Size / 8,
Offset => Sample.Shine 'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
the_Program.add (Attribute_3);
the_Program.add (Attribute_4);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_3).gl_Location,
name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_4).gl_Location,
name => +Attribute_4_Name_ptr);
Errors.log;
end;
end if;
Self.Program_is (the_Program.all'Access);
return Self;
end new_Geometry;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Do these properly.
is
pragma Unreferenced (Self);
begin
return False;
end is_Transparent;
function is_Transparent (Self : in Vertex_large_array) return Boolean
is
pragma Unreferenced (Self);
begin
return False;
end is_Transparent;
--------------
-- Attributes
--
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Vertex,
Element_Array => Vertex_array);
package openGL_large_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => long_Index_t,
Element => Vertex,
Element_Array => Vertex_large_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array)
is
use openGL_large_Buffer_of_geometry_Vertices.Forge;
begin
Self.Vertices := new openGL_large_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
usage => Buffer.static_Draw));
Self.is_Transparent := is_Transparent (Now);
-- Set the bounds.
--
declare
function get_Site (Index : in long_Index_t) return Vector_3
is (Now (Index).Site);
function bounding_Box is new get_Bounds (long_Index_t, get_Site);
begin
Self.Bounds_are (bounding_Box (Count => Now'Length));
end;
end Vertices_are;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "TODO";
end Indices_are;
procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level)
is
begin
Self.Textures.Textures (Which).Fade := Now;
end Fade_is;
function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level
is
begin
return Self.Textures.Textures (Which).Fade;
end Fade;
procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object)
is
use openGL.Geometry.texturing;
begin
Texture_is (in_Set => Self.Textures,
Which => Which,
Now => Now);
end Texture_is;
function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
is
begin
return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
Which => Which);
end Texture;
overriding
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
is
use openGL.Geometry.texturing;
begin
Texture_is (in_Set => Self.Textures,
Now => Now);
end Texture_is;
overriding
function Texture (Self : in Item) return openGL.Texture.Object
is
begin
return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
Which => 1);
end Texture;
overriding
procedure enable_Texture (Self : in out Item)
is
use openGL.Geometry.texturing;
begin
Self.Textures.Textures (1).Fade := Self.Model.Fade (which => 1);
Self.Textures.Textures (2).Fade := Self.Model.Fade (which => 2);
enable (Self.Textures, Self.Program);
end enable_Texture;
end openGL.Geometry.lit_textured_x2;

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@@ -1,70 +0,0 @@
with
openGL.Geometry.texturing;
package openGL.Geometry.lit_textured_x2
--
-- Supports per-vertex site texture and lighting.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Coords : Coordinate_2D;
Shine : Real;
end record;
type Vertex_array is array ( Index_t range <>) of aliased Vertex;
type Vertex_large_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level);
function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level;
procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object);
function Texture (Self : in Item; Which : texture_ID) 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;
private
type Item is new Geometry.item with
record
Textures : Geometry.texturing.texture_Set;
end record;
overriding
procedure enable_Texture (Self : in out Item);
end openGL.Geometry.lit_textured_x2;

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

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@@ -1,49 +0,0 @@
with
openGL.Program,
openGL.Texture,
openGL.Variable.uniform;
package openGL.Geometry.texturing
--
-- Facilitates texturing of geometries.
--
is
type fade_Level is delta 0.001 range 0.0 .. 1.0 -- '0.0' is no fading, '1.0' is fully faded (ie invisible).
with Atomic;
type fade_Levels is array (texture_Id range <>) of fade_Level;
type fadeable_Texture is
record
Fade : fade_Level := 0.0;
Object : openGL.Texture.Object := openGL.Texture.null_Object;
texture_Uniform : openGL.Variable.uniform.sampler2D;
fade_Uniform : openGL.Variable.uniform.float;
end record;
type fadeable_Textures is array (texture_Id range 1 .. max_Textures) of fadeable_Texture;
type texture_Set is
record
Textures : fadeable_Textures;
Count : Natural := 0;
is_Transparent : Boolean := False; -- Any of the textures contains lucid colors.
initialised : Boolean := False;
end record;
procedure enable (the_Textures : in out texture_Set;
Program : in openGL.Program.view);
procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object);
function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object;
procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object);
function Texture (in_Set : in texture_Set) return openGL.Texture.Object;
end openGL.Geometry.texturing;

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@@ -1,164 +0,0 @@
with
openGL.Geometry.lit_textured_x2,
openGL.Primitive.indexed;
package body openGL.Model.hexagon.lit_textured_x2
is
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_textured_x2.Face) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Face := Face;
return Self;
end new_Hexagon;
--------------
--- Attributes
--
overriding
function to_GL_Geometries (Self : access Item; Textures : access Texture.name_Map_of_texture'Class;
Fonts : in Font.font_id_Map_of_font) return Geometry.views
is
pragma unreferenced (Fonts);
use Geometry.lit_textured_x2,
Texture;
the_Sites : constant hexagon.Sites := vertex_Sites (Self.Radius);
the_Indices : aliased constant Indices := (1, 2, 3, 4, 5, 6, 7, 2);
function new_Face (Vertices : in geometry.lit_textured_x2.Vertex_array) return Geometry.lit_textured_x2.view
is
use Primitive;
the_Geometry : constant Geometry.lit_textured_x2.view
:= Geometry.lit_textured_x2.new_Geometry;
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (triangle_Fan, the_Indices);
begin
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (Primitive.view (the_Primitive));
if Self.Face.Texture_1 /= null_Asset
then
the_Geometry.Texture_is (Textures.fetch (Self.Face.Texture_1));
the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent);
the_Geometry.Fade_is (which => 1,
now => Self.Face.Fade_1);
else
raise Program_Error;
end if;
if Self.Face.Texture_2 /= null_Asset
then
the_Geometry.Texture_is (which => 2,
Now => Textures.fetch (Self.Face.Texture_2));
-- the_Geometry.Texture_2_is (Which => 2, Now => Textures.fetch (Self.Face.Texture_2));
-- the_Geometry.is_Transparent (now => the_Geometry.Texture_2.is_Transparent);
the_Geometry.Fade_is (which => 2,
now => Self.Face.Fade_2);
end if;
return the_Geometry;
end new_Face;
upper_Face : Geometry.lit_textured_x2.view;
begin
-- Upper Face
--
declare
the_Vertices : constant Geometry.lit_textured_x2.Vertex_array
:= (1 => (Site => (0.0, 0.0, 0.0), Normal => Normal, Coords => (0.50, 0.50), Shine => default_Shine), -- Center.
2 => (Site => the_Sites (1), Normal => Normal, Coords => (1.00, 0.50), Shine => default_Shine), -- Mid right.
3 => (Site => the_Sites (2), Normal => Normal, Coords => (0.75, 1.00), Shine => default_Shine), -- Bottom right.
4 => (Site => the_Sites (3), Normal => Normal, Coords => (0.25, 1.00), Shine => default_Shine), -- Bottom left.
5 => (Site => the_Sites (4), Normal => Normal, Coords => (0.00, 0.50), Shine => default_Shine), -- Mid left.
6 => (Site => the_Sites (5), Normal => Normal, Coords => (0.25, 0.00), Shine => default_Shine), -- Top left.
7 => (Site => the_Sites (6), Normal => Normal, Coords => (0.75, 0.00), Shine => default_Shine)); -- Top right.
begin
upper_Face := new_Face (Vertices => the_Vertices);
end;
upper_Face.Model_is (Self.all'unchecked_Access);
return (1 => upper_Face.all'Access);
end to_GL_Geometries;
------------
-- Texturing
--
procedure Texture_1_is (Self : in out Item; Now : in openGL.asset_Name)
is
begin
Self.Face.Texture_1 := Now;
end Texture_1_is;
procedure Texture_2_is (Self : in out Item; Now : in openGL.asset_Name)
is
begin
Self.Face.Texture_2 := Now;
end Texture_2_is;
-- overriding
procedure Fade_1_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level)
is
begin
Self.Face.Fade_1 := Now;
end Fade_1_is;
-- overriding
procedure Fade_2_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level)
is
begin
Self.Face.Fade_2 := Now;
end Fade_2_is;
-- overriding
function Fade_1 (Self : in Item) return Geometry.Texturing.fade_Level
is
begin
return Self.Face.Fade_1;
end Fade_1;
-- overriding
function Fade_2 (Self : in Item) return Geometry.Texturing.fade_Level
is
begin
return Self.Face.Fade_2;
end Fade_2;
end openGL.Model.hexagon.lit_textured_x2;

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@@ -1,70 +0,0 @@
with
openGL.Geometry.texturing,
openGL.Texture;
package openGL.Model.hexagon.lit_textured_x2
--
-- Models a lit, colored and textured hexagon.
--
is
type Item is new Model.item with private;
type View is access all Item'Class;
type Face is
record
Texture_1 : openGL.asset_Name := null_Asset; -- The texture to be applied to the hex.
Texture_2 : openGL.asset_Name := null_Asset; -- The texture to be applied to the hex.
Fade_1 : openGL.Geometry.texturing.fade_Level := 0.5;
Fade_2 : openGL.Geometry.texturing.fade_Level := 0.5;
end record;
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_textured_x2.Face) return View;
--------------
--- Attributes
--
overriding
function to_GL_Geometries (Self : access Item; Textures : access Texture.name_Map_of_texture'Class;
Fonts : in Font.font_id_Map_of_font) return Geometry.views;
------------
-- Texturing
--
procedure Texture_1_is (Self : in out Item; Now : in openGL.asset_Name);
procedure Texture_2_is (Self : in out Item; Now : in openGL.asset_Name);
-- overriding
procedure Fade_1_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level);
-- overriding
procedure Fade_2_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level);
-- overriding
function Fade_1 (Self : in Item) return Geometry.Texturing.fade_Level;
-- overriding
function Fade_2 (Self : in Item) return Geometry.Texturing.fade_Level;
private
type Item is new Model.hexagon.item with
record
Face : lit_textured_x2.Face;
end record;
end openGL.Model.hexagon.lit_textured_x2;