opengl: Rename 'openGL.texturing' to 'openGL.texture_Set'.

This commit is contained in:
Rod Kay
2023-05-31 07:07:11 +10:00
parent a362e5aeff
commit af64e4ce3e
13 changed files with 123 additions and 90 deletions

View File

@@ -1,4 +1,5 @@
with
-- openGL.Geometry.texturing,
openGL.Buffer.general,
openGL.Model,
openGL.Shader,
@@ -25,7 +26,7 @@ package body openGL.Geometry.lit_textured
is
use GL.lean,
GL.Pointers,
openGL.texturing,
openGL.texture_Set,
Interfaces;
-----------
@@ -57,13 +58,15 @@ is
--- Uniforms
--
type texture_Uniforms is
type texture_fade_Uniform_pair is
record
texture_Uniform : openGL.Variable.uniform.sampler2D;
fade_Uniform : openGL.Variable.uniform.float;
end record;
the_Textures : array (texture_Id range 1 .. max_Textures) of texture_Uniforms;
type texture_fade_Uniform_pairs is array (texture_Id range 1 .. max_Textures) of texture_fade_Uniform_pair;
the_Textures : texture_fade_Uniform_pairs;
the_texture_count_Uniform : openGL.Variable.uniform.int;
@@ -305,7 +308,7 @@ is
--- Texturing
--
procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in texturing.fade_Level)
procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in texture_Set.fade_Level)
is
begin
Self.texture_Set.Textures (which).Fade := Now;
@@ -313,7 +316,7 @@ is
function Fade (Self : in Item; Which : texturing.texture_ID) return texturing.fade_Level
function Fade (Self : in Item; Which : texture_Set.texture_ID) return texture_Set.fade_Level
is
begin
return Self.texture_Set.Textures (which).Fade;
@@ -334,8 +337,8 @@ is
function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
is
begin
return openGL.texturing.Texture (in_Set => Self.texture_Set,
Which => Which);
return openGL.texture_Set.Texture (in_Set => Self.texture_Set,
Which => Which);
end Texture;
@@ -354,8 +357,8 @@ is
function Texture (Self : in Item) return openGL.Texture.Object
is
begin
return texturing.Texture (in_Set => Self.texture_Set,
Which => 1);
return texture_Set.Texture (in_Set => Self.texture_Set,
Which => 1);
end Texture;
@@ -402,23 +405,53 @@ is
GL_TEXTURE31);
procedure enable_Texturing (for_Model : in openGL.Model.view;
texturing_Uniforms : in texture_fade_Uniform_pairs;
texture_Set : in openGL.texture_Set.texture_Set)
is
begin
for i in 1 .. texture_Id (for_Model.texture_Count)
loop
texturing_Uniforms (i).fade_Uniform.Value_is (Real (for_Model.Fade (i)));
glUniform1i (texturing_Uniforms (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;
the_texture_count_Uniform.Value_is (for_Model.texture_Count);
end enable_Texturing;
overriding
procedure enable_Textures (Self : in out Item)
is
begin
for i in 1 .. texture_Id (Self.Model.texture_Count)
loop
the_Textures (i).fade_Uniform.Value_is (Real (Self.Model.Fade (i)));
glUniform1i (the_Textures (i).texture_Uniform.gl_Variable,
GLint (i) - 1);
glActiveTexture (all_texture_Units (i));
glBindTexture (GL_TEXTURE_2D,
Self.texture_Set.Textures (i).Object.Name);
end loop;
the_texture_count_Uniform.Value_is (Self.texture_Set.Count);
enable_Texturing (for_Model => Self.Model.all'Access,
texturing_Uniforms => the_Textures,
texture_Set => Self.texture_Set);
--
-- for i in 1 .. texture_Id (Self.Model.texture_Count)
-- loop
-- the_Textures (i).fade_Uniform.Value_is (Real (Self.Model.Fade (i)));
--
-- glUniform1i (the_Textures (i).texture_Uniform.gl_Variable,
-- GLint (i) - 1);
-- glActiveTexture (all_texture_Units (i));
-- glBindTexture (GL_TEXTURE_2D,
-- Self.texture_Set.Textures (i).Object.Name);
-- end loop;
--
-- the_texture_count_Uniform.Value_is (Self.texture_Set.Count);
end enable_Textures;
end openGL.Geometry.lit_textured;