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From: "Chad R. Meiners" <crmeiners@hotmail.com>
Subject: Re: AdaSDL and glTexImage2D
Date: Wed, 29 Jan 2003 15:15:44 -0500
Date: 2003-01-29T15:15:44-05:00	[thread overview]
Message-ID: <b19cth$c2k$1@msunews.cl.msu.edu> (raw)
In-Reply-To: 49981b.cu.ln@ID-soos.user.dfncis.de


"Stefan Soos" <stefan.soos@gmx.de> wrote in message
news:49981b.cu.ln@ID-soos.user.dfncis.de...
>
> Hello,
>
> I'm doing some programming in Ada with the thin binding to the SDL
> library. I'd like to create some textured objects, but there I run
> into some problems. My texture data is stored in an SDL surface:
>
> Image : SDL.Video.Surface_ptr;
>
> The actual data can be read from Image.Pixels. Now, I'd like to call
> glTexImage2D:
>          glTexImage2D (GL_TEXTURE_2D,
>                        0,
>                        GLint (GL_RGBA),
>                        GLsizei (Width), GLsizei (Height),
>                        0,
>                        GL_RGBA,
>                        GL_UNSIGNED_BYTE,
>                        GLubyte_Array (Image.Pixels));
> but this doesn't work. How can I convert Image.Pixels (wich is
> actually defined as System.Address) to an array of GLubyte?

Well what you want to do is bit more complicated than what a simple type
conversion function can do for you automatically.
Image.Pixels is of type System.address.  First System.Address doesn't have
any bounds information, but there is hope because Ada gives you a very nice
package called System.Address_To_Access_Conversions.  This package is IMHO a
very cool package because it lets you transform System.Address into any type
you would like.  However invoking it in this case will be a little bit
tricky since your array will need bounds information added to it.  I don't
have immediate access to the GL libraries so I can't give you the exact code
to solve your problem, but I can point you to an example in the AdaSDL thick
binding where a similar conversion takes place.

In AdaSDL-Video-Drawing.adb around line 273 you will find:
            declare
               subtype Current_Screen is Screen_Eight(1..Array_Size);
               package Convert is new  System.Address_To_Access_Conversions
                 (Current_Screen);
            begin
               Eight_Bit_Draw
                 ( On => Convert.To_Pointer (Item.Item.Pixels).all,  -- The
important conversion
                   Colors => To_Palette_Provider (Item),
                   Coordinates => Coords);
            end;

Here is a example of converting the Image.Pixels (in this case
Item.Item.Pixels ;) into an access to an array of size Array_Size.  Notice
that we had to declare a subtype of the Screen_Eight array with a specified
range so that the compiler can reconstruct the range information.

Now I am guessing that GLubyte_Array is an array of bytes.  So for your code
your solution might look like this

declare
    Bytes_Per_Pixel : constant := 4;  -- I believe RGBA is 32 bit color, but
if I am wrong in your case change this value
    subtype Current_Buffer is
GLubyte_Array(0..(Width*Height*Bytes_Per_Pixel)-1);
    package Convert is new
System.Address_To_Access_Conversions(Current_Buffer);
begin
          glTexImage2D (GL_TEXTURE_2D,
                        0,
                        GLint (GL_RGBA),
                        GLsizei (Width), GLsizei (Height),
                        0,
                        GL_RGBA,
                        GL_UNSIGNED_BYTE,
                        Convert.To_Pointer (Image.Pixels).all);
end;

Now remember this might need some tinkering to get it right since I don't
have the packages to test this out.

I hope this solves your problem,

Chad R. Meiners





  reply	other threads:[~2003-01-29 20:15 UTC|newest]

Thread overview: 3+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2003-01-29 10:09 AdaSDL and glTexImage2D Stefan Soos
2003-01-29 20:15 ` Chad R. Meiners [this message]
2003-01-30  9:52   ` Stefan Soos
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