200 lines
6.3 KiB
Ada
200 lines
6.3 KiB
Ada
with
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GL.lean,
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GL.Binding,
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ada.Strings.fixed;
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package body openGL.Model.texturing
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is
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use GL;
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type texture_Units is array (texture_Set.texture_Id) of GLenum;
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all_texture_Units : constant texture_Units := [GL_TEXTURE0,
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GL_TEXTURE1,
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GL_TEXTURE2,
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GL_TEXTURE3,
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GL_TEXTURE4,
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GL_TEXTURE5,
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GL_TEXTURE6,
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GL_TEXTURE7,
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GL_TEXTURE8,
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GL_TEXTURE9,
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GL_TEXTURE10,
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GL_TEXTURE11,
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GL_TEXTURE12,
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GL_TEXTURE13,
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GL_TEXTURE14,
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GL_TEXTURE15];
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-- GL_TEXTURE16,
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-- GL_TEXTURE17,
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-- GL_TEXTURE18,
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-- GL_TEXTURE19,
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-- GL_TEXTURE20,
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-- GL_TEXTURE21,
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-- GL_TEXTURE22,
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-- GL_TEXTURE23,
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-- GL_TEXTURE24,
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-- GL_TEXTURE25,
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-- GL_TEXTURE26,
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-- GL_TEXTURE27,
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-- GL_TEXTURE28,
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-- GL_TEXTURE29,
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-- GL_TEXTURE30,
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-- GL_TEXTURE31];
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procedure enable (for_Model : in openGL.Model.view;
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Uniforms : in texturing.Uniforms;
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texture_Set : in openGL.texture_Set.Item)
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is
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use GL.Binding,
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GL.lean;
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use type GLint;
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begin
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for i in 1 .. openGL.texture_Set.texture_Id (for_Model.texture_Count)
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loop
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Uniforms.Textures (i).fade_Uniform.Value_is (Real (for_Model.Fade (i)));
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glUniform1i (Uniforms.Textures (i).texture_Uniform.gl_Variable,
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GLint (i) - 1);
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glActiveTexture (all_texture_Units (i));
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glBindTexture (GL_TEXTURE_2D,
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texture_Set.Textures (i).Object.Name);
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end loop;
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Uniforms.Count.Value_is (for_Model.texture_Count);
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end enable;
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procedure create (Uniforms : out texturing.Uniforms;
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for_Program : in openGL.Program.view)
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is
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begin
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for Id in texture_Set.texture_Id'Range
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loop
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declare
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use ada.Strings,
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ada.Strings.fixed;
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i : constant Positive := Positive (Id);
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texture_uniform_Name : constant String := "Textures[" & trim (Natural'Image (i - 1), Left) & "]";
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fade_uniform_Name : constant String := "Fade[" & trim (Natural'Image (i - 1), Left) & "]";
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begin
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Uniforms.Textures (Id).texture_Uniform := for_Program.uniform_Variable (named => texture_uniform_Name);
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Uniforms.Textures (Id). fade_Uniform := for_Program.uniform_Variable (named => fade_uniform_Name);
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end;
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end loop;
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Uniforms.Count := for_Program.uniform_Variable ("texture_Count");
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end create;
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-------------
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--- Mixin ---
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-------------
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package body Mixin
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is
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overriding
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procedure Fade_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.fade_Level)
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is
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begin
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Self.texture_Details.Fades (which) := Now;
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end Fade_is;
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overriding
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function Fade (Self : in textured_Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level
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is
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begin
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return Self.texture_Details.Fades (which);
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end Fade;
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procedure Texture_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in openGL.asset_Name)
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is
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begin
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Self.texture_Details.Textures (Positive (which)) := Now;
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end Texture_is;
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overriding
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function texture_Count (Self : in textured_Item) return Natural
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is
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begin
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return Self.texture_Details.texture_Count;
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end texture_Count;
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overriding
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function texture_Applied (Self : in textured_Item; Which : in texture_Set.texture_Id) return Boolean
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is
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begin
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return Self.texture_Details.texture_Applies (Which);
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end texture_Applied;
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overriding
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procedure texture_Applied_is (Self : in out textured_Item; Which : in texture_Set.texture_Id;
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Now : in Boolean)
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is
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begin
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Self.texture_Details.texture_Applies (Which) := Now;
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end texture_Applied_is;
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overriding
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procedure animate (Self : in out textured_Item)
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is
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use type texture_Set.Animation_view;
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begin
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if Self.texture_Details.Animation = null
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then
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return;
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end if;
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texture_Set.animate (Self.texture_Details.Animation.all,
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Self.texture_Details.texture_Applies);
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end animate;
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function texture_Details (Self : in textured_Item) return openGL.texture_Set.Details
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is
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begin
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return Self.texture_Details;
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end texture_Details;
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procedure texture_Details_is (Self : in out textured_Item; Now : in openGL.texture_Set.Details)
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is
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begin
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Self.texture_Details := Now;
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end texture_Details_is;
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end Mixin;
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end openGL.Model.texturing;
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