opengl: Work on multi-texturing.

This commit is contained in:
Rod Kay
2023-05-15 15:01:32 +10:00
parent 1beb8e1140
commit 139cb01643
12 changed files with 405 additions and 185 deletions

View File

@@ -23,30 +23,66 @@ is
--------------
--- Attributes
------------------
--- Attributes ---
------------------
------------
-- Texturing
--
procedure Texture_is (Self : in out Item; Now : in openGL.asset_Name)
overriding
procedure Fade_is (Self : in out Item; Which : in Geometry.texture_Id;
Now : in Geometry.Texturing.fade_Level)
is
begin
Self.Face.Texture := Now;
Self.Face.Fades (which) := Now;
end Fade_is;
overriding
function Fade (Self : in Item; Which : in Geometry.texture_Id) return Geometry.Texturing.fade_Level
is
begin
return Self.Face.Fades (which);
end Fade;
procedure Texture_is (Self : in out Item; Which : in Geometry.texture_Id;
Now : in openGL.asset_Name)
is
begin
Self.Face.Textures (Positive (which)) := Now;
end Texture_is;
overriding
function texture_Count (Self : in Item) return Natural
is
begin
return Self.Face.texture_Count;
end texture_Count;
overriding
function to_GL_Geometries (Self : access Item; Textures : access Texture.name_Map_of_texture'Class;
Fonts : in Font.font_id_Map_of_font) return Geometry.views
is
pragma unreferenced (Fonts);
use Geometry.lit_textured,
use Geometry,
Geometry.lit_textured,
Texture;
the_Sites : constant hexagon.Sites := vertex_Sites (Self.Radius);
the_Indices : aliased constant Indices := (1, 2, 3, 4, 5, 6, 7, 2);
the_Sites : constant hexagon.Sites := vertex_Sites (Self.Radius);
the_Indices : aliased constant Indices := (1, 2, 3, 4, 5, 6, 7, 2);
function new_Face (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
@@ -58,17 +94,25 @@ is
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (triangle_Fan, the_Indices);
Id : texture_Id;
begin
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (Primitive.view (the_Primitive));
if Self.Face.Texture /= null_Asset
then
the_Geometry.Texture_is (Textures.fetch (Self.Face.Texture));
the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent);
end if;
for i in 1 .. Self.Face.texture_Count
loop
Id := texture_Id (i);
the_Geometry.is_Transparent (True);
the_Geometry.Fade_is (which => Id,
now => Self.Face.Fades (Id));
the_Geometry.Texture_is (which => Id,
now => Textures.fetch (Self.Face.Textures (i)));
the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent);
end loop;
the_Geometry.is_Transparent (True); -- TODO: Do transparency properly.
return the_Geometry;
end new_Face;
@@ -93,6 +137,8 @@ is
upper_Face := new_Face (Vertices => the_Vertices);
end;
upper_Face.Model_is (Self.all'unchecked_Access);
return (1 => upper_Face.all'Access);
end to_GL_Geometries;