opengl.geometry: Use the 'openGL.Variable.uniform.sampler2D' type for textures.

This commit is contained in:
Rod Kay
2023-05-05 01:06:18 +10:00
parent 6a8da0bd4b
commit b9064c43c8
2 changed files with 37 additions and 23 deletions

View File

@@ -1,18 +1,13 @@
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,
interfaces.C.Strings;
ada.unchecked_Deallocation;
package body openGL.Geometry
@@ -157,7 +152,11 @@ 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, 0);
in_Set.Textures (Which) := (0.0,
Now,
textures_Uniform => <>,
fade_Uniform => <>);
in_Set.is_Transparent := in_Set.is_Transparent
or Now .is_Transparent;
@@ -576,28 +575,34 @@ is
begin
Tasks.check;
if not the_Textures.Initialised
if not the_Textures.initialised
then
for i in 1 .. the_Textures.Count
loop
declare
use GL.lean,
GL.Pointers,
ada.Strings,
ada.Strings.fixed,
Interfaces;
use ada.Strings,
ada.Strings.fixed;
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);
Id : constant texture_Id := texture_Id (i);
Id : constant texture_Id := texture_Id (i);
begin
the_Textures.Textures (Id).uniform_Location := glGetUniformLocation (Program.gl_Program, +uniform_Name_ptr);
declare
uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
begin
the_Textures.Textures (Id).textures_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
@@ -644,9 +649,12 @@ is
begin
-- put_Line ("1-openGL.Program.lit.set_Uniforms:" & loc'Image);
glUniform1i (the_Textures.Textures (Id).uniform_Location, -- loc,
glUniform1i (the_Textures.Textures (Id).textures_Uniform.gl_Variable, -- loc,
GLint (i) - 1);
-- glUniform1i (the_Textures.Textures (Id).textures_uniform_Location, -- loc,
-- GLint (i) - 1);
glActiveTexture (all_texture_Units (Id));
glBindTexture (GL_TEXTURE_2D,
the_Textures.Textures (Id).Object.Name);

View File

@@ -2,12 +2,15 @@ with
openGL.Primitive,
openGL.Buffer,
openGL.Program,
openGL.Texture;
openGL.Texture,
openGL.Variable.uniform;
private
with
ada.Strings.unbounded;
package openGL.Geometry
--
-- Provides a base class for openGL geometry.
@@ -62,9 +65,10 @@ is
type fadeable_Texture is
record
Fade : fade_Level := 0.0;
Object : openGL.Texture.Object := openGL.Texture.null_Object;
uniform_Location : GL.GLint := 0;
Fade : fade_Level := 0.0;
Object : openGL.Texture.Object := openGL.Texture.null_Object;
textures_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;
@@ -74,12 +78,14 @@ is
Textures : fadeable_Textures;
Count : Natural := 0;
is_Transparent : Boolean := False; -- Any of the textures contains lucid colors.
Initialised : Boolean := False;
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;