Files
lace/3-mid/opengl/source/lean/geometry/opengl-geometry-lit_textured_x2.adb
2023-05-01 21:17:12 +10:00

407 lines
16 KiB
Ada

with
openGL.Buffer.general,
openGL.Shader,
openGL.Program.lit,
openGL.Attribute,
openGL.Variable.uniform,
openGL.Texture,
openGL.Palette,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
ada.Strings.fixed,
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 := "Coords_2";
Name_5 : 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_5_Name : aliased C.char_array := C.to_C (Name_5);
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);
---------
-- 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;
Attribute_5 : 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, "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 => 2,
-- data_Kind => attribute.GL_FLOAT,
-- Stride => lit_textured_x2.Vertex'Size / 8,
-- Offset => Sample.Coords_2.S'Address
-- - Sample.Site (1)'Address,
-- Normalized => False);
Attribute_5 := new_Attribute (Name => Name_5,
gl_Location => the_Program.attribute_Location (Name_5),
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);
the_Program.add (Attribute_5);
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;
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 fade_Level)
is
begin
Self.Textures.Textures (Which).Fade := Now;
end Fade_is;
function Fade (Self : in Item; Which : texture_ID) return 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
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 Texture (in_Set => Self.Textures,
Which => Which);
end Texture;
overriding
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
is
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 Texture (in_Set => Self.Textures,
Which => 1);
end Texture;
overriding
procedure enable_Texture (Self : in Item)
is
-- check_is_OK : constant Boolean := openGL.Tasks.Check
-- with unreferenced;
begin
enable (Self.Textures, Self.Program);
-- Tasks.check;
-- for i in 1 .. Self.Textures.Count
-- loop
-- declare
-- use ada.Strings,
-- ada.Strings.fixed;
--
-- use type GL.GLint;
--
-- -- "bone_Matrices[" & Trim (Integer'Image (i - 1), Left) & "]");
--
-- 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);
--
-- uniform_Name : aliased C.char_array := C.to_C ("Textures[" & Trim (Integer'Image (i - 1), Left) & "]");
-- uniform_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (uniform_Name'unchecked_Access);
-- loc : constant GL.GLint := glGetUniformLocation (Self.Program.gl_Program, +uniform_Name_ptr);
-- begin
-- -- put_Line ("1-openGL.Program.lit.set_Uniforms:" & loc'Image);
--
-- glUniform1i (loc,
-- GLint (i) - 1);
--
-- glActiveTexture (all_texture_Units (texture_Id (i)));
-- glBindTexture (GL_TEXTURE_2D,
-- Self.Textures.Textures (texture_Id (i)).Object.Name);
-- end;
--
--
-- declare
-- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Self.Program.uniform_Variable ("texture_Count");
-- begin
-- the_texture_count_Uniform.Value_is (Self.Textures.Count);
-- end;
-- end loop;
end enable_Texture;
end openGL.Geometry.lit_textured_x2;