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lace/3-mid/opengl/source/lean/geometry/opengl-geometry-lit_textured_skinned.adb

299 lines
12 KiB
Ada

with
openGL.Shader,
openGL.Attribute,
openGL.Buffer.general,
openGL.Texture,
openGL.Palette,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_textured_skinned
is
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : aliased openGL.Program.lit.textured_skinned.item;
is_Defined : Boolean := False;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Coords";
Name_4 : constant String := "Shine";
Name_5 : constant String := "bone_Ids";
Name_6 : constant String := "bone_Weights";
use Interfaces;
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_5_Name : aliased C.char_array := C.to_C (Name_5);
Attribute_6_Name : aliased C.char_array := C.to_C (Name_6);
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);
Attribute_5_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_5_Name'Access);
Attribute_6_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_6_Name'Access);
white_Texture : openGL.Texture.Object;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Replace this with the generic (check that all similar functions use the generic).
is
pragma Unreferenced (Self);
begin
return False;
end is_Transparent;
---------
-- Forge
--
type Geometry_view is access all Geometry.lit_textured_skinned.item'Class;
function new_Geometry return access Geometry.lit_textured_skinned.item'Class
is
Self : constant Geometry_view := new Geometry.lit_textured_skinned.item;
begin
Self.Program_is (the_Program'Access);
return Self;
end new_Geometry;
procedure define_Program
is
use Palette,
Attribute.Forge,
GL.lean,
GL.Pointers,
System.storage_Elements;
Sample : Vertex;
Attribute_1 : openGL.Attribute.view;
Attribute_2 : openGL.Attribute.view;
Attribute_3 : openGL.Attribute.view;
Attribute_4 : openGL.Attribute.view;
Attribute_5 : openGL.Attribute.view;
Attribute_6 : openGL.Attribute.view;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
Tasks.check;
if is_Defined
then
raise Error with "The 'lit_textured_skinned' program has already been defined.";
end if;
is_Defined := True;
-- Define the shaders and program.
--
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_skinned.vert");
-- fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
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_skinned.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_skinned.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_skinned.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_skinned.Vertex'Size / 8,
Offset => Sample.Shine 'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_5 := new_Attribute (Name => Name_5,
gl_Location => the_Program.attribute_Location (Name_5),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_textured_skinned.Vertex'Size / 8,
Offset => Sample.bone_Ids (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_6 := new_Attribute (Name => Name_6,
gl_Location => the_Program.attribute_Location (Name_6),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_textured_skinned.Vertex'Size / 8,
Offset => Sample.bone_Weights (1)'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);
the_Program.add (Attribute_5);
the_Program.add (Attribute_6);
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;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_5).gl_Location,
name => +Attribute_5_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_6).gl_Location,
name => +Attribute_6_Name_ptr);
Errors.log;
end define_Program;
--------------
-- Attributes
--
function Program return openGL.Program.lit.textured_skinned.view
is
begin
return the_Program'Access;
end Program;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "openGL.Geometry.lit_textured_skinned - 'Indices_are' ~ TODO";
end Indices_are;
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => long_Index_t,
Element => Vertex,
Element_Array => Vertex_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 := Self.is_Transparent
or 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 enable_Textures (Self : in out Item)
-- is
-- use GL,
-- GL.Binding,
-- openGL.Texture;
-- begin
-- Tasks.check;
--
-- glActiveTexture (gl.GL_TEXTURE0);
-- Errors.log;
--
-- if Self.Texture = openGL.Texture.null_Object
-- then
-- if not white_Texture.is_Defined
-- then
-- declare
-- use Palette;
-- white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
-- begin
-- white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
-- end;
-- end if;
--
-- white_Texture.enable;
-- else
-- Self.Texture.enable;
-- end if;
-- end enable_Textures;
end openGL.Geometry.lit_textured_skinned;