Add initial prototype.

This commit is contained in:
Rod Kay
2022-07-31 17:34:54 +10:00
commit 54a53b2ac0
1421 changed files with 358874 additions and 0 deletions

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with
openGL.Palette,
openGL.Font,
openGL.IO,
openGL.Model.arrow .colored,
openGL.Model.billboard.textured,
openGL.Model.box .colored,
openGL.Model.box .textured,
openGL.Model.box .lit_textured,
openGL.Model.capsule .lit_textured,
openGL.Model.grid,
openGL.Model.hexagon .lit_colored,
openGL.Model.hexagon_Column.lit_colored_faceted,
openGL.Model.hexagon_Column.lit_colored_rounded,
openGL.Model.line .colored,
openGL.Model.any,
openGL.Model.polygon .lit_colored,
openGL.Model.segment_line,
openGL.Model.sphere .colored,
openGL.Model.sphere .lit_colored,
openGL.Model.sphere .lit_textured,
openGL.Model.Text .lit_colored,
openGL.Model.terrain,
SDL.Video.Windows.Makers,
ada.Text_IO;
package body openGL.Demo
is
-- package std_SDL renames standard.SDL;
procedure my_context_Setter
is
begin
sdl.Video.gl.set_Current (GL_Context, To => Window);
end my_context_Setter;
procedure my_Swapper
is
use sdl.Video.GL;
begin
swap (Window);
end my_Swapper;
procedure define (Name : in String;
Width : in Positive := 1366;
Height : in Positive := 768)
is
use Palette,
linear_Algebra_3d,
SDL;
use type sdl.Video.Windows.Window_Flags;
null_Context : SDL.Video.GL.Contexts;
begin
if not sdl.initialise
then
raise Error with "Unable to initialise SDL.";
end if;
Video.Windows.Makers.create (Win => Window,
Title => Name,
X => 100,
Y => 100,
Width => C.int (Width),
Height => C.int (Height),
Flags => Video.Windows.openGL
or Video.Windows.Resizable);
Video.GL.create (GL_Context, From => Window);
Renderer.define;
Renderer.Background_is (Grey);
Renderer.Swapper_is (my_Swapper'unrestricted_Access);
sdl.Video.gl.set_Current (null_Context, To => Window);
Renderer.Context_Setter_is (my_context_Setter'unrestricted_Access);
Renderer.start_Engine;
Camera.define;
Camera.Renderer_is (Renderer'unchecked_Access);
Camera.Position_is ([0.0, 0.0, 5.0],
y_Rotation_from (to_Radians (0.0)));
Camera.Viewport_is (width => Width,
height => Height);
end define;
procedure destroy
is
begin
Camera .destroy;
Renderer.stop_Engine;
ada.Text_IO.new_Line;
end destroy;
function Models return openGL.Model.views
is
use Model,
Palette;
the_Texture : constant asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
the_font_Id : constant Font.font_Id := (to_Asset ("assets/opengl/font/LiberationMono-Regular.ttf"),
Size => 12);
the_arrow_Model : constant Model.arrow.colored.view
:= Model.arrow.colored.new_Arrow (End_2 => [0.0, 1.0, 0.0]);
the_ball_1_Model : constant Model.sphere.colored.view
:= Model.sphere.colored.new_Sphere (Radius => 0.5, Color => (Red, Opaque));
the_ball_2_Model : constant Model.sphere.lit_colored.view
:= Model.sphere.lit_colored.new_Sphere (Radius => 1.0, Color => (Green, Opaque));
the_ball_3_Model : constant Model.sphere.lit_textured.view
:= Model.sphere.lit_textured.new_Sphere (Radius => 1.0, Image => the_Texture);
the_billboard_Model : constant Model.billboard.textured.view
:= Model.billboard.textured.forge.new_Billboard (Size => (1.0, 1.0),
Plane => Billboard.xy,
Texture => the_Texture);
the_colored_billboard_Model : constant Model.billboard.textured.view
:= Model.billboard.textured.forge.new_Billboard (Size => (1.0, 1.0),
Plane => Billboard.xy,
Texture => the_Texture);
use Model.box;
the_box_1_Model : constant Model.box.colored.view
:= Model.box.colored.new_Box
(Size => [1.0, 2.0, 3.0],
Faces => [Front => (Colors => [others => (Blue, Opaque)]),
Rear => (Colors => [others => (Blue, Opaque)]),
Upper => (Colors => [others => (Green, Opaque)]),
Lower => (Colors => [others => (Green, Opaque)]),
Left => (Colors => [others => (Dark_Red, Opaque)]),
Right => (Colors => [others => (Red, Opaque)])]);
the_box_2_Model : constant Model.box.lit_textured.view
:= Model.box.lit_textured.new_Box
(Size => [1.0, 2.0, 1.0],
Faces => [others => (texture_Name => the_Texture)]);
the_box_3_Model : constant Model.box.textured.view
:= Model.box.textured.new_Box
(Size => [1.0, 2.0, 3.0],
Faces => [others => (texture_Name => the_Texture)]);
the_capsule_Model : constant Model.capsule.lit_textured.view
:= Model.capsule.lit_textured.new_Capsule (Radius => 0.5,
Height => 2.0,
Image => the_Texture);
the_grid_Model : constant Model.grid.view
:= Model.grid.new_grid_Model (Color => Red,
Width => 3,
Height => 3);
the_hexagon_Model : constant Model.hexagon.lit_colored.view
:= Model.hexagon.lit_colored.new_Hexagon (Radius => 0.25,
Face => (center_Color => (Green, Opaque),
Colors => [others => (Red, Opaque)]));
the_faceted_hexagon_column_Model : constant Model.hexagon_Column.lit_colored_faceted.view
:= Model.hexagon_Column.lit_colored_faceted.new_hexagon_Column
(Radius => 0.25,
Height => 1.0,
Upper => (center_Color => (Green, Opaque), Colors => [others => (Red, Opaque)]),
Lower => (center_Color => (Green, Opaque), Colors => [others => (Red, Opaque)]),
Shaft => (Color => (Green, Opaque)));
the_rounded_hexagon_column_Model : constant Model.hexagon_Column.lit_colored_rounded.view
:= Model.hexagon_Column.lit_colored_rounded.new_hexagon_Column
(Radius => 0.25,
Height => 1.0,
Upper => (center_Color => (Green, Opaque), Colors => [others => (Red, Opaque)]),
Lower => (center_Color => (Green, Opaque), Colors => [others => (Red, Opaque)]),
Shaft => (Color => (White, Opaque)));
the_line_Model : constant Model.line.colored.view
:= Model.line.colored.new_line_Model (Color => Red,
End_1 => [0.0, 0.0, 0.0],
End_2 => [5.0, 5.0, 0.0]);
the_collada_Model : constant Model.any.view
:= Model.any.new_Model (--Scale => (1.0, 1.0, 1.0),
Model => to_Asset ("assets/opengl/model/human.dae"),
Texture => the_Texture,
Texture_is_lucid => False);
the_wavefront_Model : constant Model.any.view
:= Model.any.new_Model (--Scale => (1.0, 1.0, 1.0),
Model => to_Asset ("assets/opengl/model/human.obj"),
Texture => the_Texture,
Texture_is_lucid => False);
the_polygon_Model : constant Model.polygon.lit_colored.view
:= Model.polygon.lit_colored.new_Polygon (Vertices => [Origin_2D, [1.0, 0.0], [1.0, 1.0], [-1.0, 0.5]],
Color => (Red, Opaque));
the_text_Model : constant Model.Text.lit_colored.view
:= Model.Text.lit_colored.new_Text (Text => "Once upon a midnight dreary ...",
Font => the_font_Id,
Color => (Green, Opaque),
Centered => True);
the_segment_line_Model : constant Model.segment_line.view
:= Model.segment_line.new_segment_line_Model (Color => Green);
-- Terrain
--
heights_File : constant asset_Name := to_Asset ("assets/opengl/terrain/kidwelly-terrain.png");
texture_File : constant asset_Name := to_Asset ("assets/opengl/terrain/kidwelly-terrain-texture.png");
the_Region : constant IO.height_Map_view := IO.to_height_Map (heights_File, 10.0);
Tiling : constant texture_Transform_2d := (S => (0.0, 1.0),
T => (0.0, 1.0));
the_ground_Model : constant Model.terrain.view
:= Model.Terrain.new_Terrain (heights_Asset => heights_File,
Row => 1,
Col => 1,
Heights => the_Region.all'Access,
Color_Map => texture_File,
Tiling => Tiling);
begin
Demo.Renderer.add_Font (the_font_Id);
the_segment_line_Model.add_1st_Segment (start_Site => [0.0, 0.0, 0.0],
end_Site => [1.0, 1.0, 0.0]);
the_segment_line_Model.add_Segment (end_Site => [0.0, 1.0, 0.0]);
the_segment_line_Model.add_Segment (end_Site => [2.0, 2.0, 0.0]);
the_segment_line_Model.add_Segment (end_Site => [0.0, 2.0, 0.0]);
return [ the_ground_Model.all'Access,
the_polygon_Model.all'Access,
the_text_Model.all'Access,
the_arrow_Model.all'Access,
the_ball_1_Model.all'Access,
the_ball_2_Model.all'Access,
the_ball_3_Model.all'Access,
the_billboard_Model.all'Access,
the_colored_billboard_Model.all'Access,
the_box_1_Model.all'Access,
the_box_2_Model.all'Access,
the_box_3_Model.all'Access,
the_capsule_Model.all'Access,
the_grid_Model.all'Access,
the_hexagon_Model.all'Access,
the_faceted_hexagon_column_Model.all'Access,
the_rounded_hexagon_column_Model.all'Access,
the_line_Model.all'Access,
the_collada_Model.all'Access,
the_wavefront_Model.all'Access,
the_segment_line_Model.all'Access];
end Models;
procedure layout (the_Visuals : in Visual.views)
is
initial_X : constant openGL.Real := -6.0;
initial_Y : constant openGL.Real := 6.0;
X : openGL.Real := initial_X;
Y : openGL.Real := initial_Y;
Pad : constant openGL.Real := 3.0;
i : Positive := 1;
procedure set_next_Visual_Site
is
begin
the_Visuals (i).Site_is ([X, Y, 0.0]);
i := i + 1;
X := X + Pad;
end set_next_Visual_Site;
procedure new_Line
is
begin
X := initial_X;
Y := Y - Pad;
end new_Line;
begin
set_next_Visual_Site;
set_next_Visual_Site;
set_next_Visual_Site;
set_next_Visual_Site;
new_Line;
set_next_Visual_Site;
set_next_Visual_Site;
set_next_Visual_Site;
set_next_Visual_Site;
set_next_Visual_Site;
new_Line;
set_next_Visual_Site;
set_next_Visual_Site;
new_Line;
set_next_Visual_Site;
set_next_Visual_Site;
set_next_Visual_Site;
new_Line;
set_next_Visual_Site;
set_next_Visual_Site;
set_next_Visual_Site;
new_Line;
set_next_Visual_Site;
set_next_Visual_Site;
set_next_Visual_Site;
new_Line;
set_next_Visual_Site;
end layout;
procedure print_Usage (append_Message : in String := "")
is
use ada.Text_IO;
begin
put_Line ("Camera controls: 'w' => Move forward");
put_Line (" 'z' => Move backward");
put_Line (" 'a' => Move left");
put_Line (" 's' => Move right");
put_Line (" 'e' => Move up");
put_Line (" 'd' => Move down");
put_Line (" 'W' => Rotate clockwise about Z-axis");
put_Line (" 'Z' => Rotate counter-clockwise about Z-axis");
put_Line (" 'A' => Orbit clockwise about Y-Axis");
put_Line (" 'S' => Orbit counter clockwise about Y-axis");
put_Line (" 'E' => Rotate clockwise about X-axis");
put_Line (" 'D' => Rotate counter clockwise about X-axis");
put_Line (" 'q' => Quit");
new_Line;
if append_Message /= ""
then
put_Line (append_Message);
new_Line;
end if;
end print_Usage;
end openGL.Demo;

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with
openGL.Model,
openGL.Visual,
openGL.Renderer.lean,
openGL.Camera,
openGL.Dolly,
openGL.frame_Counter,
sdl.Video.Windows,
sdl.Video.GL;
package openGL.Demo
--
-- Provides a convenient method of setting up a simple openGL demo.
--
is
Window : standard.sdl.Video.Windows.Window;
GL_Context : standard.sdl.Video.GL.Contexts;
Renderer : aliased openGL.Renderer.lean.item;
Camera : aliased openGL.Camera.item;
Dolly : openGL.Dolly.item (camera => Camera'unchecked_Access);
FPS_Counter : openGL.frame_Counter.item;
Done : Boolean := False;
function Models return openGL.Model.views;
--
-- Creates a set of models with one model of each kind.
procedure layout (the_Visuals : in openGL.Visual.views);
--
-- Layout the visuals in a grid fashion for viewing all at once.
procedure print_Usage (append_Message : in String := "");
procedure define (Name : in String;
Width : in Positive := 1366;
Height : in Positive := 768);
procedure destroy;
end openGL.Demo;

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package body openGL.Raster
is
procedure set_Window_Position (X, Y : in Real;
Z : in Real := 0.0;
W : in Real := 1.0)
is
pragma Unreferenced (Z, W);
begin
raise Program_Error with "TODO: unimplemented";
end set_Window_Position;
end openGL.Raster;

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package openGL.Raster
--
-- Provides raster operations.
--
is
procedure set_Window_Position (X, Y : in Real;
Z : in Real := 0.0; -- Default of '0.0' places text in front of all other renders.
W : in Real := 1.0);
end openGL.Raster;

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with
openGL.Errors,
openGL.Tasks,
GL.Pointers;
package body openGL.Buffer.general
is
--------------------------
-- 'vertex buffer' Object
--
package body Forge
is
function to_Buffer (From : access constant Element_Array;
Usage : in Buffer.Usage) return Object
is
use GL.Pointers;
begin
Tasks.check;
return new_Buffer : Object
do
new_Buffer.Usage := Usage;
new_Buffer.Length := From'Length;
new_Buffer.verify_Name;
new_Buffer.enable;
glBufferData (to_GL_Enum (new_Buffer.Kind),
From.all'Size / 8,
+From (From'First)'Address,
to_GL_Enum (Usage));
Errors.log;
end return;
end to_Buffer;
function to_Buffer (From : in Element_Array;
Usage : in Buffer.Usage) return Object
is
use GL.Pointers;
begin
Tasks.check;
return new_Buffer : Object
do
new_Buffer.Usage := Usage;
new_Buffer.Length := From'Length;
new_Buffer.verify_Name;
new_Buffer.enable;
glBufferData (to_GL_Enum (new_Buffer.Kind),
From'Size / 8,
+From (From'First)'Address,
to_GL_Enum (Usage));
end return;
end to_Buffer;
end Forge;
procedure set (Self : in out Object; Position : in Positive := 1;
To : in Element_Array)
is
use GL.Pointers;
new_Vertices : aliased Element_Array := To;
Vertex_Size_in_bits : constant Natural := To (To'First)'Size;
begin
Tasks.check;
if Self.Length = To'Length
then
Self.enable;
glBufferSubData (Target => to_GL_Enum (Self.Kind),
Offset => GLintptr ((Position - 1) * Vertex_Size_in_bits / 8),
Size => new_Vertices'Size / 8,
Data => +new_Vertices (new_Vertices'First)'Address);
else
Self.destroy;
Self.verify_Name;
Self.Length := To'Length;
Self.enable;
glBufferData (to_GL_Enum (Self.Kind),
To'Size / 8,
+To (To'First)'Address,
to_GL_Enum (Self.Usage));
end if;
Errors.log;
end set;
procedure set (Self : in out Object; Position : in Positive := 1;
To : access constant Element_Array)
is
begin
Self.set (Position, To.all);
end set;
end openGL.Buffer.general;

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generic
type base_Object is new openGL.Buffer.Object with private;
type Index is range <>;
type Element is private;
type Element_Array is array (Index range <>) of Element;
package openGL.Buffer.general
--
-- A generic for producing various types of openGL vertex buffer objects.
--
is
type Object is new base_Object with private;
type View is access all Object'Class;
---------
-- Forge
--
package Forge
is
function to_Buffer (From : access constant Element_Array;
Usage : in Buffer.Usage) return Object;
function to_Buffer (From : in Element_Array;
Usage : in Buffer.Usage) return Object;
end Forge;
--------------
-- Operations
--
procedure set (Self : in out Object; Position : in Positive := 1;
To : in Element_Array);
procedure set (Self : in out Object; Position : in Positive := 1;
To : access constant Element_Array);
private
type Object is new base_Object with
record
Usage : Buffer.Usage;
end record;
default_Terminator : Element; -- No 'Interfaces.C.Pointers' subprogram is called which uses the default terminator, so
-- a default 'Element' should suffice.
end openGL.Buffer.general;

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with
openGL.Buffer.general;
package openGL.Buffer.indices is new openGL.Buffer.general (base_Object => Buffer.element_array_Object,
Index => long_Index_t,
Element => Index_t,
Element_Array => Indices);

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with
openGL.Buffer.general;
package openGL.Buffer.long_indices is new openGL.Buffer.general (base_Object => Buffer.element_array_Object,
Index => long_Index_t,
Element => long_Index_t,
Element_Array => long_Indices);

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with
openGL.Buffer.general;
package openGL.Buffer.normals is new openGL.Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Normal,
Element_Array => Normals);

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with
openGL.Buffer.general;
package openGL.Buffer.short_indices is new openGL.Buffer.general (base_Object => Buffer.element_array_Object,
Index => long_Index_t,
Element => short_Index_t,
Element_Array => short_Indices);

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with
openGL.Buffer.general;
package openGL.Buffer.texture_coords is new openGL.Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Coordinate_2D,
Element_Array => Coordinates_2D);

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with
openGL.Buffer.general;
package openGL.Buffer.vertex is new openGL.Buffer.general (base_Object => Buffer.array_Object,
Index => Index_t,
Element => Site,
Element_Array => Sites);

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with
openGL.Errors,
openGL.Tasks,
ada.unchecked_Deallocation;
package body openGL.Buffer
is
use type a_Name;
---------------
-- Buffer Name
--
function new_vbo_Name return a_Name
is
Name : aliased a_Name;
begin
Tasks.check;
glGenBuffers (1, Name'unchecked_Access);
return Name;
end new_vbo_Name;
procedure free (vbo_Name : in a_Name)
is
Name : aliased a_Name := vbo_Name;
begin
Tasks.check;
glDeleteBuffers (1, Name'unchecked_Access);
end free;
pragma Unreferenced (free);
----------
-- Object
--
procedure verify_Name (Self : in out Object'Class)
is
begin
if Self.Name = 0 then
Self.Name := new_vbo_Name;
end if;
end verify_Name;
function Name (Self : in Object) return Buffer.a_Name
is
begin
return Self.Name;
end Name;
procedure enable (Self : in Object'Class)
is
pragma assert (Self.Name > 0);
begin
Tasks.check;
glBindBuffer (to_GL_Enum (Self.Kind),
Self.Name);
openGL.Errors.log;
end enable;
procedure destroy (Self : in out Object'Class)
is
begin
Tasks.check;
glBindBuffer (to_GL_Enum (Self.Kind), 0);
openGL.Errors.log;
glDeleteBuffers (1, Self.Name'Access);
openGL.Errors.log;
Self.Name := 0;
end destroy;
procedure free (Self : in out View)
is
procedure deallocate is new ada.unchecked_Deallocation (Buffer.Object'Class,
Buffer.view);
begin
if Self /= null
then
Self.destroy;
deallocate (Self);
end if;
end free;
function Length (Self : in Object) return Positive
is
begin
return Self.Length;
end Length;
-------------------------
-- 'array' Buffer Object
--
overriding
function Kind (Self : in array_Object) return Buffer.a_Kind
is
pragma Unreferenced (Self);
begin
return array_Buffer;
end Kind;
---------------------------------
-- 'element array' Buffer object
--
overriding
function Kind (Self : in element_array_Object) return Buffer.a_Kind
is
pragma Unreferenced (Self);
begin
return element_array_Buffer;
end Kind;
end openGL.Buffer;

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private
with
GL.lean,
ada.unchecked_Conversion;
package openGL.Buffer
--
-- Models a buffer object.
--
is
--------------
--- Core Types
--
subtype a_Name is GL.GLuint; -- An openGL vertex buffer 'Name', which is a natural integer.
type a_Kind is (array_Buffer, element_array_Buffer);
type Usage is (stream_Draw, static_Draw, dynamic_Draw);
-----------------
-- Buffer Object
--
type Object is abstract tagged limited private;
type View is access all Object'Class;
procedure destroy (Self : in out Object'Class);
procedure free (Self : in out View);
--------------
-- Attributes
--
function Name (Self : in Object) return Buffer.a_Name;
function Kind (Self : in Object) return Buffer.a_Kind is abstract;
function Length (Self : in Object) return Positive;
--------------
-- Operations
--
procedure enable (Self : in Object'Class);
-----------------------------------------------
-- Derived 'array' and 'element array' Classes
--
type array_Object is new Object with private;
type element_array_Object is new Object with private;
--
-- Refer to child packages, for specific buffers:
--
-- - gl.Buffer.vertex
-- - gl.Buffer.texture_coords
-- - gl.Buffer.normals
-- - gl.Buffer.indices
--
-- (TODO: pixel pack/unpack buffers)
----------
-- Errors
--
no_platform_Support : exception;
--
-- Raised by buffer 'Map' functions when OS platform does not
-- support GL Buffer objects.
private
use GL.lean;
-- Buffer Kinds
--
for a_Kind use (array_Buffer => GL_ARRAY_BUFFER,
element_array_Buffer => GL_ELEMENT_ARRAY_BUFFER);
for a_Kind'Size use gl.GLenum'Size;
function to_GL_Enum is new ada.unchecked_Conversion (a_Kind, gl.GLenum);
-- Usage
--
for Usage use (stream_Draw => GL_STREAM_DRAW,
static_Draw => GL_STATIC_DRAW,
dynamic_Draw => GL_DYNAMIC_DRAW);
for Usage'Size use GL.GLenum'Size;
function to_GL_Enum is new ada.unchecked_Conversion (Usage, gl.GLenum);
----------
-- Object
--
type Object is abstract tagged limited
record
Name : aliased Buffer.a_Name := 0;
Length : Positive;
end record;
overriding
function Kind (Self : in array_Object) return Buffer.a_Kind;
overriding
function Kind (Self : in element_array_Object) return Buffer.a_Kind;
type array_Object is new Object with null record;
type element_array_Object is new Object with null record;
-- Support
--
procedure verify_Name (Self : in out Object'Class);
end openGL.Buffer;

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with
openGL.Shader,
openGL.Program,
openGL.Buffer.general,
openGL.Tasks,
openGL.Attribute,
openGL.Errors,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.colored
is
use GL.lean, GL.Pointers;
use Interfaces;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.view;
Name_1 : constant String := "Site";
Name_2 : constant String := "Color";
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_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);
---------
-- Forge
--
function new_Geometry return Geometry.colored.view
is
use System.storage_Elements;
use type openGL.Program.view;
Self : constant Geometry.colored.view := new Geometry.colored.item;
begin
Tasks.check;
if the_Program = null
then -- Define the shaders and program.
declare
use openGL.Attribute.Forge;
sample_Vertex : Vertex;
Attribute_1 : Attribute.view;
Attribute_2 : Attribute.view;
begin
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/colored.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/colored.frag");
the_Program := new openGL.Program.item;
the_Program.define (vertex_Shader 'Access,
fragment_Shader'Access);
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.attribute_Location (Name_1),
Size => 3,
data_Kind => Attribute.GL_FLOAT,
Stride => colored.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 4,
data_Kind => Attribute.GL_UNSIGNED_BYTE,
Stride => colored.Vertex'Size / 8,
Offset => sample_Vertex.Color.primary.Red'Address
- sample_Vertex.Site (1) 'Address,
Normalized => True);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
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;
end;
end if;
Self.Program_is (the_Program);
return Self;
end new_Geometry;
------------
-- Vertices
--
function is_Transparent (Self : in Vertex_array) return Boolean
is
function get_Color (Index : in Index_t) return rgba_Color
is (Self (Index).Color);
function my_Transparency is new get_Transparency (any_Index_t => Index_t,
get_Color => get_Color);
begin
return my_Transparency (Count => Self'Length);
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);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL.Buffer,
openGL_Buffer_of_geometry_Vertices.Forge;
begin
free (Self.Vertices);
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;
end openGL.Geometry.colored;

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package openGL.Geometry.colored
--
-- Supports per-vertex site and color.
--
is
type Item is new Geometry.item with private;
type View is access Item'Class;
function new_Geometry return Geometry.colored.view;
------------
-- Vertices
--
type Vertex is
record
Site : Vector_3;
Color : rgba_Color;
end record;
type Vertex_array is array (Index_t range <>) of aliased Vertex;
type Vertex_array_view is access Vertex_array;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
private
type Item is new Geometry.item with
record
null;
end record;
end openGL.Geometry.colored;

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with
openGL.Shader,
openGL.Buffer.general,
openGL.Program,
openGL.Attribute,
openGL.Texture,
openGL.Palette,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
System,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.colored_textured
is
use GL.lean,
GL.Pointers,
Interfaces;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.view;
white_Texture : openGL.Texture.Object;
Name_1 : constant String := "Site";
Name_2 : constant String := "Color";
Name_3 : constant String := "Coords";
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_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);
---------
-- Forge
--
type Geometry_view is access all Geometry.colored_textured.item'Class;
function new_Geometry return access Geometry.colored_textured.item'Class
is
use System,
System.storage_Elements;
use type openGL.Program.view;
Self : constant Geometry_view := new Geometry.colored_textured.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;
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/colored_textured.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/colored_textured.frag");
the_Program := new openGL.Program.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 => colored_textured.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 4,
data_Kind => Attribute.GL_UNSIGNED_BYTE,
Stride => colored_textured.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_3 := new_Attribute (Name => Name_3,
gl_Location => the_Program.attribute_Location (Name_3),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => Colored_textured.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
the_Program.add (Attribute_3);
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;
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
is
function get_Color (Index : in long_Index_t) return rgba_Color
is (Self (Index).Color);
function my_Transparency is new get_Transparency (any_Index_t => long_Index_t,
get_Color => get_Color);
begin
return my_Transparency (Count => Self'Length);
end is_Transparent;
--------------
-- Attributes
--
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 := 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;
overriding
procedure enable_Texture (Self : in 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 enable (white_Texture);
else enable (Self.Texture);
end if;
end enable_Texture;
end openGL.Geometry.colored_textured;

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package openGL.Geometry.colored_textured
--
-- Supports per-vertex site, color and texture.
--
is
type Item is new openGL.Geometry.item with private;
function new_Geometry return access Geometry.colored_textured.item'Class;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Color : rgba_Color;
Coords : Coordinate_2D;
end record;
type Vertex_array is array (long_Index_t range <>) of aliased Vertex;
type Vertex_array_view is access Vertex_array;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
private
type Item is new Geometry.item with
record
null;
end record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.colored_textured;

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with
openGL.Program.lit,
openGL.Buffer.general,
openGL.Shader,
openGL.Attribute,
openGL.Tasks,
openGL.Errors,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_colored
is
use GL.lean,
GL.Pointers,
Interfaces,
System;
------------------
-- Shader Program
--
type Program is
record
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
Program : openGL.Program.lit.view;
end record;
-----------
--- Globals
--
the_Program : aliased Program;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Color";
Name_4 : 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_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);
---------
-- Forge
--
function new_Geometry return View
is
use System.storage_Elements;
use type openGL.Program.lit.view;
procedure define (the_Program : access Program)
is
use Attribute.Forge;
Sample : Vertex;
Attribute_1,
Attribute_2,
Attribute_3,
Attribute_4 : Attribute.view;
begin
the_Program.Program := new openGL.Program.lit.item;
the_Program. vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored.vert");
the_Program.fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored.frag");
the_Program.Program.define (the_Program. vertex_Shader'Access,
the_Program.fragment_Shader'Access);
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.Program.attribute_Location (Name_1),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.Program.attribute_Location (Name_2),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored.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.Program.attribute_Location (Name_3),
Size => 4,
data_Kind => attribute.GL_UNSIGNED_BYTE,
Stride => lit_colored.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.Program.attribute_Location (Name_4),
Size => 1,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored.Vertex'Size / 8,
Offset => Sample.Shine 'Address
- Sample.Site (1) 'Address,
Normalized => True);
the_Program.Program.add (Attribute_1);
the_Program.Program.add (Attribute_2);
the_Program.Program.add (Attribute_3);
the_Program.Program.add (Attribute_4);
glBindAttribLocation (program => the_Program.Program.gl_Program,
index => the_Program.Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.Program.gl_Program,
index => the_Program.Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.Program.gl_Program,
index => the_Program.Program.Attribute (named => Name_3).gl_Location,
name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (program => the_Program.Program.gl_Program,
index => the_Program.Program.Attribute (named => Name_4).gl_Location,
name => +Attribute_4_Name_ptr);
Errors.log;
end define;
Self : constant View := new Geometry.lit_colored.item;
begin
Tasks.check;
if the_Program.Program = null -- Define the shaders and program, if required.
then
define (the_Program'Access);
end if;
Self.Program_is (openGL.Program.view (the_Program.Program));
return Self;
end new_Geometry;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean
is
function get_Color (Index : in Index_t) return rgba_Color
is (Self (Index).Color);
function my_Transparency is new get_Transparency (any_Index_t => Index_t,
get_Color => get_Color);
begin
return my_Transparency (Count => Self'Length);
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);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices.Forge;
begin
Buffer.free (Self.Vertices);
Self.is_Transparent := False;
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;
end openGL.Geometry.lit_colored;

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package openGL.Geometry.lit_colored
--
-- Supports per-vertex color and lighting.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Color : rgba_Color;
Shine : Real;
end record;
type Vertex_array is array (Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
private
type Item is new Geometry.item with null record;
end openGL.Geometry.lit_colored;

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with
openGL.Shader,
openGL.Attribute,
openGL.Buffer.general,
openGL.Texture,
openGL.Tasks,
openGL.Errors,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_colored_skinned
is
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : aliased openGL.Program.lit.colored_skinned.item;
is_Defined : Boolean := False;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Color";
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);
----------
-- 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
use type color_Value;
begin
for Each in Self'Range
loop
if Self (Each).Color.Alpha /= opaque_Value
then
return True;
end if;
end loop;
return False;
end is_Transparent;
---------
-- Forge
--
function new_Geometry return Geometry.lit_colored_skinned.view
is
Self : constant Geometry.lit_colored_skinned.view := new Geometry.lit_colored_skinned.item;
begin
Self.Program_is (the_Program'Access);
return Self;
end new_Geometry;
procedure define_Program
is
use 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;
begin
Tasks.check;
if is_Defined
then
raise Error with "The lit_colored_textured_skinned program has already been defined.";
end if;
is_Defined := True;
-- Define the shaders and program.
--
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored_skinned.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_colored_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_colored_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 => 4,
data_Kind => Attribute.GL_UNSIGNED_BYTE,
Stride => lit_colored_skinned.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.attribute_Location (Name_4),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_skinned.Vertex'Size / 8,
Offset => Sample.bone_Ids (1)'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_colored_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_colored_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.colored_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_coloured_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_Texture (Self : in Item)
is
begin
null;
end enable_Texture;
end openGL.Geometry.lit_colored_skinned;

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with
openGL.Program.lit.colored_skinned;
package openGL.Geometry.lit_colored_skinned
--
-- Supports per-vertex site color, texture, lighting and skinning.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
procedure define_Program;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Color : rgba_Color;
Shine : Real;
bone_Ids : Vector_4;
bone_Weights : Vector_4;
end record;
pragma Convention (C, Vertex);
type Vertex_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
function Program return openGL.Program.lit.colored_skinned.view;
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_colored_skinned;

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@@ -0,0 +1,295 @@
with
openGL.Program.lit,
openGL.Palette,
openGL.Shader,
openGL.Buffer.general,
openGL.Attribute,
openGL.Texture,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.lit_colored_textured
is
use GL.lean,
GL.Pointers,
Interfaces,
System;
------------------
-- Shader Program
--
type program_Id is (rgba_Texture, alpha_Texture);
type Program is
record
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
Program : openGL.Program.lit.view;
end record;
type Programs is array (program_Id) of aliased Program;
-----------
--- Globals
--
the_Programs : Programs;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Color";
Name_4 : constant String := "Coords";
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);
white_Texture : openGL.Texture.Object;
---------
-- Forge
--
type Geometry_view is access all Geometry.lit_colored_textured.item'Class;
function new_Geometry (texture_is_Alpha : in Boolean) return access Geometry.lit_colored_textured.item'Class
is
use type openGL.Program.lit.view;
procedure define (the_Program : access Program;
use_fragment_Shader : in String)
is
use openGL.Palette,
Attribute.Forge,
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;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
the_Program.Program := new openGL.Program.lit.item;
the_Program. vertex_Shader.define (Shader.Vertex, "assets/opengl/shader/lit_colored_textured.vert");
the_Program.fragment_Shader.define (Shader.Fragment, use_fragment_Shader);
the_Program.Program.define (the_Program. vertex_Shader'Access,
the_Program.fragment_Shader'Access);
the_Program.Program.enable;
Attribute_1 := new_Attribute (Name => Name_1,
gl_Location => the_Program.Program.attribute_Location (Name_1),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.Program.attribute_Location (Name_2),
Size => 3,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored_textured.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.Program.attribute_Location (Name_3),
Size => 4,
data_Kind => attribute.GL_UNSIGNED_BYTE,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.Program.attribute_Location (Name_4),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_5 := new_Attribute (Name => Name_5,
gl_Location => the_Program.Program.attribute_Location (Name_5),
Size => 1,
data_Kind => attribute.GL_FLOAT,
Stride => lit_colored_textured.Vertex'Size / 8,
Offset => Sample.Shine 'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.Program.add (Attribute_1);
the_Program.Program.add (Attribute_2);
the_Program.Program.add (Attribute_3);
the_Program.Program.add (Attribute_4);
the_Program.Program.add (Attribute_5);
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_1).gl_Location,
Name => +Attribute_1_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_2).gl_Location,
Name => +Attribute_2_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_3).gl_Location,
Name => +Attribute_3_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_4).gl_Location,
Name => +Attribute_4_Name_ptr);
Errors.log;
glBindAttribLocation (Program => the_Program.Program.gl_Program,
Index => the_Program.Program.Attribute (named => Name_5).gl_Location,
Name => +Attribute_5_Name_ptr);
Errors.log;
end define;
Self : constant Geometry_view := new Geometry.lit_colored_textured.item;
begin
Tasks.check;
if texture_is_Alpha -- Define the shaders and program, if required.
then
if the_Programs (alpha_Texture).Program = null
then
define (the_Programs (alpha_Texture)'Access,
use_fragment_Shader => "assets/opengl/shader/lit_colored_text.frag");
end if;
else
if the_Programs (rgba_Texture).Program = null
then
define (the_Programs (rgba_Texture)'Access,
use_fragment_Shader => "assets/opengl/shader/lit_colored_textured.frag");
end if;
end if;
if texture_is_Alpha
then Self.is_Transparent := True;
Self.Program_is (the_Programs (alpha_Texture).Program.all'Access);
else Self.Program_is (the_Programs ( rgba_Texture).Program.all'Access);
end if;
return Self;
end new_Geometry;
----------
-- Vertex
--
function is_Transparent (Self : in Vertex_array) return Boolean
is
function get_Color (Index : in Index_t) return rgba_Color
is (Self (Index).Color);
function my_Transparency is new get_Transparency (any_Index_t => Index_t,
get_Color => get_Color);
begin
return my_Transparency (Count => Self'Length);
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);
procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
is
use openGL_Buffer_of_geometry_Vertices;
use type Buffer.view;
begin
if Self.Vertices = null
then
self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (Forge.to_Buffer (Now,
usage => Buffer.static_Draw));
else
set (openGL_Buffer_of_geometry_Vertices.Object (Self.Vertices.all),
to => Now);
end if;
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;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "TODO";
end Indices_are;
overriding
procedure enable_Texture (Self : in 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 enable (white_Texture);
else enable (Self.Texture);
end if;
end enable_Texture;
end openGL.Geometry.lit_colored_textured;

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package openGL.Geometry.lit_colored_textured
--
-- Supports per-vertex site color, texture and lighting.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry (texture_is_Alpha : in Boolean) return access Geometry.lit_colored_textured.item'Class;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Color : rgba_Color;
Coords : Coordinate_2D;
Shine : Real;
end record;
type Vertex_array is array (Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_colored_textured;

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@@ -0,0 +1,321 @@
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_colored_textured_skinned
is
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : aliased openGL.Program.lit.colored_textured_skinned.item;
is_Defined : Boolean := False;
Name_1 : constant String := "Site";
Name_2 : constant String := "Normal";
Name_3 : constant String := "Color";
Name_4 : constant String := "Coords";
Name_5 : constant String := "Shine";
Name_6 : constant String := "bone_Ids";
Name_7 : 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_7_Name : aliased C.char_array := C.to_C (Name_7);
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);
Attribute_7_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_7_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
use type color_Value;
begin
for Each in Self'Range
loop
if Self (Each).Color.Alpha /= opaque_Value
then
return True;
end if;
end loop;
return False;
end is_Transparent;
---------
-- Forge
--
type Geometry_view is access all Geometry.lit_colored_textured_skinned.item'Class;
function new_Geometry return access Geometry.lit_colored_textured_skinned.item'Class
is
Self : constant Geometry_view := new Geometry.lit_colored_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;
Attribute_7 : 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_colored_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_colored_textured_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_colored_textured_skinned.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_colored_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_colored_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 => 4,
data_Kind => Attribute.GL_UNSIGNED_BYTE,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.Color.Primary.Red'Address
- Sample.Site (1) 'Address,
Normalized => True);
Attribute_4 := new_Attribute (Name => Name_4,
gl_Location => the_Program.attribute_Location (Name_4),
Size => 2,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.Coords.S'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_colored_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_colored_textured_skinned.Vertex'Size / 8,
Offset => Sample.bone_Ids (1)'Address
- Sample.Site (1)'Address,
Normalized => False);
Attribute_7 := new_Attribute (Name => Name_7,
gl_Location => the_Program.attribute_Location (Name_7),
Size => 4,
data_Kind => Attribute.GL_FLOAT,
Stride => lit_colored_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);
the_Program.add (Attribute_7);
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;
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_7).gl_Location,
name => +Attribute_7_Name_ptr);
Errors.log;
end define_Program;
--------------
-- Attributes
--
function Program return openGL.Program.lit.colored_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_coloured_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_Texture (Self : in 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_Texture;
end openGL.Geometry.lit_colored_textured_skinned;

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@@ -0,0 +1,58 @@
with
openGL.Program.lit.colored_textured_skinned;
package openGL.Geometry.lit_colored_textured_skinned
--
-- Supports per-vertex site color, texture, lighting and skinning.
--
is
type Item is new openGL.Geometry.item with private;
function new_Geometry return access Geometry.lit_colored_textured_skinned.item'Class;
procedure define_Program;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Color : rgba_Color;
Coords : Coordinate_2D;
Shine : Real;
bone_Ids : Vector_4;
bone_Weights : Vector_4;
end record;
pragma Convention (C, Vertex);
type Vertex_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
function Program return openGL.Program.lit.colored_textured_skinned.view;
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_colored_textured_skinned;

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@@ -0,0 +1,270 @@
with
openGL.Buffer.general,
openGL.Shader,
openGL.Program.lit,
openGL.Attribute,
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
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 := "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_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);
---------
-- 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.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;
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.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured.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.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.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.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.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);
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;
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;
overriding
procedure enable_Texture (Self : in Item)
is
use GL,
GL.Binding,
openGL.Texture;
check_is_OK : constant Boolean := openGL.Tasks.Check; pragma Unreferenced (check_is_OK);
begin
Tasks.check;
glActiveTexture (gl.GL_TEXTURE0);
Errors.log;
if Self.Texture = openGL.Texture.null_Object
then enable (white_Texture);
else enable (Self.Texture);
end if;
end enable_Texture;
end openGL.Geometry.lit_textured;

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package openGL.Geometry.lit_textured
--
-- Supports per-vertex site texture and lighting.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Coords : Coordinate_2D;
Shine : Real;
end record;
type Vertex_array is array ( Index_t range <>) of aliased Vertex;
type Vertex_large_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_textured;

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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");
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_Texture (Self : in 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_Texture;
end openGL.Geometry.lit_textured_skinned;

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with
openGL.Program.lit.textured_skinned;
package openGL.Geometry.lit_textured_skinned
--
-- Supports per-vertex site, texture, lighting and skinning.
--
is
type Item is new openGL.Geometry.item with private;
function new_Geometry return access Geometry.lit_textured_skinned.item'Class;
procedure define_Program;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Coords : Coordinate_2D;
Shine : Real;
bone_Ids : Vector_4;
bone_Weights : Vector_4;
end record;
pragma Convention (C, Vertex);
type Vertex_array is array (long_Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
function Program return openGL.Program.lit.textured_skinned.view;
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.lit_textured_skinned;

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with
openGL.Buffer.general,
openGL.Shader,
openGL.Program,
openGL.Palette,
openGL.Attribute,
openGL.Texture,
openGL.Tasks,
openGL.Errors,
GL.Binding,
GL.lean,
GL.Pointers,
System,
Interfaces.C.Strings,
System.storage_Elements;
package body openGL.Geometry.textured
is
use GL.lean,
GL.Pointers,
Interfaces,
System;
-----------
-- Globals
--
vertex_Shader : aliased Shader.item;
fragment_Shader : aliased Shader.item;
the_Program : openGL.Program.view;
white_Texture : openGL.Texture.Object;
Name_1 : constant String := "Site";
Name_2 : constant String := "Coords";
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_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);
---------
-- Forge
--
function new_Geometry return View
is
use type openGL.Program.view;
Self : constant View := new Geometry.textured.item;
begin
Tasks.check;
if the_Program = null
then -- Define the shaders and program.
declare
use Palette,
Attribute.Forge,
system.Storage_Elements;
Sample : Vertex;
Attribute_1 : Attribute.view;
Attribute_2 : Attribute.view;
white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
begin
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (openGL.Shader.vertex, "assets/opengl/shader/textured.vert");
fragment_Shader.define (openGL.Shader.fragment, "assets/opengl/shader/textured.frag");
the_Program := new openGL.Program.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 => textured.Vertex'Size / 8,
Offset => 0,
Normalized => False);
Attribute_2 := new_Attribute (Name => Name_2,
gl_Location => the_Program.attribute_Location (Name_2),
Size => 2,
data_Kind => attribute.GL_FLOAT,
Stride => textured.Vertex'Size / 8,
Offset => Sample.Coords.S'Address
- Sample.Site (1)'Address,
Normalized => False);
the_Program.add (Attribute_1);
the_Program.add (Attribute_2);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_1).gl_Location,
name => +Attribute_1_Name_ptr);
glBindAttribLocation (program => the_Program.gl_Program,
index => the_Program.Attribute (named => Name_2).gl_Location,
name => +Attribute_2_Name_ptr);
end;
end if;
Self.Program_is (the_Program.all'Access);
return Self;
end new_Geometry;
--------------
-- Attributes
--
overriding
function is_Transparent (Self : in Item) return Boolean
is
begin
return Self.is_Transparent;
end is_Transparent;
package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
Index => 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));
-- 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;
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
begin
raise Error with "opengl gemoetry textured - 'Indices_are' ~ TODO";
end Indices_are;
overriding
procedure enable_Texture (Self : in 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 white_Texture.enable;
else Self.Texture .enable;
end if;
end enable_Texture;
end openGL.Geometry.textured;

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package openGL.Geometry.textured
--
-- Supports per-vertex site and texture.
--
is
type Item is new openGL.Geometry.item with private;
type View is access all Item'Class;
function new_Geometry return View;
----------
-- Vertex
--
type Vertex is
record
Site : Vector_3;
Coords : Coordinate_2D;
end record;
type Vertex_array is array (Index_t range <>) of aliased Vertex;
--------------
-- Attributes
--
overriding
function is_Transparent (Self : in Item) return Boolean;
procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
overriding
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
private
type Item is new Geometry.item with null record;
overriding
procedure enable_Texture (Self : in Item);
end openGL.Geometry.textured;

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with
openGL.Primitive.indexed,
openGL.Primitive.long_indexed,
ada.unchecked_Deallocation,
ada.unchecked_Conversion;
package body openGL.Geometry
is
---------
-- Forge
--
procedure destroy (Self : in out Item)
is
use openGL.Buffer;
begin
free (Self.Vertices);
Self.free_Primitives;
end destroy;
procedure free (Self : in out View)
is
procedure deallocate is new ada.unchecked_Deallocation (Item'Class, View);
begin
if Self = null then
return;
end if;
Self.destroy;
deallocate (Self);
end free;
procedure free_Primitives (Self : in out Item)
is
begin
for Each in 1 .. Self.primitive_Count
loop
Primitive.free (Self.Primitives (Each));
end loop;
Self.primitive_Count := 0;
end free_Primitives;
--------------
-- Attributes
--
function Label (Self : in Item'Class) return String
is
begin
return to_String (Self.Label);
end Label;
procedure Label_is (Self : in out Item'Class; Now : in String)
is
begin
overwrite (Self.Label, 1, Now);
end Label_is;
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive)
is
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.view (Self.Primitives (Index_t (for_Facia)));
begin
the_Primitive.Indices_are (Now);
end Indices_are;
procedure Indices_are (Self : in out Item; Now : in long_Indices;
for_Facia : in Positive)
is
the_Primitive : constant Primitive.long_indexed.view
:= Primitive.long_indexed.view (Self.Primitives (Index_t (for_Facia)));
begin
the_Primitive.Indices_are (Now);
end Indices_are;
function Primitives (Self : in Item'Class) return Primitive.views
is
begin
return Self.Primitives (1 .. Self.primitive_Count);
end Primitives;
function Texture (Self : in Item'Class) return openGL.Texture.Object
is
begin
return Self.Texture;
end Texture;
procedure Texture_is (Self : in out Item'Class; Now : in openGL.Texture.Object)
is
begin
Self.Texture := Now;
Self.is_Transparent := Self.is_Transparent
or Now .is_Transparent;
end Texture_is;
procedure Program_is (Self : in out Item; Now : in openGL.Program.view)
is
begin
Self.Program := Now;
end Program_is;
function Program (Self : in Item) return openGL.Program.view
is
begin
return Self.Program;
end Program;
function Bounds (self : in Item'Class) return openGL.Bounds
is
begin
return Self.Bounds;
end Bounds;
procedure Bounds_are (Self : in out Item'Class; Now : in openGL.Bounds)
is
begin
Self.Bounds := Now;
end Bounds_are;
function is_Transparent (Self : in Item) return Boolean
is
begin
return Self.is_Transparent
or Self.Texture.is_Transparent;
end is_Transparent;
procedure is_Transparent (Self : in out Item; Now : in Boolean := True)
is
begin
Self.is_Transparent := Now;
end is_Transparent;
--------------
-- Operations
--
procedure add (Self : in out Item'Class; the_Primitive : in Primitive.view)
is
begin
Self.primitive_Count := Self.primitive_Count + 1;
Self.Primitives (self.primitive_Count) := the_Primitive;
end add;
procedure render (Self : in out Item'Class)
is
begin
if Self.primitive_Count = 0
then
raise Error with "Unable to render geometry with no primitives.";
end if;
Self .enable_Texture;
Self.Program .set_Uniforms;
Self.Vertices.enable;
Self.Program .enable_Attributes;
for Each in 1 .. self.primitive_Count -- Render each primitive.
loop
Self.Primitives (Each).render;
end loop;
end render;
-----------
-- Normals
--
generic
type any_Index_t is range <>;
type any_Indices is array (long_Index_t range <>) of any_Index_t;
function any_vertex_Id_in (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices;
for_Facet : in long_Index_t;
for_Point : in long_Index_t) return any_Index_t;
function any_vertex_Id_in (face_Kind : in Primitive.facet_Kind;
Indices : in any_Indices;
for_Facet : in long_Index_t;
for_Point : in long_Index_t) return any_Index_t
is
use openGL.Primitive;
begin
case face_Kind
is
when Triangles =>
return Indices (3 * (for_Facet - 1) + for_Point);
when triangle_Strip =>
return Indices (for_Facet - 1 + for_Point);
when triangle_Fan =>
if for_Point = 1
then return 1;
else return Indices (for_Facet - 1 + for_Point);
end if;
when others =>
raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
end case;
end any_vertex_Id_in;
generic
type any_Index_t is range <>;
type any_Indices is array (long_Index_t range <>) of any_Index_t;
function any_facet_Count_in (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices) return long_Index_t;
--
-- Returns the maximum possible facet count, which includes redundant facets.
function any_facet_Count_in (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices) return long_Index_t
is
use Primitive;
begin
case face_Kind
is
when Triangles =>
return Indices'Length / 3;
when triangle_Strip
| triangle_Fan =>
return Indices'Length - 2;
when others =>
raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
end case;
end any_facet_Count_in;
function facet_Count_in is new any_facet_Count_in (any_Index_t => Index_t,
any_Indices => Indices);
pragma Unreferenced (facet_Count_in);
----------
-- Facets
--
type Facet is array ( Index_t range 1 .. 3) of Index_t; -- An 'indexed' triangle.
type Facets is array (long_Index_t range <> ) of Facet;
type Facets_view is access all Facets;
procedure free is new ada.unchecked_Deallocation (Facets, Facets_view);
generic
type any_Index_t is range <>;
type any_Indices is array (long_Index_t range <>) of any_Index_t;
function any_Facets_of (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices) return access Facets;
--
-- 'Facets_of' returns all non-redundant facets.
function any_Facets_of (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices) return access Facets
is
use openGL.Primitive;
function facet_Count_in is new any_facet_Count_in (any_Index_t => any_Index_t,
any_Indices => any_Indices);
function vertex_Id_in is new any_vertex_Id_in (any_Index_t => any_Index_t,
any_Indices => any_Indices);
the_Facets : Facets_view := new Facets (1 .. facet_Count_in (face_Kind, Indices));
Count : long_Index_t := 0;
begin
for Each in the_Facets'Range
loop
declare
P1 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 1));
P2 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 2));
P3 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 3));
begin
if not ( P1 = P2
or P1 = P3
or P2 = P3)
then
Count := Count + 1;
case face_Kind
is
when Triangles
| triangle_Fan =>
the_Facets (Count) := [P1, P2, P3];
when triangle_Strip =>
if Each mod 2 = 0
then -- Is an even facet.
the_Facets (Count) := [P1, P3, P2];
else
the_Facets (Count) := [P1, P2, P3];
end if;
when others =>
raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
end case;
end if;
end;
end loop;
declare
Result : constant Facets_view := new Facets' (the_Facets (1 .. Count));
begin
free (the_Facets);
return Result;
end;
end any_Facets_of;
function Facets_of is new any_Facets_of (Index_t,
Indices);
pragma Unreferenced (Facets_of);
-----------
-- Normals
--
type Normals_view is access Normals;
generic
type any_Index_t is range <>;
type any_Indices is array (long_Index_t range <>) of any_Index_t;
function any_Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices;
Sites : in openGL.Sites) return access Normals;
function any_Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in any_Indices;
Sites : in openGL.Sites) return access Normals
is
function Facets_of is new any_Facets_of (any_Index_t,
any_Indices);
the_Normals : constant Normals_view := new Normals (Sites'Range);
the_Facets : Facets_view := Facets_of (face_Kind,
Indices).all'unchecked_Access;
type facet_Normals is array (long_Index_t range 1 .. the_Facets'Length) of Normal;
type facet_Normals_view is access all facet_Normals;
procedure free is new ada.unchecked_Deallocation (facet_Normals, facet_Normals_view); -- TODO: Should not be needed since freeing will occur when 'facet_Normals_view' goes out of scope ?
the_facet_Normals : facet_Normals_view := new facet_Normals;
N : Vector_3;
length_N : Real;
begin
-- Calculate normal at each facet.
--
for Each in the_Facets'Range
loop
N := (Sites (the_Facets (Each)(2)) - Sites (the_Facets (Each)(1)))
* (Sites (the_Facets (Each)(3)) - Sites (the_Facets (Each)(1)));
length_N := abs (N);
if almost_Zero (length_N)
then the_facet_Normals (Each) := N; -- 0 vector !
else the_facet_Normals (Each) := (1.0 / length_N) * N;
end if;
end loop;
-- Calculate normal at each vertex.
--
declare
Id : Index_t;
Length : Real;
begin
for Each in the_Normals'Range
loop
the_Normals (Each) := Origin_3D;
end loop;
for f in the_Facets'Range
loop
for p in Index_t' (1) .. 3
loop
Id := the_Facets (f) (p);
the_Normals (Id) := the_Normals (Id) + the_facet_Normals (f);
end loop;
end loop;
for p in the_Normals'Range
loop
Length := abs (the_Normals (p));
if almost_Zero (Length)
then the_Normals (p) := [0.0, -1.0, 0.0];
else the_Normals (p) := (1.0 / Length) * the_Normals (p);
end if;
end loop;
end;
free (the_Facets);
free (the_facet_Normals);
return the_Normals.all'Unchecked_Access;
end any_Normals_of;
function Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in openGL.Indices;
Sites : in openGL.Sites) return access Normals
is
function my_Normals_of is new any_Normals_of (any_Index_t => Index_t,
any_Indices => openGL.Indices);
begin
return my_Normals_of (face_Kind,
Indices,
Sites).all'unchecked_Access;
end Normals_of;
function Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in openGL.long_Indices;
Sites : in openGL.Sites) return access Normals
is
function my_Normals_of is new any_Normals_of (any_Index_t => long_Index_t,
any_Indices => openGL.long_Indices);
begin
return my_Normals_of (face_Kind,
Indices,
Sites).all'unchecked_Access;
end Normals_of;
---------
-- Bounds
--
function get_Bounds (Count : in Natural) return openGL.Bounds
is
use Geometry_3D;
the_Bounds : openGL.Bounds := null_Bounds;
begin
for i in 1 .. any_Index_t (Count)
loop
the_Bounds.Box := the_Bounds.Box
or get_Site (i);
the_Bounds.Ball := Real'Max (the_Bounds.Ball,
abs (get_Site (i)));
end loop;
return the_Bounds;
end get_Bounds;
---------------
-- Transparency
--
function get_Transparency (Count : in Natural) return Boolean
is
use type color_Value;
begin
for i in 1 .. any_Index_t (Count)
loop
if get_Color (i).Alpha /= opaque_Value
then
return True;
end if;
end loop;
return False;
end get_Transparency;
end openGL.Geometry;

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with
openGL.Primitive,
openGL.Buffer,
openGL.Program,
openGL.Texture;
private
with
ada.Strings.unbounded;
package openGL.Geometry
--
-- Provides a base class for openGL geometry.
-- A Geometry is composed of up to 5 primitives.
-- Each primitive has its own set of GL indices and a facet kind.
-- All primitives share a common set of vertices.
-- Subclasses may be created to provide for the various possible variants of an openGL vertex.
--
is
type Item is abstract tagged limited private;
subtype Class is Item'Class;
type View is access all Item'class;
type Views is array (Index_t range <>) of View;
---------
--- Forge
--
procedure destroy (Self : in out Item);
procedure free (Self : in out View);
--------------
-- Attributes
--
procedure Label_is (Self : in out Item'Class; Now : in String);
function Label (Self : in Item'Class) return String;
procedure Texture_is (Self : in out Item'Class; Now : in Texture.Object);
function Texture (Self : in Item'Class) return Texture.Object;
procedure Bounds_are (Self : in out Item'Class; Now : in Bounds);
function Bounds (self : in Item'Class) return Bounds; -- Returns the bounds in object space.
procedure is_Transparent (Self : in out Item; Now : in Boolean := True);
function is_Transparent (Self : in Item) return Boolean;
procedure Program_is (Self : in out Item; Now : in Program.view);
function Program (Self : in Item) return Program.view;
procedure add (Self : in out Item'Class; the_Primitive : in Primitive.view);
function Primitives (Self : in Item'Class) return Primitive.views;
procedure free_Primitives (Self : in out Item);
procedure Indices_are (Self : in out Item; Now : in Indices;
for_Facia : in Positive);
procedure Indices_are (Self : in out Item; Now : in long_Indices;
for_Facia : in Positive);
--------------
-- Operations
--
procedure render (Self : in out Item'Class);
procedure enable_Texture (Self : in Item) is null;
-----------
-- Normals
--
function Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in openGL.Indices;
Sites : in openGL.Sites) return access Normals;
function Normals_of (face_Kind : in primitive.facet_Kind;
Indices : in openGL.long_Indices;
Sites : in openGL.Sites) return access Normals;
private
use ada.Strings.unbounded;
type Item is abstract tagged limited
record
Label : unbounded_String;
Texture : openGL.Texture.Object := openGL.Texture.null_Object;
Program : openGL.Program.view;
Vertices : Buffer.view;
Primitives : Primitive.views (1 .. 5);
primitive_Count : Index_t := 0;
is_Transparent : Boolean := False; -- Geometry contains lucid colors.
Bounds : openGL.Bounds;
end record;
generic
type any_Index_t is range <>;
with function get_Site (Index : in any_Index_t) return Vector_3;
function get_Bounds (Count : in Natural) return openGL.Bounds;
generic
type any_Index_t is range <>;
with function get_Color (Index : in any_Index_t) return rgba_Color;
function get_Transparency (Count : in Natural) return Boolean;
end openGL.Geometry;

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with
openGL.Errors,
openGL.Buffer,
openGL.Tasks,
GL.Binding,
GL.lean;
package body openGL.Primitive.indexed
is
---------
--- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.Indices;
line_Width : in Real)
is
use openGL.Buffer.indices.Forge;
buffer_Indices : aliased openGL.Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Indices (Each) - 1; -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
Self.line_Width := line_Width;
end define;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in long_Indices;
line_Width : in Real)
is
use openGL.Buffer.indices.Forge;
buffer_Indices : aliased openGL.Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Index_t (Indices (Each) - 1); -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new openGL.Buffer.indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
Self.line_Width := line_Width;
end define;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.Indices;
line_Width : in Real := unused_line_Width) return Primitive.indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices, line_Width);
return Self;
end new_Primitive;
function new_Primitive (Kind : in facet_Kind;
Indices : in long_Indices;
line_Width : in Real := unused_line_Width) return Primitive.indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices, line_Width);
return Self;
end new_Primitive;
overriding
procedure destroy (Self : in out Item)
is
the_Indices : Buffer.view := Buffer.view (Self.Indices);
begin
Buffer.free (the_Indices);
Self.Indices := null;
end destroy;
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in Indices)
is
use Buffer.indices;
buffer_Indices : aliased Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Now (Each) - 1; -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
procedure Indices_are (Self : in out Item; Now : in long_Indices)
is
use Buffer.indices;
buffer_Indices : aliased Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Index_t (Now (Each) - 1); -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item)
is
use GL,
GL.Binding,
GL.lean;
begin
Tasks.check;
Primitive.item (Self).render; -- Do base class render.
Self.Indices.enable;
glDrawElements (Thin (Self.facet_Kind),
gl.GLint (Self.Indices.Length),
GL_UNSIGNED_SHORT,
null);
Errors.log;
end render;
end openGL.Primitive.indexed;

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private
with
openGL.Buffer.indices;
package openGL.Primitive.indexed
--
-- Provides a class for indexed openGL primitives.
--
is
type Item is limited new Primitive.item with private;
subtype Class is Item'Class;
type View is access all Item'class;
type Views is array (Index_t range <>) of View;
---------
-- Forge
--
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.Indices;
line_Width : in Real := unused_line_Width) return Primitive.indexed.view;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.long_Indices;
line_Width : in Real := unused_line_Width) return Primitive.indexed.view;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.Indices;
line_Width : in Real);
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.long_Indices;
line_Width : in Real);
overriding
procedure destroy (Self : in out Item);
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in Indices);
procedure Indices_are (Self : in out Item; Now : in long_Indices);
--------------
-- Operations
--
overriding
procedure render (Self : in out Item);
private
type Item is limited new Primitive.item with
record
Indices : Buffer.indices.view;
end record;
end openGL.Primitive.indexed;

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with
openGL.Errors,
openGL.Buffer,
openGL.Tasks,
GL.Binding,
ada.unchecked_Deallocation;
package body openGL.Primitive.long_indexed
is
---------
--- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in long_Indices)
is
use Buffer.long_indices.Forge;
buffer_Indices : aliased long_Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Indices (Each) - 1; -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.long_indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
end define;
function new_Primitive (Kind : in facet_Kind;
Indices : in long_Indices) return Primitive.long_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices);
return Self;
end new_Primitive;
overriding
procedure destroy (Self : in out Item)
is
procedure free is new ada.unchecked_Deallocation (Buffer.long_indices.Object'Class,
Buffer.long_indices.view);
begin
Buffer.destroy (Self.Indices.all);
free (Self.Indices);
end destroy;
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in long_Indices)
is
use Buffer.long_indices;
buffer_Indices : aliased long_Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Now (Each) - 1; -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item)
is
use GL,
GL.Binding;
begin
Tasks.check;
openGL.Primitive.item (Self).render; -- Do base class render.
Self.Indices.enable;
glDrawElements (Thin (Self.facet_Kind),
gl.GLint (Self.Indices.Length),
GL_UNSIGNED_INT,
null);
Errors.log;
end render;
end openGL.Primitive.long_indexed;

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private
with
openGL.Buffer.long_indices;
package openGL.Primitive.long_indexed
--
-- Provides a class for long indexed openGL primitives.
--
is
type Item is limited new Primitive.item with private;
subtype Class is Item'Class;
type View is access all Item'class;
type Views is array (Index_t range <>) of View;
---------
-- Forge
--
function new_Primitive (Kind : in facet_Kind;
Indices : in long_Indices) return Primitive.long_indexed.view;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in long_Indices);
overriding
procedure destroy (Self : in out Item);
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in long_Indices);
--------------
-- Operations
--
overriding
procedure render (Self : in out Item);
private
type Item is limited new Primitive.item with
record
Indices : Buffer.long_indices.view;
end record;
end openGL.Primitive.long_indexed;

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with
openGL.Errors,
openGL.Tasks,
GL.Binding;
package body openGL.Primitive.non_indexed
is
---------
-- Forge
--
overriding
procedure define (Self : in out Item; Kind : in facet_Kind)
is
begin
Self.facet_Kind := Kind;
end define;
function new_Primitive (Kind : in facet_Kind;
vertex_Count : in Natural) return Primitive.non_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind);
Self.vertex_Count := vertex_Count;
return Self;
end new_Primitive;
overriding
procedure destroy (Self : in out Item) is null;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item)
is
use GL,
GL.Binding;
begin
Tasks.check;
glDrawArrays (Thin (Self.facet_Kind),
0,
gl.GLint (Self.vertex_Count));
Errors.log;
end render;
end openGL.Primitive.non_indexed;

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package openGL.Primitive.non_indexed
--
-- Provides a class for non-indexed openGL primitives.
--
is
type Item is limited new Primitive.item with private;
subtype Class is Item'Class;
type View is access all Item'Class;
type Views is array (Index_t range <>) of View;
---------
-- Forge
--
overriding
procedure define (Self : in out Item; Kind : in facet_Kind);
overriding
procedure destroy (Self : in out Item);
function new_Primitive (Kind : in facet_Kind;
vertex_Count : in Natural) return Primitive.non_indexed.view;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item);
private
type Item is limited new Primitive.item with
record
vertex_Count : Natural := 0;
end record;
end openGL.Primitive.non_indexed;

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with
openGL.Errors,
openGL.Buffer,
openGL.Tasks,
GL.Binding,
ada.unchecked_Deallocation;
package body openGL.Primitive.short_indexed
is
---------
--- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in short_Indices)
is
use Buffer.short_indices.Forge;
buffer_Indices : aliased short_Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Indices (Each) - 1; -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.short_indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
end define;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.Indices)
is
use Buffer.short_indices.Forge;
buffer_Indices : aliased short_Indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := short_Index_t (Indices (Each) - 1); -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.short_indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
end define;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in long_Indices)
is
use Buffer.short_indices.Forge;
buffer_Indices : aliased short_indices := [Indices'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := short_Index_t (Indices (Each) - 1); -- Adjust indices to zero-based indexing for GL.
end loop;
Self.facet_Kind := Kind;
Self.Indices := new Buffer.short_indices.Object' (to_Buffer (buffer_Indices'Access,
usage => Buffer.static_Draw));
end define;
function new_Primitive (Kind : in facet_Kind;
Indices : in short_Indices) return Primitive.short_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices);
return Self;
end new_Primitive;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.Indices) return Primitive.short_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices);
return Self;
end new_Primitive;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.long_Indices) return Primitive.short_indexed.view
is
Self : constant View := new Item;
begin
define (Self.all, Kind, Indices);
return Self;
end new_Primitive;
overriding
procedure destroy (Self : in out Item)
is
procedure free is new ada.unchecked_Deallocation (Buffer.short_Indices.Object'Class,
Buffer.short_Indices.view);
begin
Buffer.destroy (Self.Indices.all);
free (Self.Indices);
end destroy;
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in short_Indices)
is
use Buffer.short_indices;
buffer_Indices : aliased short_Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := Now (Each) - 1; -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
procedure Indices_are (Self : in out Item; Now : in Indices)
is
use Buffer.short_indices;
buffer_Indices : aliased short_Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := short_Index_t (Now (Each) - 1); -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
procedure Indices_are (Self : in out Item; Now : in long_Indices)
is
use Buffer.short_indices;
buffer_Indices : aliased short_Indices := [Now'Range => <>];
begin
for Each in buffer_Indices'Range
loop
buffer_Indices (Each) := short_Index_t (Now (Each) - 1); -- Adjust indices to zero-based-indexing for GL.
end loop;
Self.Indices.set (to => buffer_Indices);
end Indices_are;
--------------
-- Operations
--
overriding
procedure render (Self : in out Item)
is
use GL,
GL.Binding;
begin
Tasks.check;
openGL.Primitive.item (Self).render; -- Do base class render.
Self.Indices.enable;
glDrawElements (Thin (Self.facet_Kind),
gl.GLint (Self.Indices.Length),
GL_UNSIGNED_BYTE,
null);
Errors.log;
end render;
end openGL.Primitive.short_indexed;

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private
with
openGL.Buffer.short_indices;
package openGL.Primitive.short_indexed
--
-- Provides a class for short indexed openGL primitives.
--
is
type Item is limited new Primitive.item with private;
subtype Class is Item'Class;
type View is access all Item'Class;
type Views is array (Index_t range <>) of View;
---------
-- Forge
--
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.short_Indices) return Primitive.short_indexed.view;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.Indices) return Primitive.short_indexed.view;
function new_Primitive (Kind : in facet_Kind;
Indices : in openGL.long_Indices) return Primitive.short_indexed.view;
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.short_Indices);
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.Indices);
procedure define (Self : in out Item; Kind : in facet_Kind;
Indices : in openGL.long_Indices);
overriding
procedure destroy (Self : in out Item);
--------------
-- Attributes
--
procedure Indices_are (Self : in out Item; Now : in short_Indices);
procedure Indices_are (Self : in out Item; Now : in Indices);
procedure Indices_are (Self : in out Item; Now : in long_Indices);
--------------
-- Operations
--
overriding
procedure render (Self : in out Item);
private
type Item is limited new Primitive.item with
record
Indices : Buffer.short_indices.view;
end record;
end openGL.Primitive.short_indexed;

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with
openGL.Tasks,
GL.Binding,
ada.unchecked_Deallocation;
package body openGL.Primitive
is
---------
-- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind)
is
begin
Self.facet_Kind := Kind;
end define;
procedure free (Self : in out View)
is
procedure deallocate is new ada.Unchecked_Deallocation (Primitive.item'Class,
Primitive.view);
begin
Self.destroy;
deallocate (Self);
end free;
--------------
-- Attributes
--
function Texture (Self : in Item) return openGL.Texture.Object
is
begin
return Self.Texture;
end Texture;
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
is
begin
Self.Texture := Now;
end Texture_is;
function Bounds (self : in Item) return openGL.Bounds
is
begin
return Self.Bounds;
end Bounds;
procedure Bounds_are (Self : in out Item; Now : in openGL.Bounds)
is
begin
Self.Bounds := Now;
end Bounds_are;
function is_Transparent (self : in Item) return Boolean
is
begin
return Self.is_Transparent;
end is_Transparent;
procedure is_Transparent (Self : in out Item; Now : in Boolean := True)
is
begin
Self.is_Transparent := Now;
end is_Transparent;
--------------
--- Operations
--
procedure render (Self : in out Item)
is
use GL,
GL.Binding;
begin
Tasks.check;
if Self.line_Width /= unused_line_Width
then
glLineWidth (glFloat (Self.line_Width));
end if;
end render;
end openGL.Primitive;

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with
openGL.Texture;
private
with
ada.unchecked_Conversion;
package openGL.Primitive
--
-- Provides a base class for openGL primitives.
--
is
type Item is abstract tagged limited private;
subtype Class is Item'Class;
type View is access all Item'class;
type Views is array (Index_t range <>) of View;
----------
-- Facets
--
type facet_Kind is (Points,
Lines, line_Loop, line_Strip,
Triangles, triangle_Strip, triangle_Fan);
---------
-- Forge
--
procedure define (Self : in out Item; Kind : in facet_Kind);
procedure destroy (Self : in out Item) is abstract;
procedure free (Self : in out View);
--------------
-- Attributes
--
function Texture (Self : in Item) return openGL.Texture.Object;
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object);
procedure Bounds_are (Self : in out Item; Now : in openGL.Bounds);
function Bounds (self : in Item) return openGL.Bounds;
--
-- Returns the bounds in object space.
procedure is_Transparent (Self : in out Item; Now : in Boolean := True);
function is_Transparent (Self : in Item) return Boolean;
---------------
--- Operations
--
procedure render (Self : in out Item);
unused_line_Width : constant := -1.0;
private
type Item is abstract tagged limited
record
facet_Kind : primitive.facet_Kind;
Texture : openGL.Texture.Object := openGL.Texture.null_Object;
is_Transparent : Boolean;
Bounds : openGL.Bounds;
line_Width : Real := unused_line_Width;
end record;
----------
-- Facets
--
function Thin (Self : in facet_Kind) return gl.GLenum;
for facet_Kind use (Points => gl.GL_POINTS,
Lines => gl.GL_LINES,
line_Loop => gl.GL_LINE_LOOP,
line_Strip => gl.GL_LINE_STRIP,
Triangles => gl.GL_TRIANGLES,
triangle_Strip => gl.GL_TRIANGLE_STRIP,
triangle_Fan => gl.GL_TRIANGLE_FAN);
for facet_Kind'Size use gl.GLenum'Size;
function Convert is new ada.Unchecked_Conversion (facet_Kind, gl.GLenum);
function Thin (Self : in facet_Kind) return gl.GLenum
renames Convert;
end openGL.Primitive;

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with
collada.Document,
collada.Library.geometries,
collada.Library.controllers,
ada.Text_IO;
package body openGL.IO.collada
is
package std_Collada renames Standard.Collada;
function to_Model (model_Path : in String) return IO.Model
is
use std_Collada.Library,
std_Collada.Library.geometries,
ada.Text_IO;
use type std_Collada.Library.controllers.Controller_array_view;
which_Geometry : constant := 1; -- Select which gemometry, just for testing.
the_Document : constant std_Collada.Document.item := std_Collada.Document.to_Document (model_Path);
the_Mesh : constant geometries.Mesh := the_Document.Libraries.Geometries.Contents (which_Geometry).Mesh;
the_Primitive : constant geometries.Primitive := the_Mesh.Primitives (1);
collada_Positions : constant access std_Collada.Float_array := Positions_of (the_Mesh);
collada_Normals : constant access std_Collada.Float_array := Normals_of (the_Mesh, the_Primitive);
collada_Coords : constant access std_Collada.Float_array := Coords_of (the_Mesh, the_Primitive);
function get_coord_Count return long_Index_t
is
begin
if collada_Coords = null
then
return 0;
else
return collada_Coords'Length / 2;
end if;
end get_coord_Count;
site_Count : constant long_Index_t := collada_Positions'Length / 3;
normal_Count : constant long_Index_t := collada_Normals 'Length / 3;
coord_Count : constant long_Index_t := get_coord_Count;
the_Sites : constant many_Sites_view := new many_Sites (1 .. site_Count);
the_Normals : constant many_Normals_view := new many_Normals (1 .. normal_Count);
the_Coords : many_Coords_view;
the_Weights : bone_Weights_array_view;
the_Faces : IO.Faces_view := new IO.Faces (1 .. 50_000);
face_Count : long_Index_t := 0;
begin
if coord_Count > 0
then
the_Coords := new many_Coordinates_2D (1 .. coord_Count);
end if;
for i in 1 .. Integer (site_Count)
loop
the_Sites (long_Index_t (i)) := [collada_Positions (3 * (i - 1) + 1),
collada_Positions (3 * (i - 1) + 2),
collada_Positions (3 * (i - 1) + 3)];
end loop;
for i in 1 .. Integer (normal_Count)
loop
the_Normals (long_Index_t (i)) := [collada_Normals (3 * (i - 1) + 1),
collada_Normals (3 * (i - 1) + 2),
collada_Normals (3 * (i - 1) + 3)];
end loop;
if collada_Coords /= null
then
for i in 1 .. Integer (coord_Count)
loop
the_Coords (long_Index_t (i)) := (collada_Coords (2 * (i - 1) + 1),
collada_Coords (2 * (i - 1) + 2));
end loop;
end if;
-- Skinning
--
if the_Document.Libraries.Controllers.Contents /= null
and then the_Document.Libraries.Controllers.Contents'Length > 0
then
declare
use std_Collada.Library.controllers;
the_Controller : constant controllers.Controller := the_Document.Libraries.Controllers.Contents (which_Geometry);
the_Skin : constant controllers.Skin := the_Controller.Skin;
collada_Weights : constant access std_Collada.Float_array := Weights_of (the_Skin);
V : std_Collada.Int_array renames the_Skin.vertex_Weights.V .all;
v_Count : std_Collada.Int_array renames the_Skin.vertex_Weights.v_Count.all;
v_Cursor : math.Index := 0;
inputs_Count : constant math.Index := the_Skin.vertex_Weights.Inputs'Length;
begin
the_Weights := new bone_Weights_array (1 .. long_Index_t (the_Skin.vertex_Weights.Count));
for each_Vertex in v_Count'Range
loop
declare
the_Count : constant long_Index_t := long_Index_t (v_Count (each_Vertex));
these_Weights : bone_Weights_view renames the_Weights (long_Index_t (each_Vertex));
Base : Math.Index;
begin
these_Weights := new bone_Weights (1 .. the_Count);
for i in 1 .. the_Count
loop
v_Cursor := v_Cursor + 1;
Base := (v_Cursor - 1) * inputs_Count + 1;
these_Weights (i).Bone := bone_Id ( 1
+ V (Base + joint_Offset_of (the_Skin.vertex_weights)));
these_Weights (i).Weight := Real (collada_Weights ( 1
+ math.Index (V ( Base
+ weight_Offset_of (the_Skin.vertex_Weights)))));
end loop;
end;
end loop;
end;
end if;
-- Primitives
--
case the_Primitive.Kind
is
when polyList =>
parse_polyList :
declare
P : std_Collada.Int_array renames the_Primitive.P_List (1).all;
inputs_Count : constant Natural := the_Primitive.Inputs'Length;
p_First : math.Index := 1;
p_Last : math.Index;
vertex_Count : Natural;
begin
for Each in the_Primitive.vCount'Range
loop
vertex_Count := the_Primitive.vCount (Each);
p_Last := p_First
+ math.Index (inputs_Count * vertex_Count)
- 1;
declare
the_Vertices : Vertices (1 .. long_Index_t (vertex_Count));
P_Indices : constant std_Collada.Int_array (1 .. p_Last - p_First + 1) := P (p_First .. p_Last);
the_Face : IO.Face;
Base : math.Index;
begin
for vertex_Id in the_Vertices'Range
loop
Base := math.Index (vertex_Id - 1)
* math.Index (inputs_Count)
+ 1;
the_Vertices (vertex_Id).site_Id := 1
+ long_Index_t (P_Indices ( Base
+ vertex_Offset_of (the_Primitive)));
the_Vertices (vertex_Id).normal_Id := 1
+ long_Index_t (P_Indices ( Base
+ normal_Offset_of (the_Primitive)));
if collada_Coords /= null
then
the_Vertices (vertex_Id).coord_Id := 1
+ long_Index_t ( P_Indices (Base
+ coord_Offset_of (the_Primitive)));
else
the_Vertices (vertex_Id).coord_Id := null_Id;
end if;
the_Vertices (vertex_Id).weights_Id := the_Vertices (vertex_Id).site_Id;
end loop;
case vertex_Count
is
when 3 => the_Face := (Triangle, the_Vertices);
when 4 => the_Face := (Quad, the_Vertices);
when others => put_Line ("parse_polyList ~ unhandled vertex count:" & vertex_Count'Image);
end case;
face_Count := face_Count + 1;
the_Faces (face_Count) := the_Face;
end;
p_First := p_Last + 1;
end loop;
end parse_polyList;
when Polygons =>
parse_Polygons:
declare
inputs_Count : constant Natural := the_Primitive.Inputs'Length;
begin
for Each in the_Primitive.P_List'Range
loop
declare
P_Indices : std_Collada.Int_array renames the_Primitive.P_List (Each).all;
vertex_Count : constant Natural := P_Indices'Length / inputs_Count;
the_Vertices : Vertices (1 .. long_Index_t (vertex_Count));
the_Face : IO.Face;
Base : math.Index;
begin
for vertex_Id in the_Vertices'Range
loop
Base := math.Index ( (Integer (vertex_Id) - 1)
* inputs_Count
+ 1);
the_Vertices (vertex_Id).site_Id := 1
+ long_Index_t (P_Indices ( Base
+ vertex_Offset_of (the_Primitive)));
the_Vertices (vertex_Id).normal_Id := 1
+ long_Index_t (P_Indices ( Base
+ normal_Offset_of (the_Primitive)));
if collada_Coords /= null
then
the_Vertices (vertex_Id).coord_Id := 1
+ long_Index_t (P_Indices ( Base
+ coord_Offset_of (the_Primitive)));
else
the_Vertices (vertex_Id).coord_Id := null_Id;
end if;
the_Vertices (vertex_Id).weights_Id := the_Vertices (vertex_Id).site_Id;
end loop;
case vertex_Count
is
when 3 => the_Face := (Triangle, the_Vertices);
when 4 => the_Face := (Quad, the_Vertices);
when others => put_Line ("parse_Polygons ~ unhandled vertex count:" & vertex_Count'Image);
end case;
face_Count := face_Count + 1;
the_Faces (face_Count) := the_Face;
end;
end loop;
end parse_Polygons;
when Triangles =>
parse_Triangles:
declare
inputs_Count : constant Natural := the_Primitive.Inputs'Length;
P_Indices : std_Collada.Int_array renames the_Primitive.P_List (1).all;
Base : math.Index := 1;
begin
for each_Tri in 1 .. the_Primitive.Count
loop
declare
vertex_Count : constant := 3;
the_Vertices : Vertices (1 .. vertex_Count);
the_Face : IO.Face;
begin
for vertex_Id in the_Vertices'Range
loop
the_Vertices (vertex_Id).site_Id := 1
+ long_Index_t (P_Indices ( Base
+ vertex_Offset_of (the_Primitive)));
the_Vertices (vertex_Id).normal_Id := 1
+ long_Index_t (P_Indices ( Base
+ normal_Offset_of (the_Primitive)));
if collada_Coords /= null
then
the_Vertices (vertex_Id).coord_Id := 1
+ long_Index_t (P_Indices ( Base
+ coord_Offset_of (the_Primitive)));
else
the_Vertices (vertex_Id).coord_Id := null_Id;
end if;
the_Vertices (vertex_Id).weights_Id := the_Vertices (vertex_Id).site_Id;
Base := Base + inputs_Count;
end loop;
the_Face := (Triangle, the_Vertices);
face_Count := face_Count + 1;
the_Faces (face_Count) := the_Face;
end;
end loop;
end parse_Triangles;
when others =>
put_Line ("Warning: ignoring unimplemented primitive kind: " & the_Primitive.Kind'Image);
end case;
declare
used_Faces : constant IO.Faces_view := new IO.Faces' (the_Faces (1 .. face_Count));
begin
free (the_Faces);
return (Sites => the_Sites,
Coords => the_Coords,
Normals => the_Normals,
Weights => the_Weights,
Faces => used_Faces);
end;
end to_Model;
end openGL.IO.collada;

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package openGL.IO.collada
--
-- Provides a function to convert a Collada model file to an openGL IO model.
--
is
function to_Model (model_Path : in String) return IO.Model;
end openGL.IO.collada;

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with
float_Math.Geometry.d3.Modeller.Forge;
package body openGL.IO.lat_long_Radius
is
function to_Model (math_Model : access Geometry_3d.a_Model) return IO.Model
is
site_Count : constant long_Index_t := long_Index_t (math_Model.site_Count);
coord_Count : constant long_Index_t := 0; --get_coord_Count; -- TODO: Add texturing.
normal_Count : constant long_Index_t := 0; --collada_Normals'Length / 3; -- TODO: Add lighting.
the_Sites : constant many_Sites_view := new many_Sites (1 .. site_Count);
the_Normals : constant many_Normals_view := new many_Normals (1 .. normal_Count);
the_Coords : many_Coords_view;
the_Faces : IO.Faces_view := new IO.Faces (1 .. 50_000);
face_Count : long_Index_t := 0;
begin
if coord_Count > 0
then
the_Coords := new many_Coordinates_2D (1 .. coord_Count);
end if;
for i in 1 .. Integer (site_Count)
loop
the_Sites (long_Index_t (i)) := math_Model.Sites (i);
end loop;
-- Primitives
--
declare
the_Vertices : Vertices (1 .. long_Index_t (math_Model.tri_Count * 3));
Start : long_Index_t;
the_Face : IO.Face;
begin
for i in math_Model.Triangles'Range
loop
Start := long_Index_t ((i - 1) * 3 + 1);
the_Vertices (Start ) := (site_Id => long_Index_t (math_Model.Triangles (i) (1)), others => 0);
the_Vertices (Start + 1) := (site_Id => long_Index_t (math_Model.Triangles (i) (2)), others => 0);
the_Vertices (Start + 2) := (site_Id => long_Index_t (math_Model.Triangles (i) (3)), others => 0);
the_Face := (Triangle,
the_Vertices (Start .. Start + 2));
face_Count := face_Count + 1;
the_Faces (face_Count) := the_Face;
end loop;
end;
declare
used_Faces : constant IO.Faces_view := new IO.Faces' (the_Faces (1 .. face_Count));
begin
free (the_Faces);
return (Sites => the_Sites,
Coords => the_Coords,
Normals => the_Normals,
Weights => null,
Faces => used_Faces);
end;
end to_Model;
function to_Model (model_File : in String) return IO.Model
is
use float_Math.Geometry.d3.Modeller.Forge;
the_math_Model : aliased Geometry_3d.a_Model := mesh_Model_from (Model => polar_Model_from (model_File));
begin
return to_Model (the_math_Model'Access);
end to_Model;
end openGL.IO.lat_long_Radius;

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package openGL.IO.lat_long_Radius
--
-- Provides a function to convert a model file containing longitude, latitude
-- and radius triplets (one triplet per line) to an openGL IO model.
--
is
function to_Model (model_File : in String) return IO.Model;
function to_Model (math_Model : access Geometry_3d.a_Model) return IO.Model;
end openGL.IO.lat_long_Radius;

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with
ada.Text_IO,
ada.Integer_Text_IO,
ada.Strings.fixed,
ada.Strings.unbounded;
package body openGL.IO.wavefront
is
package real_Text_IO is new Ada.Text_IO.Float_IO (openGL.Real);
function to_Text (Self : in String) return Text
is
begin
return ada.Strings.unbounded.to_unbounded_String (Self);
end to_Text;
function to_Vector_3 (Self : in String) return Vector_3
is
use real_Text_IO;
X, Y, Z : Real;
Last : Natural;
begin
get (Self, X, Last);
get (Self (Last + 1 .. Self'Last), Y, Last);
get (Self (Last + 1 .. Self'Last), Z, Last);
return [X, Y, Z];
end to_Vector_3;
function to_Coordinate (Self : in String) return Coordinate_2D
is
use real_Text_IO;
U, V : Real;
Last : Natural;
begin
get (Self, U, Last);
get (Self (Last + 1 .. Self'Last), V, Last);
return (U, V);
end to_Coordinate;
function to_Facet (Self : in String) return IO.Face
is
use ada.Integer_Text_IO;
site_Id,
coord_Id,
normal_Id : Integer;
the_Vertices : Vertices (1 .. 5_000);
vertex_Count : long_Index_t := 0;
Last : Natural := Self'First - 1;
begin
loop
get (Self (Last + 1 .. Self'Last),
site_Id,
Last);
if Last = Self'Last
or else Self (Last + 1) = ' '
then -- Both texture coord and normal are absent.
coord_Id := Integer (null_Id);
normal_Id := Integer (null_Id);
elsif Self (Last + 1) = '/'
then
if Self (Last + 2) = '/'
then -- Texture coord is absent.
coord_Id := Integer (null_Id);
get (Self (Last + 3 .. Self'Last),
normal_Id,
Last);
else
get (Self (Last + 2 .. Self'Last),
coord_Id,
Last);
if Last = Self'Last
or else Self (Last + 1) = ' '
then -- Lighting normal is absent.
normal_Id := Integer (null_Id);
elsif Self (Last + 1) = '/'
then
get (Self (Last + 2 .. Self'Last),
normal_Id,
Last);
else
raise Constraint_Error with "Invalid indices: " & Self & ".";
end if;
end if;
else
raise Constraint_Error with "Invalid indices: " & Self & ".";
end if;
if site_Id < 0
or else coord_Id < 0
or else normal_Id < 0
then
raise Constraint_Error with "Negative indices not implemented: " & Self & ".";
end if;
vertex_Count := vertex_Count + 1;
the_Vertices (vertex_Count) := (long_Index_t ( site_Id),
long_Index_t ( coord_Id),
long_Index_t (normal_Id),
null_Id);
exit when Last + 1 >= Self'Last;
end loop;
case vertex_Count
is
when 3 => return (Triangle, the_Vertices (1 .. 3));
when 4 => return (Quad, the_Vertices (1 .. 4));
when others => return (Polygon, new Vertices' (the_Vertices (1 .. vertex_Count)));
end case;
end to_Facet;
function to_Model (model_File : in String) return IO.Model
is
use ada.Strings.fixed,
ada.Text_IO;
the_File : File_Type;
max_Elements : constant := 200_000;
the_Sites : many_Sites_view := new many_Sites (1 .. max_Elements);
the_Coords : many_Coords_view := new many_Coordinates_2D (1 .. max_Elements);
the_Normals : many_Normals_view := new many_Normals (1 .. max_Elements);
the_Faces : IO.Faces_view := new IO.Faces' (1 .. max_Elements => <>);
site_Count : long_Index_t := 0;
coord_Count : long_Index_t := 0;
normal_Count : long_Index_t := 0;
face_Count : long_Index_t := 0;
begin
open (the_File, In_File, model_File);
while not end_of_File (the_File)
loop
declare
the_Line : constant String := get_Line (the_File);
begin
if the_Line'Length = 0 or else the_Line (1) = '#'
then
null;
elsif Head (the_Line, 6) = "mtllib"
then
null; -- TODO
elsif Head (the_Line, 2) = "f "
then
face_Count := face_Count + 1;
the_Faces (face_Count) := to_Facet (the_Line (3 .. the_Line'Last));
elsif Head (the_Line, 2) = "v "
then
site_Count := site_Count + 1;
the_Sites (site_Count) := to_Vector_3 (the_Line (3 .. the_Line'Last));
elsif Head (the_Line, 3) = "vt "
then
coord_Count := coord_Count + 1;
the_Coords (coord_Count) := to_Coordinate (the_Line (4 .. the_Line'Last));
elsif Head (the_Line, 3) = "vn "
then
normal_Count := normal_Count + 1;
the_Normals (normal_Count) := to_Vector_3 (the_Line (4 .. the_Line'Last));
elsif Head (the_Line, 2) = "o "
then
null; -- Currently ignored. TODO
elsif Head (the_Line, 2) = "g "
then
null; -- Currently ignored. TODO
elsif Head (the_Line, 2) = "s "
then
null; -- Currently ignored. TODO
else
null; -- Currently ignored. TODO
end if;
end;
end loop;
close (the_File);
declare
used_Sites : constant IO. many_Sites_view := new many_Sites' (the_Sites (1 .. site_Count));
used_Coords : constant IO. many_Coords_view := new many_Coordinates_2D' (the_Coords (1 .. coord_Count));
used_Normals : constant IO.many_Normals_view := new many_Normals' (the_Normals (1 .. normal_Count));
used_Faces : constant IO. Faces_view := new IO.Faces' (the_Faces (1 .. face_Count));
begin
free (the_Sites);
free (the_Coords);
free (the_Normals);
free (the_Faces);
return (Sites => used_Sites,
Coords => used_Coords,
Normals => used_Normals,
Weights => null,
Faces => used_Faces);
end;
end to_Model;
----------
--- Images
--
function Image (Self : in IO.Face) return String
is
use ada.Strings.unbounded;
the_Vertices : Vertices renames Vertices_of (Self);
the_Image : unbounded_String := to_unbounded_String ("f ");
function id_Image (Self : in long_Index_t) return String
is
use ada.Strings.fixed;
begin
return Trim (long_Index_t'Image (Self),
ada.Strings.left);
end id_Image;
begin
for i in the_Vertices'Range
loop
append (the_Image,
id_Image (the_Vertices (i).site_Id));
if the_Vertices (i).coord_Id = null_Id
then
if the_Vertices (i).normal_Id /= null_Id
then
append (the_Image, "/");
end if;
else
append (the_Image, "/" & id_Image (the_Vertices (i).coord_Id));
end if;
-- if the_Vertices (i).normal_Id /= null_Id
-- then
-- append (the_Image,
-- "/" & id_Image (the_Vertices (i).normal_Id));
-- end if;
append (the_Image, " ");
end loop;
return to_String (the_Image);
end Image;
function Image (Self : in wavefront.Group) return String
is
use ada.Strings.unbounded;
begin
case Self.Kind
is
when object_Name => return "o " & to_String (Self.object_Name);
when group_Name => return "g " & to_String (Self. group_Name);
when smoothing_Group => return "s" & Self.smooth_group_Id'Image;
when merging_Group => return ""; -- TODO
end case;
end Image;
function Image (Self : in wavefront.Face) return String
is
begin
case Self.Kind
is
when a_Group => return Image (Self.Group);
when a_Facet => return Image (Self.Facet);
end case;
end Image;
type wf_Faces_view is access all wavefront.Faces;
function to_Model (model_Path : in String) return wavefront.Model
is
use ada.Strings.fixed,
ada.Text_IO;
the_material_Library : Text;
the_material_Name : Text;
the_object_Name : Text;
the_group_Name : Text;
the_Sites : Sites (1 .. 50_000);
site_Count : Index_t := 0;
the_Coords : Coordinates_2D (1 .. 50_000);
coord_Count : Index_t := 0;
the_Normals : Normals (1 .. 50_000);
normal_Count : Index_t := 0;
the_Faces : wf_Faces_view := new Faces' (1 .. 100_000 => <>);
face_Count : long_Index_t := 0;
the_File : File_Type;
begin
Open (the_File, In_File, model_Path);
while not End_Of_File (the_File)
loop
declare
use ada.Strings.unbounded;
the_Line : constant String := Get_Line (the_File);
begin
if the_Line'Length = 0 or else the_Line (1) = '#' then
null;
elsif Head (the_Line, 6) = "mtllib" then
the_material_Library := to_unbounded_String (the_Line (8 .. the_Line'Last));
elsif Head (the_Line, 6) = "usemtl" then
the_material_Name := to_unbounded_String (the_Line (8 .. the_Line'Last));
elsif Head (the_Line, 2) = "f " then
face_Count := face_Count + 1;
the_Faces (face_Count) := (a_Facet,
to_Facet (the_Line (3 .. the_Line'Last)));
elsif Head (the_Line, 2) = "v " then
site_Count := site_Count + 1;
the_Sites (site_Count) := to_Vector_3 (the_Line (3 .. the_Line'Last));
elsif Head (the_Line, 3) = "vt " then
coord_Count := coord_Count + 1;
the_Coords (coord_Count) := to_Coordinate (the_Line (4 .. the_Line'Last));
elsif Head (the_Line, 3) = "vn " then
normal_Count := normal_Count + 1;
the_Normals (normal_Count) := to_Vector_3 (the_Line (4 .. the_Line'Last));
elsif Head (the_Line, 2) = "o " then
the_object_Name := to_unbounded_String (the_Line (3 .. the_Line'Last));
-- face_Count := face_Count + 1;
-- the_Faces (face_Count) := (a_Group,
-- (object_Name,
-- object_Name => to_Text (the_Line (3 .. the_Line'Last))));
elsif Head (the_Line, 2) = "g " then
the_group_Name := to_unbounded_String (the_Line (3 .. the_Line'Last));
-- face_Count := face_Count + 1;
-- the_Faces (face_Count) := (a_Group,
-- (group_Name,
-- group_Name => to_Text (the_Line (3 .. the_Line'Last))));
elsif Head (the_Line, 2) = "s " then
declare
use Ada.Integer_Text_IO;
the_Id : Natural;
Last : Natural;
begin
if Head (the_Line, 5) = "s off" then
the_Id := 0;
else
Get (the_Line (3 .. the_Line'Last), the_Id, Last);
end if;
face_Count := face_Count + 1;
the_Faces (face_Count) := (a_Group,
(smoothing_Group,
smooth_group_Id => the_Id));
end;
else
put_Line ("openGL.io.wavefront ~ Unhandled line in " & model_Path & ": '" & the_Line & "'");
end if;
end;
end loop;
Close (the_File);
declare
procedure free is new Ada.Unchecked_Deallocation (Faces, wf_Faces_view);
used_Faces : constant wf_Faces_view := new wavefront.Faces'(the_Faces (1 .. face_Count));
begin
free (the_Faces);
return (material_Library => the_material_Library,
material_Name => the_material_Name,
object_Name => the_object_Name,
group_Name => the_group_Name,
Sites => new openGL.Sites' (the_Sites (1 .. site_Count)),
Coords => new Coordinates_2D' (the_Coords (1 .. coord_Count)),
Normals => new openGL.Normals' (the_Normals (1 .. normal_Count)),
Faces => used_Faces);
end;
end to_Model;
procedure write (the_Model : in wavefront.Model; to_File : in String)
is
use ada.Strings.unbounded,
ada.Text_IO;
the_File : File_type;
use Real_text_IO;
begin
Create (the_File, Out_File, Name => to_File);
if the_Model.material_Library /= ""
then
put_Line (the_File, "mtllib " & to_String (the_Model.material_Library));
new_Line (the_File);
end if;
if the_Model.object_Name /= ""
then
put_Line (the_File, "o " & to_String (the_Model.object_Name));
new_Line (the_File);
end if;
-- Write sites.
--
for Each in the_Model.Sites'Range
loop
Put (the_File, "v ");
Put (the_File, the_Model.Sites (Each) (1), Aft => 19, Exp => 0);
Put (the_File, " ");
Put (the_File, the_Model.Sites (Each) (2), Aft => 19, Exp => 0);
Put (the_File, " ");
Put (the_File, the_Model.Sites (Each) (3), Aft => 19, Exp => 0);
New_Line (the_File);
end loop;
New_Line (the_File);
-- Write texture coords.
--
for Each in the_Model.Coords'Range
loop
Put (the_File, "vt ");
Put (the_File, the_Model.Coords (Each).S, Aft => 19, Exp => 0);
Put (the_File, " ");
Put (the_File, the_Model.Coords (Each).T, Aft => 19, Exp => 0);
New_Line (the_File);
end loop;
-- New_Line (the_File);
-- Write normals.
--
-- for Each in the_Model.Normals'Range
-- loop
-- Put (the_File, "vn ");
-- Put (the_File, the_Model.Normals (Each) (1), Aft => 19, Exp => 0);
-- Put (the_File, " ");
-- Put (the_File, the_Model.Normals (Each) (2), Aft => 19, Exp => 0);
-- Put (the_File, " ");
-- Put (the_File, the_Model.Normals (Each) (3), Aft => 19, Exp => 0);
--
-- New_Line (the_File);
-- end loop;
New_Line (the_File);
-- Write faces.
--
if the_Model.group_Name /= ""
then
put_Line (the_File, "g " & to_String (the_Model.group_Name));
new_Line (the_File);
end if;
if the_Model.material_Name /= ""
then
put_Line (the_File, "usemtl " & to_String (the_Model.material_Name));
new_Line (the_File);
end if;
for Each in the_Model.Faces'Range
loop
Put_Line (the_File, Image (the_Model.Faces (Each)));
end loop;
Close (the_File);
end write;
end openGL.IO.wavefront;

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@@ -0,0 +1,80 @@
package openGL.IO.wavefront
--
-- Provides a function to convert a Wavefront model file (*.obj) to an openGL IO model.
--
is
---------
-- Group
--
type group_Kind is (object_Name, group_Name,
smoothing_Group, merging_Group);
type Group (Kind : group_Kind := group_Name) is
record
case Kind
is
when object_Name => object_Name : Text;
when group_Name => group_Name : Text;
when smoothing_Group => smooth_group_Id : Natural;
when merging_Group => null;
end case;
end record;
function Image (Self : in Group) return String;
--------
-- Face
--
type face_Kind is (a_Group, a_Facet);
type Face (Kind : face_Kind := a_Facet) is
record
case Kind
is
when a_Group => Group : wavefront.Group;
when a_Facet => Facet : openGL.IO.Face;
end case;
end record;
type Faces is array (long_Index_t range <>) of Face;
function Image (Self : in wavefront.Face) return String;
function to_Model (model_File : in String) return IO.Model;
type Sites_view is access openGL.Sites;
type Coordinates_2D_view is access openGL.Coordinates_2D;
type Normals_view is access openGL.Normals;
type Model is
record
material_Library : Text;
material_Name : Text;
object_Name : Text;
group_Name : Text;
Sites : Sites_view;
Coords : Coordinates_2D_view;
Normals : Normals_view;
Faces : access wavefront.Faces;
end record;
function to_Model (model_Path : in String) return wavefront.Model;
procedure write (the_Model : in wavefront.Model;
to_File : in String);
-----------
-- Utility
--
function to_Vector_3 (Self : in String) return Vector_3;
function to_Coordinate (Self : in String) return Coordinate_2D;
function to_Text (Self : in String) return Text;
end openGL.IO.wavefront;

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@@ -0,0 +1,917 @@
with
openGL.Images,
openGL.Viewport,
openGL.Tasks,
openGL.Errors,
GID,
GL.Binding,
GL.safe,
GL.Pointers,
ada.unchecked_Conversion,
ada.Calendar,
ada.Characters.handling,
System;
package body openGL.IO
is
use ada.Characters.handling,
ada.Streams.Stream_IO;
use type Index_t;
--------
-- Face
--
function Vertices_of (Self : in Face) return Vertices
is
begin
case Self.Kind
is
when Triangle => return Self.Tri;
when Quad => return Self.Quad;
when Polygon => return Self.Poly.all;
end case;
end Vertices_of;
procedure set_Vertex_in (Self : in out Face; Which : in long_Index_t;
To : in Vertex)
is
begin
case Self.Kind
is
when Triangle => Self.Tri (Which) := To;
when Quad => Self.Quad (Which) := To;
when Polygon => Self.Poly (Which) := To;
end case;
end set_Vertex_in;
procedure destroy (Self : in out Face)
is
procedure free is new ada.unchecked_Deallocation (Vertices, Vertices_view);
begin
if Self.Kind = Polygon
then
free (Self.Poly);
end if;
end destroy;
-------------
-- Operations
--
function current_Frame return Image
is
use GL,
GL.Binding,
GL.Pointers,
Texture;
Extent : constant Extent_2d := openGL.Viewport.Extent;
Frame : Image (1 .. Index_t (Extent.Width),
1 .. Index_t (Extent.Height));
begin
glReadPixels (0, 0,
GLsizei (Extent.Width),
GLsizei (Extent.Height),
to_GL (Format' (Texture.RGB)),
GL_UNSIGNED_BYTE,
to_GLvoid_access (Frame (1, 1).Red'Access));
return Frame;
end current_Frame;
---------
-- Forge
--
function to_height_Map (image_Filename : in asset_Name;
Scale : in Real := 1.0) return height_Map_view
is
File : Ada.Streams.Stream_IO.File_Type;
Image : GID.Image_Descriptor;
up_Name : constant String := To_Upper (to_String (image_Filename));
next_Frame : ada.Calendar.Day_Duration := 0.0;
begin
open (File, in_File, to_String (image_Filename));
GID.load_Image_Header (Image,
Stream (File).all,
try_tga => image_Filename'Length >= 4
and then up_Name (up_Name'Last - 3 .. up_Name'Last) = ".TGA");
declare
image_Width : constant Positive := GID.Pixel_Width (Image);
image_Height : constant Positive := GID.Pixel_Height (Image);
the_Heights : constant access height_Map := new height_Map' (1 .. Index_t (image_height) =>
(1 .. Index_t (image_width) => <>));
procedure load_raw_Image
is
subtype primary_Color_range is GL.GLubyte;
Row, Col : Index_t;
procedure set_X_Y (x, y : Natural)
is
begin
Col := Index_t (X + 1);
Row := Index_t (Y + 1);
end Set_X_Y;
procedure put_Pixel (Red, Green, Blue : primary_Color_range;
Alpha : primary_Color_range)
is
pragma Warnings (Off, alpha); -- Alpha is just ignored.
use type GL.GLubyte, Real;
begin
the_Heights (Row, Col) := (Real (Red) + Real (Green) + Real (Blue))
/ (3.0 * 255.0)
* Scale;
if Col = Index_t (image_Width)
then
Row := Row + 1;
Col := 1;
else
Col := Col + 1;
end if;
-- ^ GID requires us to look to next pixel on the right for next time.
end put_Pixel;
procedure Feedback (Percents : Natural) is null;
procedure load_Image is new GID.load_Image_contents (primary_Color_range,
set_X_Y,
put_Pixel,
Feedback,
GID.fast);
begin
load_Image (Image, next_Frame);
end load_Raw_image;
begin
load_raw_Image;
close (File);
return the_Heights.all'unchecked_Access;
end;
end to_height_Map;
function fetch_Image (Stream : in ada.Streams.Stream_IO.Stream_access;
try_TGA : in Boolean) return Image
is
begin
return Images.fetch_Image (Stream, try_TGA);
end fetch_Image;
function to_Image (image_Filename : in asset_Name) return Image
is
File : ada.Streams.Stream_IO.File_type;
up_Name : constant String := to_Upper (to_String (image_Filename));
begin
open (File, In_File, to_String (image_Filename));
declare
the_Image : constant Image
:= fetch_Image (Stream (File),
try_TGA => image_Filename'Length >= 4
and then up_Name (up_Name'Last - 3 .. up_Name'Last) = ".TGA");
begin
close (File);
return the_Image;
end;
end to_Image;
function to_lucid_Image (image_Filename : in asset_Name) return lucid_Image
is
Unused : aliased Boolean;
begin
return to_lucid_Image (image_Filename, Unused'Access);
end to_lucid_Image;
function to_lucid_Image (image_Filename : in asset_Name;
is_Lucid : access Boolean) return lucid_Image
is
File : ada.Streams.Stream_IO.File_type;
the_Image : GID.Image_Descriptor;
up_Name : constant String := to_Upper (to_String (image_Filename));
next_Frame : ada.Calendar.Day_Duration := 0.0;
begin
open (File, in_File, to_String (image_Filename));
GID.load_Image_Header (the_Image,
Stream (File).all,
try_TGA => image_Filename'Length >= 4
and then up_Name (up_Name'Last - 3 .. up_Name'Last) = ".TGA");
declare
image_Width : constant Positive := GID.Pixel_Width (the_Image);
image_Height : constant Positive := GID.Pixel_Height (the_Image);
Frame : lucid_Image (1 .. Index_t (image_Height),
1 .. Index_t (image_Width));
procedure load_raw_Image
is
subtype primary_Color_range is GL.GLubyte;
Row, Col : Index_t;
procedure set_X_Y (X, Y : Natural)
is
begin
Col := Index_t (X + 1);
Row := Index_t (Y + 1);
end set_X_Y;
procedure put_Pixel (Red, Green, Blue : primary_Color_range;
Alpha : primary_Color_range)
is
use type GL.GLubyte, Real;
begin
Frame (Row, Col) := ((Red, Green, Blue), Alpha);
if Col = Index_t (image_Width)
then -- GID requires us to look to next pixel on the right for next time.
Row := Row + 1;
Col := 1;
else
Col := Col + 1;
end if;
if Alpha /= opaque_Value
then
is_Lucid.all := True;
end if;
end put_Pixel;
procedure Feedback (Percents : Natural) is null;
procedure load_Image is new GID.load_Image_contents (primary_Color_range,
set_X_Y,
put_Pixel,
Feedback,
GID.fast);
begin
load_Image (the_Image, next_Frame);
end Load_raw_image;
begin
is_Lucid.all := False;
load_raw_Image;
close (File);
return Frame;
end;
end to_lucid_Image;
function to_Texture (image_Filename : in asset_Name) return Texture.Object
is
use Texture;
is_Lucid : aliased Boolean;
the_lucid_Image : constant lucid_Image := to_lucid_Image (image_Filename, is_Lucid'Access);
the_Texture : Texture.Object := Forge.to_Texture (Texture.Dimensions' (the_lucid_Image'Length (2),
the_lucid_Image'Length (1)));
begin
if is_Lucid
then
set_Image (the_Texture, the_lucid_Image);
else
declare
the_opaque_Image : constant Image := to_Image (the_lucid_Image);
begin
set_Image (the_Texture, the_opaque_Image);
end;
end if;
return the_Texture;
end to_Texture;
procedure destroy (Self : in out Model)
is
procedure free is new ada.unchecked_Deallocation (bone_Weights, bone_Weights_view);
procedure free is new ada.unchecked_Deallocation (bone_Weights_array, bone_Weights_array_view);
begin
free (Self.Sites);
free (Self.Coords);
free (Self.Normals);
if Self.Weights /= null
then
for Each in Self.Weights'Range
loop
free (Self.Weights (Each));
end loop;
free (Self.Weights);
end if;
for Each in Self.Faces'Range
loop
destroy (Self.Faces (Each));
end loop;
free (Self.Faces);
end destroy;
--------------------
--- Raw Image Frames
--
procedure write_raw_Frame (to_Stream : in Stream_access;
Width, Height : in Natural;
with_Alpha : in Boolean)
is
use GL,
GL.Binding,
Texture;
-- 4-byte padding for .bmp/.avi formats is the same as GL's default
-- padding: see glPixelStore, GL_[UN]PACK_ALIGNMENT = 4 as initial value.
-- http://www.openGL.org/sdk/docs/man/xhtml/glPixelStore.xml
--
padded_row_Size : constant Positive := (if with_Alpha then 4 * Integer (Float'Ceiling (Float (Width)))
else 4 * Integer (Float'Ceiling (Float (Width) * 3.0 / 4.0)));
-- (in bytes)
type temp_Bitmap_type is array (Natural range <>) of aliased gl.GLUbyte;
PicData : temp_Bitmap_type (0 .. (padded_row_size + 4) * (height + 4) - 1);
--
-- No dynamic allocation needed!
-- The "+4" are there to avoid parity address problems when GL writes
-- to the buffer.
type Loc_pointer is new gl.safe.GLvoid_Pointer;
function convert is new ada.unchecked_Conversion (System.Address, Loc_pointer);
--
-- This method is functionally identical as GNAT's Unrestricted_Access
-- but has no type safety (cf GNAT Docs).
pragma no_strict_Aliasing (Loc_pointer); -- Recommended by GNAT 2005+.
pPicData : Loc_pointer;
data_Max : constant Integer := padded_row_Size * Height - 1;
-- Workaround for the severe xxx'Read xxx'Write performance
-- problems in the GNAT and ObjectAda compilers (as in 2009)
-- This is possible if and only if Byte = Stream_Element and
-- arrays types are both packed the same way.
--
type Byte_array is array (Integer range <>) of aliased GLUByte;
subtype Size_Test_a is Byte_Array (1..19);
subtype Size_Test_b is ada.Streams.Stream_Element_array (1 .. 19);
Workaround_possible: constant Boolean := Size_Test_a'Size = Size_Test_b'Size
and then Size_Test_a'Alignment = Size_Test_b'Alignment;
begin
Tasks.check;
pPicData:= convert (PicData (0)'Address);
GLReadPixels (0, 0,
GLSizei (width),
GLSizei (height),
(if with_Alpha then to_GL (openGL.Texture.BGRA)
else to_GL (openGL.Texture.BGR)),
GL.GL_UNSIGNED_BYTE,
pPicData);
Errors.log;
if Workaround_possible
then
declare
use ada.Streams;
SE_Buffer : Stream_Element_array (0 .. Stream_Element_Offset (PicData'Last));
for SE_Buffer'Address use PicData'Address;
pragma Import (Ada, SE_Buffer);
begin
ada.Streams.write (to_Stream.all, SE_Buffer (0 .. Stream_Element_Offset (data_Max)));
end;
else
temp_Bitmap_type'write (to_Stream, PicData (0 .. data_Max));
end if;
end write_raw_Frame;
--------------
-- Bitmap File
--
type U8 is mod 2 ** 8; for U8 'Size use 8;
type U16 is mod 2 ** 16; for U16'Size use 16;
type U32 is mod 2 ** 32; for U32'Size use 32;
type I32 is range -2 ** 31 .. 2 ** 31 - 1;
for I32'Size use 32;
generic
type Number is mod <>;
S : Stream_Access;
procedure write_Intel_x86_Number (N : in Number);
procedure write_Intel_x86_Number (N : in Number)
is
M : Number := N;
Bytes : constant Integer := Number'Size / 8;
begin
for i in 1 .. bytes
loop
U8'write (S, U8 (M mod 256));
M := M / 256;
end loop;
end write_Intel_x86_Number;
subtype FxPt2dot30 is U32;
type CIExyz is
record
ciexyzX : FxPt2dot30;
ciexyzY : FxPt2dot30;
ciexyzZ : FxPt2dot30;
end record;
type CIExyzTriple is
record
ciexyzRed : CIExyz;
ciexyzGreen : CIExyz;
ciexyzBlue : CIExyz;
end record;
type BitMapFileHeader is
record
bfType : U16;
bfSize : U32;
bfReserved1 : U16 := 0;
bfReserved2 : U16 := 0;
bfOffBits : U32;
end record;
pragma pack (BitMapFileHeader);
for BitMapFileHeader'Size use 8 * 14;
type BitMapInfoHeader is
record
biSize : U32;
biWidth : I32;
biHeight : I32;
biPlanes : U16;
biBitCount : U16;
biCompression : U32;
biSizeImage : U32;
biXPelsPerMeter : I32 := 0;
biYPelsPerMeter : I32 := 0;
biClrUsed : U32 := 0;
biClrImportant : U32 := 0;
end record;
pragma pack (BitMapInfoHeader);
for BitMapInfoHeader'Size use 8 * 40;
type BitMapV4Header is
record
Core : BitMapInfoHeader;
bV4RedMask : U32;
bV4GreenMask : U32;
bV4BlueMask : U32;
bV4AlphaMask : U32;
bV4CSType : U32;
bV4Endpoints : CIExyzTriple;
bV4GammaRed : U32;
bV4GammaGreen : U32;
bV4GammaBlue : U32;
end record;
pragma pack (BitMapV4Header);
for BitMapV4Header'Size use 8 * 108;
procedure write_BMP_Header (to_Stream : in Stream_Access;
Width, Height : in GL.GLint;
with_Alpha : in Boolean)
is
use GL,
GL.Binding,
Texture;
FileHeader : BitMapFileHeader;
FileInfo : BitMapV4Header;
begin
FileHeader.bfType := 16#4D42#; -- 'BM'
FileInfo.Core.biWidth := I32 (Width);
FileInfo.Core.biHeight := I32 (Height);
FileInfo.Core.biPlanes := 1;
if with_Alpha
then
FileHeader.bfOffBits := BitMapFileHeader'Size / 8
+ BitMapV4Header 'Size / 8;
FileInfo.Core.biSize := BitMapV4Header'Size / 8;
FileInfo.Core.biBitCount := 32;
FileInfo.Core.biCompression := 3;
FileInfo.Core.biSizeImage := U32 ( 4 -- 4-byte padding for '.bmp/.avi' formats.
* Integer (Float'Ceiling (Float (FileInfo.Core.biWidth)))
* Integer (FileInfo.Core.biHeight));
FileInfo.bV4RedMask := 16#00FF0000#;
FileInfo.bV4GreenMask := 16#0000FF00#;
FileInfo.bV4BlueMask := 16#000000FF#;
FileInfo.bV4AlphaMask := 16#FF000000#;
FileInfo.bV4CSType := 0;
FileInfo.bV4Endpoints := (others => (others => 0));
FileInfo.bV4GammaRed := 0;
FileInfo.bV4GammaGreen := 0;
FileInfo.bV4GammaBlue := 0;
else
FileHeader.bfOffBits := BitMapFileHeader'Size / 8
+ BitMapInfoHeader'Size / 8;
FileInfo.Core.biSize := BitMapInfoHeader'Size / 8;
FileInfo.Core.biBitCount := 24;
FileInfo.Core.biCompression := 0;
FileInfo.Core.biSizeImage := U32 ( 4 -- 4-byte padding for '.bmp/.avi' formats.
* Integer (Float'Ceiling (Float (FileInfo.Core.biWidth) * 3.0 / 4.0))
* Integer (FileInfo.Core.biHeight));
end if;
FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.Core.biSizeImage;
declare
procedure write_Intel is new write_Intel_x86_Number (U16, to_Stream);
procedure write_Intel is new write_Intel_x86_Number (U32, to_Stream);
function convert is new ada.unchecked_Conversion (I32, U32);
begin
-- ** Endian-safe: ** --
write_Intel (FileHeader.bfType);
write_Intel (FileHeader.bfSize);
write_Intel (FileHeader.bfReserved1);
write_Intel (FileHeader.bfReserved2);
write_Intel (FileHeader.bfOffBits);
--
write_Intel ( FileInfo.Core.biSize);
write_Intel (convert (FileInfo.Core.biWidth));
write_Intel (convert (FileInfo.Core.biHeight));
write_Intel ( FileInfo.Core.biPlanes);
write_Intel ( FileInfo.Core.biBitCount);
write_Intel ( FileInfo.Core.biCompression);
write_Intel ( FileInfo.Core.biSizeImage);
write_Intel (convert (FileInfo.Core.biXPelsPerMeter));
write_Intel (convert (FileInfo.Core.biYPelsPerMeter));
write_Intel ( FileInfo.Core.biClrUsed);
write_Intel ( FileInfo.Core.biClrImportant);
if with_Alpha
then
write_Intel (FileInfo.bV4RedMask);
write_Intel (FileInfo.bV4GreenMask);
write_Intel (FileInfo.bV4BlueMask);
write_Intel (FileInfo.bV4AlphaMask);
write_Intel (FileInfo.bV4CSType);
write_Intel (FileInfo.bV4Endpoints.ciexyzRed.ciexyzX);
write_Intel (FileInfo.bV4Endpoints.ciexyzRed.ciexyzY);
write_Intel (FileInfo.bV4Endpoints.ciexyzRed.ciexyzZ);
write_Intel (FileInfo.bV4Endpoints.ciexyzGreen.ciexyzX);
write_Intel (FileInfo.bV4Endpoints.ciexyzGreen.ciexyzY);
write_Intel (FileInfo.bV4Endpoints.ciexyzGreen.ciexyzZ);
write_Intel (FileInfo.bV4Endpoints.ciexyzBlue.ciexyzX);
write_Intel (FileInfo.bV4Endpoints.ciexyzBlue.ciexyzY);
write_Intel (FileInfo.bV4Endpoints.ciexyzBlue.ciexyzZ);
write_Intel (FileInfo.bV4GammaRed);
write_Intel (FileInfo.bV4GammaGreen);
write_Intel (FileInfo.bV4GammaBlue);
end if;
end;
end write_BMP_Header;
-------------
-- Save Image
--
procedure save (image_Filename : in String;
the_Image : in Image)
is
use GL,
GL.Binding,
ada.Streams.Stream_IO;
File : ada.Streams.Stream_IO.File_type;
S : ada.Streams.Stream_IO.Stream_access;
Size : Extent_2D := (Width => the_Image'Length (2),
Height => the_Image'Length (1));
begin
create (File, out_File, image_Filename);
S := Stream (File);
write_BMP_Header (to_Stream => S,
Width => GLint (Size.Width),
Height => GLint (Size.Height),
with_Alpha => True);
for r in 1 .. Index_t (Size.Height)
loop
for c in 1 .. Index_t (Size.Width)
loop
color_Value'write (S, the_Image (r, c).Blue);
color_Value'write (S, the_Image (r, c).Green);
color_Value'write (S, the_Image (r, c).Red);
color_Value'write (S, 255);
end loop;
end loop;
close (File);
exception
when others =>
if is_Open (File)
then
close (File);
end if;
raise;
end Save;
-------------
-- Screenshot
--
procedure Screenshot (Filename : in String;
with_Alpha : in Boolean := False)
is
use GL,
GL.Binding,
ada.Streams.Stream_IO;
File : ada.Streams.Stream_IO.File_type;
S : ada.Streams.Stream_IO.Stream_access;
Viewport : array (0 .. 3) of aliased GLint;
begin
Tasks.check;
glGetIntegerv (GL_VIEWPORT,
Viewport (0)'unchecked_Access);
Errors.log;
create (File, out_File, Filename);
S := Stream (File);
write_BMP_Header (to_Stream => S,
Width => Viewport (2),
Height => Viewport (3),
with_Alpha => with_Alpha);
write_raw_Frame (to_Stream => S,
Width => Integer (Viewport (2)),
Height => Integer (Viewport (3)),
with_Alpha => with_Alpha);
close (File);
exception
when others =>
if is_Open (File)
then
close (File);
end if;
raise;
end Screenshot;
----------------
-- Video Capture
--
-- We define global variables since it is not expected
-- that more that one capture is taken at the same time.
--
avi : ada.Streams.Stream_IO.File_type;
frames : Natural;
rate : Positive;
width, height : Positive;
bmp_size : U32;
procedure write_RIFF_Headers
is
-- Written 1st time to take place (but # of frames unknown)
-- Written 2nd time for setting # of frames, sizes, etc.
--
calc_bmp_size : constant U32 := U32 (((width)) * height * 3);
-- !! stuff to multiple of 4 !!
index_size : constant U32 := U32 (frames) * 16;
movie_size : constant U32 := 4 + U32 (frames) * (calc_bmp_size + 8);
second_list_size : constant U32 := 4 + 64 + 48;
first_list_size : constant U32 := (4 + 64) + (8 + second_list_size);
file_size : constant U32 := 8 + (8 + first_list_size) + (4 + movie_size) + (8 + index_size);
Stream : constant Stream_access := ada.Streams.Stream_IO.Stream (avi);
procedure write_Intel is new write_Intel_x86_Number (U16, Stream);
procedure write_Intel is new write_Intel_x86_Number (U32, Stream);
microseconds_per_frame : constant U32 := U32 (1_000_000.0 / long_Float (rate));
begin
bmp_size := calc_bmp_size;
String'write (Stream, "RIFF");
U32 'write (Stream, file_size);
String'write (Stream, "AVI ");
String'write (Stream, "LIST");
write_Intel (first_list_size);
String'write (Stream, "hdrl");
String'write (Stream, "avih");
write_Intel (U32' (56));
-- Begin of AVI Header
write_Intel (microseconds_per_frame);
write_Intel (U32'(0)); -- MaxBytesPerSec
write_Intel (U32'(0)); -- Reserved1
write_Intel (U32'(16)); -- Flags (16 = has an index)
write_Intel (U32 (frames));
write_Intel (U32'(0)); -- InitialFrames
write_Intel (U32'(1)); -- Streams
write_Intel (bmp_size);
write_Intel (U32 (width));
write_Intel (U32 (height));
write_Intel (U32'(0)); -- Scale
write_Intel (U32'(0)); -- Rate
write_Intel (U32'(0)); -- Start
write_Intel (U32'(0)); -- Length
-- End of AVI Header
String'write (Stream, "LIST");
write_Intel (second_list_size);
String'write (Stream, "strl");
-- Begin of Str
String'write (Stream, "strh");
write_Intel (U32'(56));
String'write (Stream, "vids");
String'write (Stream, "DIB ");
write_Intel (U32'(0)); -- flags
write_Intel (U32'(0)); -- priority
write_Intel (U32'(0)); -- initial frames
write_Intel (microseconds_per_frame); -- Scale
write_Intel (U32'(1_000_000)); -- Rate
write_Intel (U32'(0)); -- Start
write_Intel (U32 (frames)); -- Length
write_Intel (bmp_size); -- SuggestedBufferSize
write_Intel (U32'(0)); -- Quality
write_Intel (U32'(0)); -- SampleSize
write_Intel (U32'(0));
write_Intel (U16 (width));
write_Intel (U16 (height));
-- End of Str
String'write (Stream, "strf");
write_Intel (U32'(40));
-- Begin of BMI
write_Intel (U32'(40)); -- BM header size (like BMP)
write_Intel (U32 (width));
write_Intel (U32 (height));
write_Intel (U16'(1)); -- Planes
write_Intel (U16'(24)); -- BitCount
write_Intel (U32'(0)); -- Compression
write_Intel (bmp_size); -- SizeImage
write_Intel (U32'(3780)); -- XPelsPerMeter
write_Intel (U32'(3780)); -- YPelsPerMeter
write_Intel (U32'(0)); -- ClrUsed
write_Intel (U32'(0)); -- ClrImportant
-- End of BMI
String'write (Stream, "LIST");
write_Intel (movie_size);
String'write (Stream, "movi");
end Write_RIFF_headers;
procedure start_Capture (AVI_Name : String;
frame_Rate : Positive)
is
use GL,
GL.Binding;
Viewport : array (0 .. 3) of aliased GLint;
begin
Tasks.check;
create (Avi, out_File, AVI_Name);
Frames := 0;
Rate := frame_Rate;
glGetIntegerv (GL_VIEWPORT,
Viewport (0)'unchecked_Access);
Errors.log;
Width := Positive (Viewport (2));
Height := Positive (Viewport (3));
-- NB: GL viewport resizing should be blocked during the video capture !
write_RIFF_Headers;
end start_Capture;
procedure capture_Frame
is
S : constant Stream_Access := Stream (Avi);
procedure Write_Intel is new Write_Intel_x86_number (U32, s);
begin
String'write (S, "00db");
write_Intel (bmp_Size);
write_raw_Frame (S, Width, Height, with_Alpha => False);
Frames := Frames + 1;
end capture_Frame;
procedure stop_Capture
is
index_Size : constant U32 := U32 (Frames) * 16;
S : constant Stream_Access := Stream (Avi);
ChunkOffset : U32 := 4;
procedure write_Intel is new write_Intel_x86_Number (U32, S);
begin
-- Write the index section
--
String'write (S, "idx1");
write_Intel (index_Size);
for f in 1 .. Frames
loop
String'write (S, "00db");
write_Intel (U32'(16)); -- Keyframe.
write_Intel (ChunkOffset);
ChunkOffset := ChunkOffset + bmp_Size + 8;
write_Intel (bmp_Size);
end loop;
Set_Index (avi, 1); -- Go back to file beginning.
write_RIFF_Headers; -- Rewrite headers with correct data.
close (Avi);
end stop_Capture;
end openGL.IO;

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with
openGL.Texture,
ada.Strings.unbounded,
ada.Streams.Stream_IO,
ada.unchecked_Deallocation;
package openGL.IO
--
-- Provides I/O functions for openGL.
--
is
subtype Text is ada.Strings.unbounded.unbounded_String;
------------------
-- General Vertex
--
null_Id : constant long_Index_t;
type Vertex is
record
site_Id,
coord_Id,
normal_Id,
weights_Id : long_Index_t;
end record;
type Vertices is array (long_Index_t range <>) of aliased Vertex;
type Vertices_view is access all Vertices;
--------
-- Face
--
type facet_Kind is (Triangle, Quad, Polygon);
type Face (Kind : facet_Kind := Triangle) is
record
case Kind
is
when Triangle => Tri : Vertices (1 .. 3);
when Quad => Quad : Vertices (1 .. 4);
when Polygon => Poly : Vertices_view;
end case;
end record;
type Faces is array (long_Index_t range <>) of Face;
procedure destroy (Self : in out Face);
function Vertices_of (Self : in Face) return Vertices;
procedure set_Vertex_in (Self : in out Face; Which : in long_Index_t;
To : in Vertex);
--------------------
-- Rigging/Skinning
--
type bone_Id is range 0 .. 200;
type bone_Weight is
record
Bone : bone_Id;
Weight : Real;
end record;
type bone_Weights is array (long_Index_t range <>) of bone_Weight;
type bone_Weights_view is access bone_Weights;
type bone_Weights_array is array (long_Index_t range <>) of bone_Weights_view;
---------
-- Views
--
type many_Sites_view is access all openGL.many_Sites;
type many_Coords_view is access all openGL.many_Coordinates_2D;
type many_Normals_view is access all openGL.many_Normals;
type bone_Weights_array_view is access all bone_Weights_array;
type Faces_view is access all IO.Faces;
procedure free is new ada.unchecked_Deallocation (many_Sites, IO.many_Sites_view);
procedure free is new ada.unchecked_Deallocation (many_Coordinates_2D, IO.many_Coords_view);
procedure free is new ada.unchecked_Deallocation (many_Normals, IO.many_Normals_view);
procedure free is new ada.unchecked_Deallocation (IO.Faces, IO.Faces_view);
-----------------
--- General Model
--
type Model is
record
Sites : many_Sites_view;
Coords : many_Coords_view;
Normals : many_Normals_view;
Weights : bone_Weights_array_view;
Faces : Faces_view;
end record;
procedure destroy (Self : in out Model);
--------------
-- Heightmaps
--
type height_Map_view is access all height_Map;
function to_height_Map (image_Filename : in asset_Name;
Scale : in Real := 1.0) return height_Map_view;
----------
-- Images
--
function fetch_Image (Stream : in ada.Streams.Stream_IO.Stream_access;
try_TGA : in Boolean) return openGL.Image;
pragma Obsolescent (fetch_Image, "use 'openGL.Images.fetch_Image' instead");
function to_Image (image_Filename : in asset_Name) return Image;
function to_lucid_Image (image_Filename : in asset_Name) return lucid_Image;
function to_lucid_Image (image_Filename : in asset_Name;
is_Lucid : access Boolean) return lucid_Image;
procedure save (image_Filename : in String;
the_Image : in Image);
------------
-- Textures
--
function to_Texture (image_Filename : in asset_Name) return Texture.Object;
---------------
-- Screenshots
--
function current_Frame return Image;
procedure Screenshot (Filename : in String; with_Alpha : in Boolean := False);
--
-- Stores the image of the current, active viewport (in RGB or RGBA Bitmap format).
-----------------
-- Video Capture
--
procedure start_capture (AVI_Name : in String;
frame_Rate : in Positive);
--
-- Prepare for video capture (RGB uncompressed, AVI format).
procedure capture_Frame;
--
-- Captures the current active viewport.
procedure stop_capture;
private
null_Id : constant long_Index_t := 0;
end openGL.IO;

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package body openGL.Light
is
function Id (Self : in Item) return light.Id_t
is
begin
return Self.Id;
end Id;
procedure Id_is (Self : in out Item; Now : in light.Id_t)
is
begin
Self.Id := Now;
end Id_is;
function Kind (Self : in Item) return light.Kind_t
is
begin
return Self.Kind;
end Kind;
procedure Kind_is (Self : in out Item; Now : in light.Kind_t)
is
begin
Self.Kind := Now;
end Kind_is;
function is_On (Self : in Item) return Boolean
is
begin
return Self.On;
end is_On;
procedure is_On (Self : in out Item; Now : in Boolean := True)
is
begin
Self.On := Now;
end is_On;
function Site (Self : in Item) return openGL.Site
is
begin
return Self.Site;
end Site;
procedure Site_is (Self : in out Item; Now : in openGL.Site)
is
begin
Self.Site := Now;
end Site_is;
function Color (Self : in Item) return openGL.Color
is
begin
return Self.Color;
end Color;
function Attenuation (Self : in Item) return Real
is
begin
return Self.Attenuation;
end Attenuation;
function ambient_Coefficient (Self : in Item) return Real
is
begin
return Self.ambient_Coefficient;
end ambient_Coefficient;
function cone_Angle (Self : in Item) return Degrees
is
begin
return Self.cone_Angle;
end cone_Angle;
function cone_Direction (Self : in Item) return Vector_3
is
begin
return Self.cone_Direction;
end cone_Direction;
procedure Color_is (Self : in out Item; Now : in openGL.Color)
is
begin
Self.Color := Now;
end Color_is;
procedure Attenuation_is (Self : in out Item; Now : in Real)
is
begin
Self.Attenuation := Now;
end Attenuation_is;
procedure ambient_Coefficient_is (Self : in out Item; Now : in Real)
is
begin
Self.ambient_Coefficient := Now;
end ambient_Coefficient_is;
procedure cone_Angle_is (Self : in out Item; Now : in Degrees)
is
begin
Self.cone_Angle := Now;
end cone_Angle_is;
procedure cone_Direction_is (Self : in out Item; Now : in Vector_3)
is
begin
Self.cone_Direction := Now;
end cone_Direction_is;
end openGL.Light;

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with
openGL.Palette;
package openGL.Light
--
-- Models a light.
--
is
type Item is tagged private;
type Items is array (Positive range <>) of Item;
--------------
--- Attributes
--
type Id_t is new Natural;
type Kind_t is (Diffuse, Direct);
null_Id : constant Id_t;
function Id (Self : in Item) return light.Id_t;
procedure Id_is (Self : in out Item; Now : in light.Id_t);
function Kind (Self : in Item) return light.Kind_t;
procedure Kind_is (Self : in out Item; Now : in light.Kind_t);
function is_On (Self : in Item) return Boolean;
procedure is_On (Self : in out Item; Now : in Boolean := True);
function Site (Self : in Item) return openGL.Site;
procedure Site_is (Self : in out Item; Now : in openGL.Site);
function Color (Self : in Item) return Color;
function Attenuation (Self : in Item) return Real;
function ambient_Coefficient (Self : in Item) return Real;
function cone_Angle (Self : in Item) return Degrees;
function cone_Direction (Self : in Item) return Vector_3;
procedure Color_is (Self : in out Item; Now : in openGL.Color);
procedure Attenuation_is (Self : in out Item; Now : in Real);
procedure ambient_Coefficient_is (Self : in out Item; Now : in Real);
procedure cone_Angle_is (Self : in out Item; Now : in Degrees);
procedure cone_Direction_is (Self : in out Item; Now : in Vector_3);
private
null_Id : constant Id_t := Id_t'First;
type Item is tagged
record
Id : light.Id_t := null_Id;
Kind : light.Kind_t := Direct;
On : Boolean := True;
Site : openGL.Site := [0.0, 0.0, 1.0]; -- The GL default.
Color : openGL.Color := Palette.White;
Attenuation : Real := 0.1;
ambient_Coefficient : Real := 0.1;
cone_Angle : Degrees := 2.0;
cone_Direction : Vector_3 := [0.0, 0.0, -1.0];
end record;
end openGL.Light;

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with
openGL.Primitive.short_indexed,
openGL.Primitive. indexed,
openGL.Primitive.long_indexed,
openGL.Geometry.lit_textured,
openGL.Geometry.lit_colored_textured_skinned,
openGL.Texture,
openGL.Palette,
openGL.IO.wavefront,
openGL.IO.collada,
openGL.IO.lat_long_Radius,
ada.Strings.fixed,
ada.Containers.hashed_Maps,
ada.unchecked_Deallocation;
package body openGL.Model.any
is
type lit_textured_skinned_Geometry_view is access all openGL.Geometry.lit_colored_textured_skinned.item'Class;
---------
--- Forge
--
function to_Model (Model : in asset_Name;
Texture : in asset_Name;
Texture_is_lucid : in Boolean) return openGL.Model.any.item
is
begin
return Self : openGL.Model.any.item := (openGL.Model.item with
Model,
Texture,
Texture_is_lucid,
Geometry => null)
do
Self.Bounds.Ball := 1.0;
end return;
end to_Model;
function new_Model (Model : in asset_Name;
Texture : in asset_Name;
Texture_is_lucid : in Boolean) return openGL.Model.any.view
is
begin
return new openGL.Model.any.item' (to_Model (Model, Texture, Texture_is_lucid));
end new_Model;
--------------
--- Attributes
--
function model_Name (Self : in Item) return asset_Name
is
begin
return Self.Model;
end model_Name;
use openGL.IO;
function Hash (Self : in io.Vertex) return ada.Containers.Hash_type
is
begin
return ada.Containers.Hash_type (Self.site_Id + 3 * Self.coord_Id + 5 * Self.normal_Id + 7 * Self.weights_Id);
end Hash;
package io_vertex_Maps_of_gl_vertex_id is new ada.containers.Hashed_Maps (io.Vertex,
long_Index_t,
Hash,
"=");
subtype io_vertex_Map_of_gl_vertex_id is io_vertex_Maps_of_gl_vertex_id.Map;
type any_Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Coords : Coordinate_2D;
Shine : Real;
Bones : bone_Weights (1 .. 4);
end record;
type any_Vertex_array is array (long_Index_t range <>) of aliased any_Vertex;
type any_Vertex_array_view is access all any_Vertex_array;
procedure deallocate is new ada.unchecked_Deallocation (any_Vertex_array,
any_Vertex_array_view);
function to_lit_textured_Vertices (From : in any_Vertex_array) return Geometry.lit_textured.Vertex_large_array
is
Result : Geometry.lit_textured.Vertex_large_array (From'Range);
begin
for i in From'Range
loop
Result (i) := (Site => From (i).Site,
Normal => From (i).Normal,
Coords => From (i).Coords,
Shine => From (i).Shine);
end loop;
return Result;
end to_lit_textured_Vertices;
function to_lit_textured_skinned_Vertices (From : in any_Vertex_array) return Geometry.lit_colored_textured_skinned.Vertex_array
is
use Palette;
Result : Geometry.lit_colored_textured_skinned.Vertex_array (From'Range);
begin
for i in From'Range
loop
Result (i) := (Site => From (i).Site,
Normal => From (i).Normal,
Coords => From (i).Coords,
Shine => From (i).Shine,
Color => (+White, opaque_Value),
bone_Ids => [1 => Real (From (i).Bones (1).Bone),
2 => Real (From (i).Bones (2).Bone),
3 => Real (From (i).Bones (3).Bone),
4 => Real (From (i).Bones (4).Bone)],
bone_Weights => [1 => From (i).Bones (1).Weight,
2 => From (i).Bones (2).Weight,
3 => From (i).Bones (3).Weight,
4 => From (i).Bones (4).Weight]);
end loop;
return Result;
end to_lit_textured_skinned_Vertices;
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 (Textures, Fonts);
begin
Self.build_GL_Geometries;
return [1 => Self.Geometry];
end to_GL_Geometries;
procedure build_GL_Geometries (Self : in out Item)
is
use Geometry;
model_Name : constant String := to_String (Self.Model);
function load_Model return io.Model
is
use ada.Strings.fixed;
begin
if Tail (model_Name, 4) = ".obj" then return wavefront .to_Model (model_Name);
elsif Tail (model_Name, 4) = ".dae" then return collada .to_Model (model_Name);
elsif Tail (model_Name, 4) = ".tab" then return lat_long_Radius.to_Model (model_Name);
else raise unsupported_model_Format with "Model => '" & model_Name & "'";
end if;
end load_Model;
the_Model : openGL.io.Model := load_Model;
the_Map : io_vertex_Map_of_gl_vertex_id;
the_Vertices : any_Vertex_array_view := new any_Vertex_array' (1 .. 100_000 => <>);
vertex_Count : openGL.long_Index_t := 0;
tri_Count : Index_t := 0;
Normals_known : Boolean := False;
-- TODO: Use one set of gl face vertices and 2 sets of indices (1 for tris and 1 for quads).
begin
Self.Bounds := null_Bounds;
-- 1st pass: - Set our openGL face vertices.
-- - Build 'io vertex' to 'openGL face vertex_Id' map.
--
for f in the_Model.Faces'Range
loop
declare
use io_vertex_Maps_of_gl_vertex_id;
the_model_Face : io.Face renames the_Model.Faces (f);
begin
if the_model_Face.Kind = Triangle
or the_model_Face.Kind = Quad
then
declare
the_io_Vertices : constant io.Vertices := Vertices_of (the_model_Face);
Cursor : io_vertex_Maps_of_gl_vertex_id.Cursor;
begin
case the_model_Face.Kind
is
when Triangle => tri_Count := tri_Count + 1;
when Quad => tri_Count := tri_Count + 2;
when Polygon => null;
end case;
for v in the_io_Vertices'Range
loop
Cursor := the_Map.find (the_io_Vertices (v));
if not has_Element (Cursor)
then -- We do not know about this vertex yet, so add it.
vertex_Count := vertex_Count + 1;
declare
the_io_Vertex : io.Vertex renames the_io_Vertices (v);
the_gl_Vertex : any_Vertex renames the_Vertices (vertex_Count);
begin
the_gl_Vertex.Site := the_Model.Sites (the_io_Vertex.site_Id);
Self.Bounds.Box := Self.Bounds.Box or the_gl_Vertex.Site;
Self.Bounds.Ball := Real'Max (Self.Bounds.Ball,
abs (the_gl_Vertex.Site));
if the_io_Vertex.coord_Id /= null_Id
then the_gl_Vertex.Coords := the_Model.Coords (the_io_Vertex.coord_Id);
else the_gl_Vertex.Coords := (0.0, 0.0);
end if;
if the_io_Vertex.normal_Id /= null_Id
then the_gl_Vertex.Normal := the_Model.Normals (the_io_Vertex.normal_Id);
the_gl_Vertex.Shine := default_Shine;
normals_Known := True;
else the_gl_Vertex.Normal := [0.0, 0.0, 0.0];
end if;
if the_Model.Weights /= null
and the_io_Vertex.weights_Id /= null_Id
then
declare
the_Weights : bone_Weights renames the_Model.Weights (the_io_Vertex.weights_Id).all;
begin
if the_Weights'Length > 0
then
the_gl_Vertex.Bones (1) := the_Weights (1);
--
-- nb: Only using the first 4 bones atm.
if the_Weights'Length >= 2
then the_gl_Vertex.Bones (2) := the_Weights (2);
else the_gl_Vertex.Bones (2) := (0, 0.0);
end if;
if the_Weights'Length >= 3
then the_gl_Vertex.Bones (3) := the_Weights (3);
else the_gl_Vertex.Bones (3) := (0, 0.0);
end if;
if the_Weights'Length >= 4
then the_gl_Vertex.Bones (4) := the_Weights (4);
else the_gl_Vertex.Bones (4) := (0, 0.0);
end if;
else
the_gl_Vertex.Bones := [1 => (0, 0.0),
2 => (0, 0.0),
3 => (0, 0.0),
4 => (0, 0.0)];
end if;
end;
else
the_gl_Vertex.Bones := [1 => (0, 0.0),
2 => (0, 0.0),
3 => (0, 0.0),
4 => (0, 0.0)];
end if;
the_Map.insert (the_io_Vertex, vertex_Count); -- 'vertex_Count' provides the index of the current vertex.
end;
end if;
end loop;
end;
end if;
end;
end loop;
-- We now have our gl face vertices built and mapped to each model vertex.
-- 2nd pass: - Set the triangle faceted indices.
-- - Set the quad faceted indices.
--
declare
tri_indices_Count : long_Index_t := 0;
tri_indices_Last : constant long_Index_t := long_Index_t (tri_Count) * 3;
tri_Indices : aliased long_Indices (1 .. tri_indices_Last);
procedure add_to_Tri (the_Vertex : in io.Vertex)
is
begin
tri_indices_Count := tri_indices_Count + 1;
tri_Indices (tri_indices_Count) := the_Map.Element (the_Vertex);
end add_to_Tri;
begin
for f in the_Model.Faces'Range
loop
declare
the_model_Face : io.Face renames the_Model.Faces (f);
the_io_Vertices : constant io.Vertices := Vertices_of (the_model_Face);
begin
case the_model_Face.Kind
is
when Triangle =>
for v in the_io_Vertices'Range
loop
add_to_Tri (the_io_Vertices (v));
end loop;
when Quad =>
add_to_Tri (the_io_Vertices (1));
add_to_Tri (the_io_Vertices (2));
add_to_Tri (the_io_Vertices (3));
add_to_Tri (the_io_Vertices (3));
add_to_Tri (the_io_Vertices (4));
add_to_Tri (the_io_Vertices (1));
when Polygon =>
null;
end case;
end;
end loop;
pragma assert (tri_indices_Count = tri_indices_Last);
-- Determine which geometry class is required and create the geometry.
--
if the_Model.Weights = null
then
declare
use Geometry.lit_textured;
my_Vertices : aliased lit_textured.Vertex_large_array
:= to_lit_textured_Vertices (the_Vertices (1 .. vertex_Count));
my_Geometry : constant Geometry.lit_textured.view
:= lit_textured.new_Geometry;
begin
if not normals_Known
then
set_Normals:
declare
type Normals_view is access all Normals;
function get_Sites return Sites
is
Result : Sites := [1 .. my_Vertices'Length => <>];
begin
for i in Result'Range
loop
Result (i) := my_Vertices (long_Index_t (i)).Site;
end loop;
return Result;
end get_Sites;
the_Sites : constant openGL.Sites := get_Sites;
the_Normals : Normals_view := Geometry.Normals_of (Primitive.Triangles,
tri_Indices,
the_Sites);
procedure deallocate is new ada.unchecked_Deallocation (Normals, Normals_view);
begin
for i in my_Vertices'Range
loop
my_Vertices (i).Normal := the_Normals (Index_t (i));
my_Vertices (i).Shine := default_Shine;
end loop;
deallocate (the_Normals);
end set_Normals;
end if;
my_Geometry.Vertices_are (now => my_Vertices);
Self.Geometry := Geometry.view (my_Geometry);
end;
else -- Is skinned.
declare
use Geometry.lit_colored_textured_skinned;
my_Vertices : aliased constant lit_colored_textured_skinned.Vertex_array
:= to_lit_textured_skinned_Vertices (the_Vertices (1 .. vertex_Count));
my_Geometry : constant lit_textured_skinned_Geometry_view
:= lit_colored_textured_skinned.new_Geometry;
begin
my_Geometry.Vertices_are (now => my_Vertices);
Self.Geometry := Geometry.view (my_Geometry);
end;
end if;
deallocate (the_Vertices);
destroy (the_Model);
-- Set the geometry texture.
--
if Self.Texture /= null_Asset
then
if Self.has_lucid_Texture
then
declare
use Texture;
the_Image : constant lucid_Image
:= io.to_lucid_Image (Self.Texture);
the_Texture : constant Texture.object
:= Forge.to_Texture (the_Image);
begin
Self.Geometry.Texture_is (the_Texture);
end;
else
declare
use Texture;
the_Image : constant Image := io.to_Image (Self.Texture);
the_Texture : constant Texture.object := Forge.to_Texture (the_Image);
begin
Self.Geometry.Texture_is (the_Texture);
end;
end if;
end if;
-- Add any facia to the geometry.
--
if tri_Indices'Length > 0
then
if vertex_Count <= long_Index_t (short_Index_t'Last)
then
declare
the_Primitive : constant Primitive.short_indexed.view
:= Primitive.short_indexed.new_Primitive (Primitive.Triangles,
tri_Indices);
begin
Self.Geometry.add (Primitive.view (the_Primitive));
end;
elsif vertex_Count <= long_Index_t (Index_t'Last)
then
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (primitive.Triangles,
tri_Indices);
begin
Self.Geometry.add (Primitive.view (the_Primitive));
end;
else
if openGL.Profile /= Desk
then
raise Model_too_complex with "Only the 'Desk' openGL profile allows models with more than 2**16 - 1 vertices.";
end if;
declare
the_Primitive : constant Primitive.long_indexed.view
:= Primitive.long_indexed.new_Primitive (primitive.Triangles,
tri_Indices);
begin
Self.Geometry.add (Primitive.view (the_Primitive));
end;
end if;
end if;
if Geometry_3d.Extent (Self.Bounds.Box, 3) = 0.0
then
Self.Bounds.Box.Lower (3) := Self.Bounds.Box.Lower (3) - 0.2; -- TODO: This is dubious at best.
end if;
Self.Geometry.is_Transparent (now => False);
Self.Geometry.Label_is (to_String (Self.Model) & "-" & to_String (Self.Texture));
end;
end build_GL_Geometries;
end openGL.Model.any;

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with
openGL.Geometry;
package openGL.Model.any
--
-- Provides a general 3D model.
--
-- This model is largely used by the IO importers of various model formats (ie collada, wavefront, etc).
--
is
type Item is new Model.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_Model (Model : in asset_Name;
Texture : in asset_Name;
Texture_is_lucid : in Boolean) return openGL.Model.any.view;
--------------
--- Attributes
--
function model_Name (Self : in Item) return asset_Name;
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;
--
-- Raises unsupported_model_Format when the model is not a :
-- - wavefront '.obj'
-- - collada '.dae'
-- - lat_long_radius '.tab'
unsupported_model_Format : exception;
private
type Item is new Model.item with
record
Model : asset_Name := null_Asset; -- A wavefront '.obj' or collada '.dae' file. -- TODO: Rename to 'model_Name'.
Texture : asset_Name := null_Asset; -- The models texture image.
has_lucid_Texture : Boolean := False;
Geometry : openGL.Geometry.view;
end record;
procedure build_GL_Geometries (Self : in out Item);
end openGL.Model.any;

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with
openGL.Primitive.indexed;
package body openGL.Model.arrow.colored
is
---------
--- Forge
--
function to_Arrow (Color : in openGL.Color := Palette.White;
line_Width : in Real := 1.0;
End_1,
End_2 : in Vector_3 := Origin_3D) return Item
is
Self : Model.arrow.colored.item;
begin
Self.Color := Color;
Self.line_Width := line_Width;
Self.Vertices (1).Site := End_1; -- Main line.
Self.Vertices (2).Site := End_2; --
Self.Vertices (3).Site := End_2; -- Side bits.
Self.Vertices (4).Site := End_2; --
Self.set_side_Bits;
return Self;
end to_Arrow;
function new_Arrow (Color : in openGL.Color := Palette.White;
line_Width : in Real := 1.0;
End_1,
End_2 : in Vector_3 := Origin_3D) return View
is
begin
return new Arrow.colored.item' (to_Arrow (Color, line_Width, End_1, End_2));
end new_Arrow;
--------------
--- Attributes
--
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 (Textures, Fonts);
use openGL.Geometry.colored;
Color : constant openGL.rgb_Color := +Self.Color;
indices_Count : constant long_Index_t := 2;
the_Indices : aliased Indices := [1 .. indices_Count => <>];
the_Primitive : Primitive.indexed.view;
begin
Geometry.free (Self.Geometry);
Self.Geometry := Geometry.colored.new_Geometry;
set_Colors:
begin
Self.Vertices (1).Color := (primary => Color, Alpha => opaque_Value);
Self.Vertices (2).Color := (primary => Color, Alpha => opaque_Value);
Self.Vertices (3).Color := (primary => Color, Alpha => opaque_Value);
Self.Vertices (4).Color := (primary => Color, Alpha => opaque_Value);
end set_Colors;
Self.Geometry.is_Transparent (False);
Self.Geometry.Vertices_are (Self.Vertices);
-- Main line.
--
Self.Geometry.free_Primitives;
the_Indices := [1, 2];
the_Primitive := Primitive.indexed.new_Primitive (Primitive.Lines, the_Indices, line_Width => Self.line_Width);
Self.Geometry.add (Primitive.view (the_Primitive));
-- Left bit.
--
the_Indices := [2, 3];
the_Primitive := Primitive.indexed.new_Primitive (Primitive.Lines, the_Indices, line_Width => Self.line_Width);
Self.Geometry.add (Primitive.view (the_Primitive));
-- Right bit.
--
the_Indices := [2, 4];
the_Primitive := Primitive.indexed.new_Primitive (Primitive.Lines, the_Indices, line_Width => Self.line_Width);
Self.Geometry.add (Primitive.view (the_Primitive));
Self.set_side_Bits;
return [1 => Self.Geometry];
end to_GL_Geometries;
procedure set_side_Bits (Self : in out Item)
is
use linear_Algebra_3d;
End_1 : Vector_3 renames Self.Vertices (1).Site;
End_2 : Vector_3 renames Self.Vertices (2).Site;
polar_Coords : constant Geometry_2d.polar_Site := Geometry_2d.to_Polar (to_Vector_2 (End_2 - End_1));
the_Angle : constant Radians := polar_Coords.Angle;
bit_Length : constant Real := abs (End_2 - End_1) * 0.1;
left_bit_Offset : constant Geometry_2d.Site := Geometry_2d.to_Site ((Angle => the_Angle + to_Radians (135.0),
Extent => bit_Length));
right_bit_Offset : constant Geometry_2d.Site := Geometry_2d.to_Site ((Angle => the_Angle + to_Radians (135.0 + 90.0),
Extent => bit_Length));
left_bit_End : constant Vector_3 := End_2 + to_Vector_3 ( left_bit_Offset);
right_bit_End : constant Vector_3 := End_2 + to_Vector_3 (right_bit_Offset);
begin
Self.Vertices (3).Site := left_bit_End; -- Left bit.
Self.Vertices (4).Site := right_bit_End; -- Right bit.
end set_side_Bits;
function End_Site (Self : in Item; for_End : in Integer) return Vector_3
is
begin
return Self.Vertices (Index_t (for_End)).Site;
end End_Site;
procedure End_Site_is (Self : in out Item; Now : in Vector_3;
for_End : in Integer)
is
begin
Self.Vertices (Index_t (for_End)).Site := Now;
Self.set_side_Bits;
Self.is_Modified := True;
end End_Site_is;
overriding
procedure modify (Self : in out Item)
is
begin
Self.Geometry.Vertices_are (Self.Vertices);
Self.set_Bounds;
Self.is_Modified := False;
end modify;
overriding
function is_Modified (Self : in Item) return Boolean
is
begin
return Self.is_Modified;
end is_Modified;
end openGL.Model.arrow.colored;

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with
openGL.geometry.colored,
openGL.Font,
openGL.Palette;
package openGL.Model.arrow.colored
--
-- Models a colored arrow.
--
is
type Item is new openGL.Model.arrow.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_Arrow (Color : in openGL.Color := Palette.White;
line_Width : in Real := 1.0;
End_1,
End_2 : in Vector_3 := Origin_3D) return View;
--------------
--- Attributes
--
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;
procedure end_Site_is (Self : in out Item; Now : in Vector_3;
for_End : in Integer);
function end_Site (Self : in Item; for_End : in Integer) return Vector_3;
overriding
procedure modify (Self : in out Item);
overriding
function is_Modified (Self : in Item) return Boolean;
private
type Item is new openGL.Model.arrow.item with
record
Color : openGL.Color;
line_Width : Real;
Vertices : aliased Geometry.colored.Vertex_array (1 .. 4);
Geometry : access Geometry.colored.item'Class;
is_Modified : Boolean := False;
end record;
procedure set_side_Bits (Self : in out Item);
end openGL.Model.arrow.colored;

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package openGL.Model.arrow
--
-- Models an arrow.
--
is
type Item is abstract new Model.item with private;
private
type Item is abstract new Model.item with null record;
end openGL.Model.arrow;

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with
openGL.Primitive.indexed,
openGL.IO;
package body openGL.Model.billboard.colored
is
---------
--- Forge
--
function new_Billboard (Size : in Size_t := default_Size;
Plane : in billboard.Plane;
Color : in lucid_Color;
Texture : in asset_Name) return View
is
Self : constant View := new Item;
begin
Self.define (Size);
Self.Plane := Plane;
Self.Color := Color;
Self.Texture_Name := Texture;
return Self;
end new_Billboard;
--------------
--- Attributes
--
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 (Textures, Fonts);
use Geometry,
Geometry.colored,
Texture;
the_Indices : aliased constant Indices := (1, 2, 3, 4);
the_Sites : constant billboard.Sites := vertex_Sites (Self.Plane,
Self.Width,
Self.Height);
function new_Face (Vertices : access Geometry.colored.Vertex_array) return Geometry.colored.view
is
use openGL.Primitive;
the_Geometry : constant Geometry.colored.view := Geometry.colored.new_Geometry;
the_Primitive : constant Primitive.view := Primitive.indexed.new_Primitive (triangle_Fan,
the_Indices).all'Access;
begin
the_Geometry.Vertices_are (Vertices.all);
the_Geometry.add (the_Primitive);
the_Geometry.is_Transparent;
return the_Geometry;
end new_Face;
Color : constant rgba_Color := +Self.Color;
the_Face : Geometry.colored.view;
begin
declare
the_Vertices : constant access Geometry.colored.Vertex_array := Self.Vertices;
begin
the_Vertices.all := Geometry.colored.Vertex_array'
(1 => (site => the_Sites (1), color => Color),
2 => (site => the_Sites (2), color => Color),
3 => (site => the_Sites (3), color => Color),
4 => (site => the_Sites (4), color => Color));
the_Face := new_Face (Vertices => the_Vertices);
if Self.texture_Name /= null_Asset
then
Self.Texture := IO.to_Texture (Self.texture_Name);
end if;
if Self.Texture /= null_Object
then
the_Face.Texture_is (Self.Texture);
end if;
end;
Self.Geometry := the_Face;
return (1 => Geometry.view (the_Face));
end to_GL_Geometries;
procedure Color_is (Self : in out Item; Now : in lucid_Color)
is
begin
Self.Color := Now;
for i in Self.Vertices'Range
loop
Self.Vertices (i).Color := +Now;
end loop;
Self.is_Modified := True;
end Color_is;
procedure Texture_Coords_are (Self : in out Item; Now : in Coordinates)
is
begin
Self.texture_Coords := Now;
Self.needs_Rebuild := True;
end Texture_Coords_are;
overriding
procedure modify (Self : in out Item)
is
begin
Self.Geometry.Vertices_are (Self.Vertices.all);
Self.is_Modified := False;
end modify;
overriding
function is_Modified (Self : in Item) return Boolean
is
begin
return Self.is_Modified;
end is_Modified;
end openGL.Model.billboard.colored;

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with
openGL.Geometry.colored,
openGL.Texture,
openGL.Font,
openGL.Palette;
package openGL.Model.billboard.colored
--
-- Models a colored, textured billboard.
--
is
type Item is new Model.billboard.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_Billboard (Size : in Size_t := default_Size;
Plane : in billboard.Plane;
Color : in lucid_Color;
Texture : in asset_Name) return View;
--------------
--- Attributes
--
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;
procedure Color_is (Self : in out Item; Now : in lucid_Color);
procedure Texture_Coords_are (Self : in out Item; Now : in Coordinates);
overriding
procedure modify (Self : in out Item);
overriding
function is_Modified (Self : in Item) return Boolean;
private
type Item is new Model.billboard.item with
record
Color : lucid_Color := (Palette.White, Opaque);
texture_Name : asset_Name := null_Asset;
Texture : openGL.Texture.Object := openGL.Texture.null_Object; -- The texture to be applied to the billboard face.
texture_Coords : Coordinates := ((0.0, 0.0), (1.0, 0.0), (1.0, 1.0), (0.0, 1.0));
is_Modified : Boolean := False;
Vertices : access Geometry.colored.Vertex_array := new geometry.colored.Vertex_array (1 .. 4);
Geometry : access Geometry.colored.item'Class;
end record;
end openGL.Model.billboard.colored;

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with
openGL.Primitive.indexed,
openGL.IO;
package body openGL.Model.billboard.colored_textured
is
type Geometry_view is access all Geometry.colored_textured.item'Class;
---------
--- Forge
--
function new_Billboard (Size : in Size_t := default_Size;
Plane : in billboard.Plane;
Color : in lucid_Color;
Texture : in asset_Name) return View
is
Self : constant View := new Item;
begin
Self.define (Size);
Self.Plane := Plane;
Self.Color := Color;
Self.Texture_Name := Texture;
return Self;
end new_Billboard;
--------------
--- Attributes
--
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 (Textures, Fonts);
use Geometry,
Geometry.colored_textured,
Texture;
the_Indices : aliased constant Indices := [1, 2, 3, 4];
the_Sites : constant billboard.Sites := vertex_Sites (Self.Plane,
Self.Width,
Self.Height);
function new_Face (Vertices : access Geometry.colored_textured.Vertex_array) return Geometry_view
is
use openGL.Primitive;
the_Geometry : constant Geometry_view := Geometry.colored_textured.new_Geometry;
the_Primitive : constant Primitive.view := Primitive.indexed.new_Primitive (triangle_Fan,
the_Indices).all'Access;
begin
the_Geometry.Vertices_are (Vertices.all);
the_Geometry.add (the_Primitive);
the_Geometry.is_Transparent;
return the_Geometry;
end new_Face;
Color : constant rgba_Color := +Self.Color;
the_Face : Geometry_view;
begin
declare
the_Vertices : constant access Geometry.colored_textured.Vertex_array := Self.Vertices;
begin
the_Vertices.all := Geometry.colored_textured.Vertex_array'
(1 => (site => the_Sites (1), color => Color, coords => (Self.texture_Coords (1))),
2 => (site => the_Sites (2), color => Color, coords => (Self.texture_Coords (2))),
3 => (site => the_Sites (3), color => Color, coords => (Self.texture_Coords (3))),
4 => (site => the_Sites (4), color => Color, coords => (Self.texture_Coords (4))));
the_Face := new_Face (Vertices => the_Vertices);
if Self.texture_Name /= null_Asset
then
Self.Texture := IO.to_Texture (Self.texture_Name);
end if;
if Self.Texture /= null_Object
then
the_Face.Texture_is (Self.Texture);
end if;
end;
Self.Geometry := the_Face;
return [1 => Geometry.view (the_Face)];
end to_GL_Geometries;
procedure Color_is (Self : in out Item; Now : in lucid_Color)
is
begin
Self.Color := Now;
for i in Self.Vertices'Range
loop
Self.Vertices (i).Color := +Now;
end loop;
Self.is_Modified := True;
end Color_is;
procedure Texture_Coords_are (Self : in out Item; Now : in Coordinates)
is
begin
Self.texture_Coords := Now;
Self.needs_Rebuild := True;
end Texture_Coords_are;
overriding
procedure modify (Self : in out Item)
is
begin
Self.Geometry.Vertices_are (Self.Vertices.all);
Self.is_Modified := False;
end modify;
overriding
function is_Modified (Self : in Item) return Boolean
is
begin
return Self.is_Modified;
end is_Modified;
end openGL.Model.billboard.colored_textured;

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with
openGL.Geometry.colored_textured,
openGL.Texture,
openGL.Font,
openGL.Palette;
package openGL.Model.billboard.colored_textured
--
-- Models a colored, textured billboard.
--
is
type Item is new Model.billboard.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_Billboard (Size : in Size_t := default_Size;
Plane : in billboard.Plane;
Color : in lucid_Color;
Texture : in asset_Name) return View;
--------------
--- Attributes
--
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;
procedure Color_is (Self : in out Item; Now : in lucid_Color);
procedure Texture_Coords_are (Self : in out Item; Now : in Coordinates);
overriding
procedure modify (Self : in out Item);
overriding
function is_Modified (Self : in Item) return Boolean;
private
type Item is new Model.billboard.item with
record
Color : lucid_Color := (Palette.White, Opaque);
texture_Name : asset_Name := null_Asset;
Texture : openGL.Texture.Object := openGL.Texture.null_Object; -- The texture to be applied to the billboard face.
texture_Coords : Coordinates := [(0.0, 0.0), (1.0, 0.0), (1.0, 1.0), (0.0, 1.0)];
is_Modified : Boolean := False;
Vertices : Geometry.colored_textured.Vertex_array_view := new geometry.colored_textured.Vertex_array (1 .. 4);
Geometry : access Geometry.colored_textured.item'Class;
end record;
end openGL.Model.billboard.colored_textured;

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with
openGL.Primitive.indexed,
openGL.Geometry.textured,
openGL.io,
ada.unchecked_Deallocation;
package body openGL.Model.billboard.textured
is
---------
--- Forge
--
package body Forge
is
function new_Billboard (Size : in Size_t := default_Size;
Plane : in billboard.Plane;
Texture : in asset_Name;
Lucid : in Boolean := False) return View
is
Self : constant View := new Item (Lucid);
begin
Self.Plane := Plane;
Self.Texture_Name := Texture;
Self.define (Size);
return Self;
end new_Billboard;
end Forge;
--------------
--- Attributes
--
overriding
function to_GL_Geometries (Self : access Item; Textures : access openGL.Texture.name_Map_of_texture'Class;
Fonts : in Font.font_id_Map_of_font) return Geometry.views
is
pragma unreferenced (Textures, Fonts);
use Geometry,
Geometry.textured,
openGL.Texture;
the_Indices : aliased constant Indices := [1, 2, 3, 4];
the_Sites : constant billboard.Sites := vertex_Sites (Self.Plane,
Self.Width,
Self.Height);
function new_Face (Vertices : in Geometry.textured.Vertex_array) return Geometry.textured.view
is
use Primitive;
the_Geometry : constant Geometry.textured.view := Geometry.textured.new_Geometry;
the_Primitive : constant Primitive.view := Primitive.indexed.new_Primitive (triangle_Fan,
the_Indices).all'Access;
begin
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (the_Primitive);
the_Geometry.is_Transparent;
return the_Geometry;
end new_Face;
the_Face : Geometry.textured.view;
begin
declare
the_Vertices : constant Geometry.textured.Vertex_array
:= [1 => (site => the_Sites (1), coords => Self.texture_Coords (1)),
2 => (site => the_Sites (2), coords => Self.texture_Coords (2)),
3 => (site => the_Sites (3), coords => Self.texture_Coords (3)),
4 => (site => the_Sites (4), coords => Self.texture_Coords (4))];
begin
the_Face := new_Face (Vertices => the_Vertices);
if Self.texture_Name /= null_Asset
then
Self.Texture := IO.to_Texture (Self.texture_Name);
end if;
if Self.Lucid
then
if Self.lucid_Image /= null
then
if Self.Texture /= null_Object
then
set_Image (Self.Texture, Self.lucid_Image.all);
else
Self.Texture := openGL.Texture.Forge.to_Texture (Self.lucid_Image.all);
end if;
end if;
else
if Self.Image /= null
then
if Self.Texture /= null_Object
then
Self.Texture.set_Image (Self.Image.all);
else
Self.Texture := openGL.Texture.Forge.to_Texture (Self.Image.all);
end if;
end if;
end if;
if Self.Texture /= null_Object
then
the_Face.Texture_is (Self.Texture);
end if;
end;
return [1 => the_Face.all'Access];
end to_GL_Geometries;
procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
is
begin
Self.Texture := Now;
end Texture_is;
function Texture (Self : in Item) return openGL.Texture.Object
is
begin
return Self.Texture;
end Texture;
procedure Texture_Coords_are (Self : in out Item; Now : in Coordinates)
is
begin
Self.texture_Coords := Now;
Self.needs_Rebuild := True;
end Texture_Coords_are;
procedure Size_is (Self : in out Item; Now : in Size_t)
is
begin
Self.Size := Now;
Self.needs_Rebuild := True;
end Size_is;
procedure Image_is (Self : in out Item; Now : in Image)
is
procedure deallocate is new ada.unchecked_Deallocation (Image,
Image_view);
begin
if Self.Image = null
then
Self.Image := new Image' (Now);
elsif Self.Image'Length (1) = Now'Length (1)
and Self.Image'Length (2) = Now'Length (2)
then
Self.Image.all := Now;
else
deallocate (Self.Image);
Self.Image := new Image' (Now);
end if;
Self.needs_Rebuild := True;
end Image_is;
procedure Image_is (Self : in out Item; Now : in lucid_Image)
is
procedure deallocate is new ada.unchecked_Deallocation (lucid_Image,
lucid_Image_view);
begin
if Self.lucid_Image = null
then
Self.lucid_Image := new lucid_Image' (Now);
elsif Self.lucid_Image'Length (1) = Now'Length (1)
and Self.lucid_Image'Length (2) = Now'Length (2)
then
Self.lucid_Image.all := Now;
else
deallocate (Self.lucid_Image);
Self.lucid_Image := new lucid_Image' (Now);
end if;
Self.needs_Rebuild := True;
end Image_is;
end openGL.Model.billboard.textured;

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with
openGL.Geometry,
openGL.Texture;
package openGL.Model.billboard.textured
--
-- Models a textured billboard.
--
is
type Item (Lucid : Boolean) is new Model.billboard.item with private;
type View is access all Item'Class;
type Image_view is access Image;
type lucid_Image_view is access lucid_Image;
---------
--- Forge
--
package Forge
is
function new_Billboard (Size : in Size_t := default_Size;
Plane : in billboard.Plane;
Texture : in asset_Name;
Lucid : in Boolean := False) return View;
end Forge;
--------------
--- Attributes
--
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;
procedure Texture_is (Self : in out Item; Now : in Texture.Object);
function Texture (Self : in Item) return Texture.Object;
procedure Texture_Coords_are (Self : in out Item; Now : in Coordinates);
procedure Size_is (Self : in out Item; Now : in Size_t);
procedure Image_is (Self : in out Item; Now : in Image);
procedure Image_is (Self : in out Item; Now : in lucid_Image);
private
type Item (Lucid : Boolean) is new Model.billboard.item with
record
texture_Name : asset_Name := null_Asset;
Texture : openGL.Texture.Object := openGL.Texture.null_Object; -- The texture to be applied to the billboard face.
texture_Coords : Coordinates := [(0.0, 0.0), (1.0, 0.0), (1.0, 1.0), (0.0, 1.0)]; -- TODO: Should be constant/static ?
case Lucid is
when True => lucid_Image : lucid_Image_view;
when False => Image : Image_view;
end case;
end record;
end openGL.Model.billboard.textured;

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package body openGL.Model.billboard
is
---------
--- Forge
--
procedure define (Self : out Item; Size : Size_t := default_Size)
is
begin
Self.Size := Size;
end define;
--------------
--- Attributes
--
function Size (Self : in Item) return Size_t
is
begin
return Self.Size;
end Size;
function Width (Self : in Item) return Real
is
begin
return Self.Size.Width;
end Width;
function Height (Self : in Item) return Real
is
begin
return Self.Size.Height;
end Height;
function vertex_Sites (for_Plane : in Plane;
Width, Height : in Real) return Sites
is
half_Width : constant Real := Width / 2.0;
half_Height : constant Real := Height / 2.0;
the_Sites : constant array (Plane) of Sites := [xy => [[-half_Width, -half_Height, 0.0],
[ half_Width, -half_Height, 0.0],
[ half_Width, half_Height, 0.0],
[-half_Width, half_Height, 0.0]],
xz => [[-half_Width, 0.0, 1.0],
[ half_Width, 0.0, 1.0],
[ half_Width, 0.0, -1.0],
[-half_Width, 0.0, -1.0]],
yz => [[ 0.0, -half_Height, half_Width],
[ 0.0, -half_Height, -half_Width],
[ 0.0, half_Height, -half_Width],
[ 0.0, half_Height, half_Width]]];
begin
return the_Sites (for_Plane);
end vertex_Sites;
end openGL.Model.billboard;

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package openGL.Model.billboard
--
-- Models a rectangle capable of displaying an image.
--
is
type Item is abstract new Model.item with private;
type Plane is (xy, xz, yz);
type Size_t is
record
Width : Real;
Height : Real;
end record;
type Coordinates is array (1 .. 4) of Coordinate_2D;
---------
--- Forge
--
default_Size : constant Size_t;
procedure define (Self : out Item; Size : Size_t := default_Size);
--------------
--- Attributes
--
function Size (Self : in Item) return Size_t;
function Width (Self : in Item) return Real;
function Height (Self : in Item) return Real;
private
type Item is abstract new Model.item with
record
Plane : billboard.Plane := xy;
Size : Size_t;
end record;
subtype site_Id is Index_t range 1 .. 4;
subtype Sites is Vector_3_array (site_Id'Range);
function vertex_Sites (for_Plane : in Plane;
Width, Height : in Real) return Sites;
Normal : constant Vector_3 := [0.0, 0.0, 1.0];
default_Size : constant Size_t := (Width => 1.0,
Height => 1.0);
end openGL.Model.billboard;

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with
openGL.Primitive.indexed,
openGL.Geometry.colored;
package body openGL.Model.box.colored
is
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in colored.Faces) return View
is
Self : constant View := new Item;
begin
Self.Faces := Faces;
Self.Size := Size;
return Self;
end new_Box;
--------------
--- Attributes
--
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 (Textures, Fonts);
use Geometry;
the_Sites : constant box.Sites := Self.vertex_Sites;
the_Indices : aliased constant Indices := [1, 2, 3, 4];
function new_Face (Vertices : access Geometry.colored.Vertex_array) return Geometry.colored.view
is
use Geometry.colored,
Primitive;
the_Geometry : constant Geometry.colored .view := Geometry.colored.new_Geometry;
the_Primitive : constant Primitive.indexed.view := Primitive.indexed.new_Primitive (triangle_Fan,
the_Indices);
begin
the_Geometry.Vertices_are (Vertices.all);
the_Geometry.add (Primitive.view (the_Primitive));
the_Geometry.is_Transparent (now => False);
return the_Geometry;
end new_Face;
front_Face : Geometry.colored.view;
rear_Face : Geometry.colored.view;
upper_Face : Geometry.colored.view;
lower_Face : Geometry.colored.view;
left_Face : Geometry.colored.view;
right_Face : Geometry.colored.view;
begin
-- Front
--
declare
the_Vertices : aliased Geometry.colored.Vertex_array
:= [1 => (Site => the_Sites ( Left_Lower_Front), Color => +Self.Faces (Front).Colors (1)),
2 => (Site => the_Sites (Right_Lower_Front), Color => +Self.Faces (Front).Colors (2)),
3 => (Site => the_Sites (Right_Upper_Front), Color => +Self.Faces (Front).Colors (3)),
4 => (Site => the_Sites ( Left_Upper_Front), Color => +Self.Faces (Front).Colors (4))];
begin
front_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Rear
--
declare
the_Vertices : aliased Geometry.colored.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Rear), Color => +Self.Faces (Rear).Colors (1)),
2 => (Site => the_Sites ( Left_Lower_Rear), Color => +Self.Faces (Rear).Colors (2)),
3 => (Site => the_Sites ( Left_Upper_Rear), Color => +Self.Faces (Rear).Colors (3)),
4 => (Site => the_Sites (Right_Upper_Rear), Color => +Self.Faces (Rear).Colors (4))];
begin
rear_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Upper
--
declare
the_Vertices : aliased Geometry.colored.Vertex_array
:= [1 => (Site => the_Sites ( Left_Upper_Front), Color => +Self.Faces (Upper).Colors (1)),
2 => (Site => the_Sites (Right_Upper_Front), Color => +Self.Faces (Upper).Colors (2)),
3 => (Site => the_Sites (Right_Upper_Rear), Color => +Self.Faces (Upper).Colors (3)),
4 => (Site => the_Sites ( Left_Upper_Rear), Color => +Self.Faces (Upper).Colors (4))];
begin
upper_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Lower
--
declare
the_Vertices : aliased Geometry.colored.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Front), Color => +Self.Faces (Lower).Colors (1)),
2 => (Site => the_Sites ( Left_Lower_Front), Color => +Self.Faces (Lower).Colors (2)),
3 => (Site => the_Sites ( Left_Lower_Rear), Color => +Self.Faces (Lower).Colors (3)),
4 => (Site => the_Sites (Right_Lower_Rear), Color => +Self.Faces (Lower).Colors (4))];
begin
lower_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Left
--
declare
the_Vertices : aliased Geometry.colored.Vertex_array
:= [1 => (Site => the_Sites (Left_Lower_Rear), Color => +Self.Faces (Left).Colors (1)),
2 => (Site => the_Sites (Left_Lower_Front), Color => +Self.Faces (Left).Colors (2)),
3 => (Site => the_Sites (Left_Upper_Front), Color => +Self.Faces (Left).Colors (3)),
4 => (Site => the_Sites (Left_Upper_Rear), Color => +Self.Faces (Left).Colors (4))];
begin
left_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Right
--
declare
the_Vertices : aliased Geometry.colored.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Front), Color => +Self.Faces (Right).Colors (1)),
2 => (Site => the_Sites (Right_Lower_Rear), Color => +Self.Faces (Right).Colors (2)),
3 => (Site => the_Sites (Right_Upper_Rear), Color => +Self.Faces (Right).Colors (3)),
4 => (Site => the_Sites (Right_Upper_Front), Color => +Self.Faces (Right).Colors (4))];
begin
right_Face := new_Face (Vertices => the_Vertices'Access);
end;
return [Geometry.view (front_Face),
Geometry.view ( rear_Face),
Geometry.view (upper_Face),
Geometry.view (lower_Face),
Geometry.view ( left_Face),
Geometry.view (right_Face)];
end to_GL_Geometries;
end openGL.Model.box.colored;

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with
openGL.Font,
openGL.Geometry;
package openGL.Model.box.colored
--
-- Models a colored box.
--
-- Each face may be separately colored via each of its 4 vertices.
--
is
type Item is new Model.box.item with private;
type View is access all Item'Class;
type Face is
record
Colors : lucid_Colors (1 .. 4); -- The color of each of the faces 4 vertices.
end record;
type Faces is array (Side) of Face;
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in colored.Faces) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.box.item with
record
Faces : colored.Faces;
end record;
end openGL.Model.box.colored;

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with
openGL.Geometry.lit_colored,
openGL.Primitive.indexed;
package body openGL.Model.box.lit_colored
is
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in lit_colored.Faces) return View
is
Self : constant View := new Item;
begin
Self.Faces := Faces;
Self.Size := Size;
return Self;
end new_Box;
--------------
--- Attributes
--
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, Textures);
use Geometry.lit_colored;
the_Sites : constant box.Sites := Self.vertex_Sites;
the_Indices : aliased constant Indices := (1, 2, 3, 4);
function new_Face (Vertices : access geometry.lit_colored.Vertex_array) return Geometry.lit_colored.view
is
use openGL.Primitive;
the_Geometry : constant Geometry.lit_colored.view := Geometry.lit_colored.new_Geometry;
the_Primitive : constant Primitive.view := Primitive.indexed.new_Primitive
(triangle_Fan,
the_Indices).all'Access;
begin
the_Geometry.Vertices_are (Vertices.all);
the_Geometry.add (the_Primitive);
return the_Geometry;
end new_Face;
front_Face : Geometry.lit_colored.view;
rear_Face : Geometry.lit_colored.view;
upper_Face : Geometry.lit_colored.view;
lower_Face : Geometry.lit_colored.view;
left_Face : Geometry.lit_colored.view;
right_Face : Geometry.lit_colored.view;
begin
-- Front
--
declare
the_Vertices : aliased Geometry.lit_colored.Vertex_array
:= (1 => (Site => the_Sites ( Left_Lower_Front), Normal => front_Normal, Color => +Self.Faces (Front).Colors (1), Shine => default_Shine),
2 => (Site => the_Sites (Right_Lower_Front), Normal => front_Normal, Color => +Self.Faces (Front).Colors (2), Shine => default_Shine),
3 => (Site => the_Sites (right_upper_front), Normal => front_Normal, Color => +Self.Faces (Front).Colors (3), Shine => default_Shine),
4 => (Site => the_Sites ( Left_Upper_Front), Normal => front_Normal, Color => +Self.Faces (Front).Colors (4), Shine => default_Shine));
begin
front_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Rear
--
declare
the_Vertices : aliased Geometry.lit_colored.Vertex_array
:= (1 => (Site => the_Sites (Right_Lower_Rear), Normal => rear_Normal, Color => +Self.Faces (Rear).Colors (1), Shine => default_Shine),
2 => (Site => the_Sites ( Left_Lower_Rear), Normal => rear_Normal, Color => +Self.Faces (Rear).Colors (2), Shine => default_Shine),
3 => (Site => the_Sites ( Left_Upper_Rear), Normal => rear_Normal, Color => +Self.Faces (Rear).Colors (3), Shine => default_Shine),
4 => (Site => the_Sites (Right_Upper_Rear), Normal => rear_Normal, Color => +Self.Faces (Rear).Colors (4), Shine => default_Shine));
begin
rear_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Upper
--
declare
the_Vertices : aliased Geometry.lit_colored.Vertex_array
:= (1 => (Site => the_Sites ( Left_Upper_Front), Normal => upper_Normal, Color => +Self.Faces (Upper).Colors (1), Shine => default_Shine),
2 => (Site => the_Sites (Right_Upper_Front), Normal => upper_Normal, Color => +Self.Faces (Upper).Colors (2), Shine => default_Shine),
3 => (Site => the_Sites (Right_Upper_Rear), Normal => upper_Normal, Color => +Self.Faces (Upper).Colors (3), Shine => default_Shine),
4 => (Site => the_Sites ( Left_Upper_Rear), Normal => upper_Normal, Color => +Self.Faces (Upper).Colors (4), Shine => default_Shine));
begin
upper_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Lower
--
declare
the_Vertices : aliased Geometry.lit_colored.Vertex_array
:= (1 => (Site => the_Sites (Right_Lower_Front), Normal => lower_Normal, Color => +Self.Faces (Lower).Colors (1), Shine => default_Shine),
2 => (Site => the_Sites ( Left_Lower_Front), Normal => lower_Normal, Color => +Self.Faces (Lower).Colors (2), Shine => default_Shine),
3 => (Site => the_Sites ( Left_Lower_Rear), Normal => lower_Normal, Color => +Self.Faces (Lower).Colors (3), Shine => default_Shine),
4 => (Site => the_Sites (Right_Lower_Rear), Normal => lower_Normal, Color => +Self.Faces (Lower).Colors (4), Shine => default_Shine));
begin
lower_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Left
--
declare
the_Vertices : aliased Geometry.lit_colored.Vertex_array
:= (1 => (Site => the_Sites (Left_Lower_Rear), Normal => left_Normal, Color => +Self.Faces (Left).Colors (1), Shine => default_Shine),
2 => (Site => the_Sites (Left_Lower_Front), Normal => left_Normal, Color => +Self.Faces (Left).Colors (2), Shine => default_Shine),
3 => (Site => the_Sites (Left_Upper_Front), Normal => left_Normal, Color => +Self.Faces (Left).Colors (3), Shine => default_Shine),
4 => (Site => the_Sites (Left_Upper_Rear), Normal => left_Normal, Color => +Self.Faces (Left).Colors (4), Shine => default_Shine));
begin
left_Face := new_Face (Vertices => the_Vertices'Access);
end;
-- Right
--
declare
the_Vertices : aliased Geometry.lit_colored.Vertex_array
:= (1 => (Site => the_Sites (Right_Lower_Front), Normal => right_Normal, Color => +Self.Faces (Right).Colors (1), Shine => default_Shine),
2 => (Site => the_Sites (Right_Lower_Rear), Normal => right_Normal, Color => +Self.Faces (Right).Colors (2), Shine => default_Shine),
3 => (Site => the_Sites (Right_Upper_Rear), Normal => right_Normal, Color => +Self.Faces (Right).Colors (3), Shine => default_Shine),
4 => (Site => the_Sites (Right_Upper_Front), Normal => right_Normal, Color => +Self.Faces (Right).Colors (4), Shine => default_Shine));
begin
right_Face := new_Face (Vertices => the_Vertices'Access);
end;
return (1 => front_Face.all'Access,
2 => rear_Face.all'Access,
3 => upper_Face.all'Access,
4 => lower_Face.all'Access,
5 => left_Face.all'Access,
6 => right_Face.all'Access);
end to_GL_Geometries;
end openGL.Model.box.lit_colored;

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with
openGL.Geometry,
openGL.Font,
openGL.Texture;
package openGL.Model.Box.lit_colored
--
-- Models a lit and colored box.
--
-- Each face may be separately colored via each of its 4 vertices.
--
is
type Item is new Model.box.item with private;
type View is access all Item'Class;
type Face is
record
Colors : lucid_Colors (1 .. 4); -- The color of each faces 4 vertices.
end record;
type Faces is array (Side) of Face;
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in lit_colored.Faces) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.box.item with
record
Faces : lit_colored.Faces;
end record;
end openGL.Model.Box.lit_colored;

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with
openGL.Geometry.lit_colored_textured,
openGL.Primitive.indexed;
package body openGL.Model.box.lit_colored_textured
is
type Geometry_view is access all Geometry.lit_colored_textured.item'Class;
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in lit_colored_textured.Faces) return View
is
Self : constant View := new Item;
begin
Self.Faces := Faces;
Self.Size := Size;
return Self;
end new_Box;
--------------
--- Attributes
--
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_colored_textured,
Texture;
the_Sites : constant box.Sites := Self.vertex_Sites;
the_Indices : aliased constant Indices := [1, 2, 3, 4];
function new_Face (Vertices : access geometry.lit_colored_textured.Vertex_array) return Geometry_view
is
use openGL.Primitive;
the_Geometry : constant Geometry_view := Geometry.lit_colored_textured.new_Geometry
(texture_is_Alpha => False);
the_Primitive : constant Primitive.view := Primitive.indexed.new_Primitive
(triangle_Fan,
the_Indices).all'Access;
begin
the_Geometry.Vertices_are (Vertices.all);
the_Geometry.add (the_Primitive);
return the_Geometry;
end new_Face;
front_Face : Geometry_view;
rear_Face : Geometry_view;
upper_Face : Geometry_view;
lower_Face : Geometry_view;
left_Face : Geometry_view;
right_Face : Geometry_view;
begin
-- Front
--
declare
the_Vertices : aliased Geometry.lit_colored_textured.Vertex_array
:= [1 => (Site => the_Sites ( Left_Lower_Front), Normal => front_Normal, Color => +Self.Faces (Front).Colors (1), Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (Right_Lower_Front), Normal => front_Normal, Color => +Self.Faces (Front).Colors (2), Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (right_upper_front), Normal => front_Normal, Color => +Self.Faces (Front).Colors (3), Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites ( Left_Upper_Front), Normal => front_Normal, Color => +Self.Faces (Front).Colors (4), Coords => (0.0, 1.0), Shine => default_Shine)];
begin
front_Face := new_Face (Vertices => the_Vertices'Access);
if Self.Faces (Front).texture_Name /= null_Asset
then
front_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
front_Face.is_Transparent (now => front_Face.Texture.is_Transparent);
end if;
end;
-- Rear
--
declare
the_Vertices : aliased Geometry.lit_colored_textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Rear), Normal => rear_Normal, Color => +Self.Faces (Rear).Colors (1), Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites ( Left_Lower_Rear), Normal => rear_Normal, Color => +Self.Faces (Rear).Colors (2), Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites ( Left_Upper_Rear), Normal => rear_Normal, Color => +Self.Faces (Rear).Colors (3), Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites (Right_Upper_Rear), Normal => rear_Normal, Color => +Self.Faces (Rear).Colors (4), Coords => (0.0, 1.0), Shine => default_Shine)];
begin
rear_Face := new_Face (Vertices => the_Vertices'Access);
if Self.Faces (Rear).texture_Name /= null_Asset
then
rear_Face.Texture_is (Textures.fetch (Self.Faces (Rear).texture_Name));
rear_Face.is_Transparent (now => rear_Face.Texture.is_Transparent);
end if;
end;
-- Upper
--
declare
the_Vertices : aliased Geometry.lit_colored_textured.Vertex_array
:= [1 => (Site => the_Sites ( Left_Upper_Front), Normal => upper_Normal, Color => +Self.Faces (Upper).Colors (1), Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (Right_Upper_Front), Normal => upper_Normal, Color => +Self.Faces (Upper).Colors (2), Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (Right_Upper_Rear), Normal => upper_Normal, Color => +Self.Faces (Upper).Colors (3), Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites ( Left_Upper_Rear), Normal => upper_Normal, Color => +Self.Faces (Upper).Colors (4), Coords => (0.0, 1.0), Shine => default_Shine)];
begin
upper_Face := new_Face (Vertices => the_Vertices'Access);
if Self.Faces (Upper).texture_Name /= null_Asset
then
upper_Face.Texture_is (Textures.fetch (Self.Faces (Upper).texture_Name));
upper_Face.is_Transparent (now => upper_Face.Texture.is_Transparent);
end if;
end;
-- Lower
--
declare
the_Vertices : aliased Geometry.lit_colored_textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Front), Normal => lower_Normal, Color => +Self.Faces (Lower).Colors (1), Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites ( Left_Lower_Front), Normal => lower_Normal, Color => +Self.Faces (Lower).Colors (2), Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites ( Left_Lower_Rear), Normal => lower_Normal, Color => +Self.Faces (Lower).Colors (3), Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites (Right_Lower_Rear), Normal => lower_Normal, Color => +Self.Faces (Lower).Colors (4), Coords => (0.0, 1.0), Shine => default_Shine)];
begin
lower_Face := new_Face (Vertices => the_Vertices'Access);
if Self.Faces (Lower).texture_Name /= null_Asset
then
lower_Face.Texture_is (Textures.fetch (Self.Faces (Lower).texture_Name));
lower_Face.is_Transparent (now => lower_Face.Texture.is_Transparent);
end if;
end;
-- Left
--
declare
the_Vertices : aliased Geometry.lit_colored_textured.Vertex_array
:= [1 => (Site => the_Sites (Left_Lower_Rear), Normal => left_Normal, Color => +Self.Faces (Left).Colors (1), Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (Left_Lower_Front), Normal => left_Normal, Color => +Self.Faces (Left).Colors (2), Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (Left_Upper_Front), Normal => left_Normal, Color => +Self.Faces (Left).Colors (3), Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites (Left_Upper_Rear), Normal => left_Normal, Color => +Self.Faces (Left).Colors (4), Coords => (0.0, 1.0), Shine => default_Shine)];
begin
left_Face := new_Face (Vertices => the_Vertices'Access);
if Self.Faces (Left).texture_Name /= null_Asset
then
left_Face.Texture_is (Textures.fetch (Self.Faces (Left).texture_Name));
left_Face.is_Transparent (now => left_Face.Texture.is_Transparent);
end if;
end;
-- Right
--
declare
the_Vertices : aliased Geometry.lit_colored_textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Front), Normal => right_Normal, Color => +Self.Faces (Right).Colors (1), Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (Right_Lower_Rear), Normal => right_Normal, Color => +Self.Faces (Right).Colors (2), Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (Right_Upper_Rear), Normal => right_Normal, Color => +Self.Faces (Right).Colors (3), Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites (Right_Upper_Front), Normal => right_Normal, Color => +Self.Faces (Right).Colors (4), Coords => (0.0, 1.0), Shine => default_Shine)];
begin
right_Face := new_Face (Vertices => the_Vertices'Access);
if Self.Faces (Right).texture_Name /= null_Asset
then
right_Face.Texture_is (Textures.fetch (Self.Faces (Right).texture_Name));
right_Face.is_Transparent (now => right_Face.Texture.is_Transparent);
end if;
end;
return [1 => front_Face.all'Access,
2 => rear_Face.all'Access,
3 => upper_Face.all'Access,
4 => lower_Face.all'Access,
5 => left_Face.all'Access,
6 => right_Face.all'Access];
end to_GL_Geometries;
end openGL.Model.box.lit_colored_textured;

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with
openGL.Geometry,
openGL.Font,
openGL.Texture;
package openGL.Model.Box.lit_colored_textured
--
-- Models a lit, colored and textured box.
--
-- Each face may be separately colored via each of its 4 vertices.
-- Each face may have a separate texture.
--
is
type Item is new Model.box.item with private;
type View is access all Item'Class;
type Face is
record
Colors : lucid_Colors (1 .. 4); -- The color of each faces 4 vertices.
texture_Name : asset_Name := null_Asset; -- The texture applied to the face.
end record;
type Faces is array (Side) of Face;
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in lit_colored_textured.Faces) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.box.item with
record
Faces : lit_colored_textured.Faces;
end record;
end openGL.Model.Box.lit_colored_textured;

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with
openGL.Geometry.lit_textured,
openGL.Primitive.indexed;
package body openGL.Model.box.lit_textured
is
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in lit_textured.Faces) return View
is
Self : constant View := new Item;
begin
Self.Faces := Faces;
Self.Size := Size;
return Self;
end new_Box;
--------------
--- Attributes
--
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;
the_Sites : constant box.Sites := Self.vertex_Sites;
the_Indices : aliased constant Indices := [1, 2, 3, 4];
function new_Face (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
is
use openGL.Primitive;
the_Geometry : constant Geometry.lit_textured.view := Geometry.lit_textured.new_Geometry;
the_Primitive : constant Primitive.view := Primitive.indexed.new_Primitive
(triangle_Fan,
the_Indices).all'Access;
begin
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (the_Primitive);
return the_Geometry;
end new_Face;
front_Face : Geometry.lit_textured.view;
rear_Face : Geometry.lit_textured.view;
upper_Face : Geometry.lit_textured.view;
lower_Face : Geometry.lit_textured.view;
left_Face : Geometry.lit_textured.view;
right_Face : Geometry.lit_textured.view;
begin
-- Front
--
declare
the_Vertices : constant Geometry.lit_textured.Vertex_array
:= [1 => (Site => the_Sites ( Left_Lower_Front), Normal => front_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (Right_Lower_Front), Normal => front_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (right_upper_front), Normal => front_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites ( Left_Upper_Front), Normal => front_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
begin
front_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Front).texture_Name /= null_Asset
then
front_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
front_Face.is_Transparent (now => front_Face.Texture.is_Transparent);
end if;
end;
-- Rear
--
declare
the_Vertices : constant Geometry.lit_textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Rear), Normal => rear_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites ( Left_Lower_Rear), Normal => rear_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites ( Left_Upper_Rear), Normal => rear_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites (Right_Upper_Rear), Normal => rear_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
begin
rear_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Rear).texture_Name /= null_Asset
then
rear_Face.Texture_is (Textures.fetch (Self.Faces (Rear).texture_Name));
rear_Face.is_Transparent (now => rear_Face.Texture.is_Transparent);
end if;
end;
-- Upper
--
declare
the_Vertices : constant Geometry.lit_textured.Vertex_array
:= [1 => (Site => the_Sites ( Left_Upper_Front), Normal => upper_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (Right_Upper_Front), Normal => upper_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (Right_Upper_Rear), Normal => upper_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites ( Left_Upper_Rear), Normal => upper_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
begin
upper_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Upper).texture_Name /= null_Asset
then
upper_Face.Texture_is (Textures.fetch (Self.Faces (Upper).texture_Name));
upper_Face.is_Transparent (now => upper_Face.Texture.is_Transparent);
end if;
end;
-- Lower
--
declare
the_Vertices : constant Geometry.lit_textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Front), Normal => lower_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites ( Left_Lower_Front), Normal => lower_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites ( Left_Lower_Rear), Normal => lower_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites (Right_Lower_Rear), Normal => lower_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
begin
lower_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Lower).texture_Name /= null_Asset
then
lower_Face.Texture_is (Textures.fetch (Self.Faces (Lower).texture_Name));
lower_Face.is_Transparent (now => lower_Face.Texture.is_Transparent);
end if;
end;
-- Left
--
declare
the_Vertices : constant Geometry.lit_textured.Vertex_array
:= [1 => (Site => the_Sites (Left_Lower_Rear), Normal => left_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (Left_Lower_Front), Normal => left_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (Left_Upper_Front), Normal => left_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites (Left_Upper_Rear), Normal => left_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
begin
left_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Left).texture_Name /= null_Asset
then
left_Face.Texture_is (Textures.fetch (Self.Faces (Left).texture_Name));
left_Face.is_Transparent (now => left_Face.Texture.is_Transparent);
end if;
end;
-- Right
--
declare
the_Vertices : constant Geometry.lit_textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Front), Normal => right_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (Right_Lower_Rear), Normal => right_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (Right_Upper_Rear), Normal => right_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
4 => (Site => the_Sites (Right_Upper_Front), Normal => right_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
begin
right_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Right).texture_Name /= null_Asset
then
right_Face.Texture_is (Textures.fetch (Self.Faces (Right).texture_Name));
right_Face.is_Transparent (now => right_Face.Texture.is_Transparent);
end if;
end;
return [1 => front_Face.all'Access,
2 => rear_Face.all'Access,
3 => upper_Face.all'Access,
4 => lower_Face.all'Access,
5 => left_Face.all'Access,
6 => right_Face.all'Access];
end to_GL_Geometries;
end openGL.Model.box.lit_textured;

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with
openGL.Geometry,
openGL.Font;
package openGL.Model.Box.lit_textured
--
-- Models a lit and textured box.
--
-- Each face may have a separate texture.
--
is
type Item is new Model.box.item with private;
type View is access all Item'Class;
type Face is
record
texture_Name : asset_Name := null_Asset; -- The texture applied to the face.
end record;
type Faces is array (Side) of Face;
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in lit_textured.Faces) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.box.item with
record
Faces : lit_textured.Faces;
end record;
end openGL.Model.Box.lit_textured;

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with
openGL.Geometry.textured,
openGL.Primitive.indexed;
package body openGL.Model.box.textured
is
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in textured.Faces;
is_Skybox : in Boolean := False) return View
is
Self : constant View := new Item;
begin
Self.Faces := Faces;
Self.is_Skybox := is_Skybox;
Self.Size := Size;
return Self;
end new_Box;
--------------
--- Attributes
--
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.textured,
Texture;
the_Sites : constant box.Sites := Self.vertex_Sites;
the_Indices : aliased Indices := [1, 2, 3, 4];
function new_Face (Vertices : in Geometry.textured.Vertex_array) return Geometry.textured.view
is
use Primitive;
the_Geometry : constant Geometry.textured.view := Geometry.textured.new_Geometry;
the_Primitive : constant Primitive.view := Primitive.indexed.new_Primitive (triangle_Fan,
the_Indices).all'Access;
begin
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (the_Primitive);
return the_Geometry;
end new_Face;
front_Face : Geometry.textured.view;
rear_Face : Geometry.textured.view;
upper_Face : Geometry.textured.view;
lower_Face : Geometry.textured.view;
left_Face : Geometry.textured.view;
right_Face : Geometry.textured.view;
begin
if Self.is_Skybox
then
the_Indices := [4, 3, 2, 1];
end if;
-- Front
--
declare
the_Vertices : constant Geometry.textured.Vertex_array
:= [1 => (Site => the_Sites ( left_lower_front), Coords => (0.0, 0.0)),
2 => (Site => the_Sites (right_lower_front), Coords => (1.0, 0.0)),
3 => (Site => the_Sites (right_upper_front), Coords => (1.0, 1.0)),
4 => (Site => the_Sites ( left_upper_front), Coords => (0.0, 1.0))];
begin
front_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Front).texture_Name /= null_Asset
then
front_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
front_Face.is_Transparent (now => front_Face.Texture.is_Transparent);
end if;
end;
-- Rear
--
declare
the_Vertices : constant Geometry.textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Rear), Coords => (0.0, 0.0)),
2 => (Site => the_Sites ( Left_Lower_Rear), Coords => (1.0, 0.0)),
3 => (Site => the_Sites ( Left_Upper_Rear), Coords => (1.0, 1.0)),
4 => (Site => the_Sites (Right_Upper_Rear), Coords => (0.0, 1.0))];
begin
rear_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Rear).texture_Name /= null_Asset
then
rear_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
rear_Face.is_Transparent (now => rear_Face.Texture.is_Transparent);
end if;
end;
-- Upper
--
declare
the_Vertices : constant Geometry.textured.Vertex_array
:= [1 => (Site => the_Sites ( Left_Upper_Front), Coords => (0.0, 0.0)),
2 => (Site => the_Sites (Right_Upper_Front), Coords => (1.0, 0.0)),
3 => (Site => the_Sites (Right_Upper_Rear), Coords => (1.0, 1.0)),
4 => (Site => the_Sites ( Left_Upper_Rear), Coords => (0.0, 1.0))];
begin
upper_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Upper).texture_Name /= null_Asset
then
upper_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
upper_Face.is_Transparent (now => upper_Face.Texture.is_Transparent);
end if;
end;
-- Lower
--
declare
the_Vertices : constant Geometry.textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Front), Coords => (0.0, 0.0)),
2 => (Site => the_Sites ( Left_Lower_Front), Coords => (1.0, 0.0)),
3 => (Site => the_Sites ( Left_Lower_Rear), Coords => (1.0, 1.0)),
4 => (Site => the_Sites (Right_Lower_Rear), Coords => (0.0, 1.0))];
begin
lower_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Lower).texture_Name /= null_Asset
then
lower_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
lower_Face.is_Transparent (now => lower_Face.Texture.is_Transparent);
end if;
end;
-- Left
--
declare
the_Vertices : constant Geometry.textured.Vertex_array
:= [1 => (Site => the_Sites (Left_Lower_Rear), Coords => (0.0, 0.0)),
2 => (Site => the_Sites (Left_Lower_Front), Coords => (1.0, 0.0)),
3 => (Site => the_Sites (Left_Upper_Front), Coords => (1.0, 1.0)),
4 => (Site => the_Sites (Left_Upper_Rear), Coords => (0.0, 1.0))];
begin
left_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Left).texture_Name /= null_Asset
then
left_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
left_Face.is_Transparent (now => left_Face.Texture.is_Transparent);
end if;
end;
-- Right
--
declare
the_Vertices : constant Geometry.textured.Vertex_array
:= [1 => (Site => the_Sites (Right_Lower_Front), Coords => (0.0, 0.0)),
2 => (Site => the_Sites (Right_Lower_Rear), Coords => (1.0, 0.0)),
3 => (Site => the_Sites (Right_Upper_Rear), Coords => (1.0, 1.0)),
4 => (Site => the_Sites (Right_Upper_Front), Coords => (0.0, 1.0))];
begin
right_Face := new_Face (Vertices => the_Vertices);
if Self.Faces (Right).texture_Name /= null_Asset
then
right_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
right_Face.is_Transparent (now => right_Face.Texture.is_Transparent);
end if;
end;
return [1 => front_Face.all'Access,
2 => rear_Face.all'Access,
3 => upper_Face.all'Access,
4 => lower_Face.all'Access,
5 => left_Face.all'Access,
6 => right_Face.all'Access];
end to_GL_Geometries;
end openGL.Model.box.textured;

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with
openGL.Geometry,
openGL.Font,
openGL.Texture;
package openGL.Model.Box.textured
--
-- Models a textured box.
--
-- Each face may have a separate texture.
--
is
type Item is new Model.box.item with private;
type View is access all Item'Class;
type Face is
record
texture_Name : asset_Name := null_Asset;
end record;
type Faces is array (Side) of Face;
---------
--- Forge
--
function new_Box (Size : in Vector_3;
Faces : in textured.Faces;
is_Skybox : in Boolean := False) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.box.item with
record
Faces : textured.Faces;
is_Skybox : Boolean := False;
end record;
end openGL.Model.Box.textured;

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package body openGL.Model.box
is
--------------
--- Attributes
--
function vertex_Sites (Self : in Item'Class) return Sites
is
left_Offset : constant Real := -0.5;
right_Offset : constant Real := 0.5;
lower_Offset : constant Real := -0.5;
upper_Offset : constant Real := 0.5;
front_Offset : constant Real := 0.5;
rear_Offset : constant Real := -0.5;
begin
return [Left_Lower_Front => Scaled ([ left_Offset, lower_Offset, front_Offset], by => Self.Size),
Right_Lower_Front => Scaled ([right_Offset, lower_Offset, front_Offset], by => Self.Size),
Right_Upper_Front => Scaled ([right_Offset, upper_Offset, front_Offset], by => Self.Size),
Left_Upper_Front => Scaled ([ left_Offset, upper_Offset, front_Offset], by => Self.Size),
Right_Lower_Rear => Scaled ([right_Offset, lower_Offset, rear_Offset], by => Self.Size),
Left_Lower_Rear => Scaled ([ left_Offset, lower_Offset, rear_Offset], by => Self.Size),
Left_Upper_Rear => Scaled ([ left_Offset, upper_Offset, rear_Offset], by => Self.Size),
Right_Upper_Rear => Scaled ([right_Offset, upper_Offset, rear_Offset], by => Self.Size)];
end vertex_Sites;
function Size (Self : in Item) return Vector_3
is
begin
return Self.Size;
end Size;
end openGL.Model.box;

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package openGL.Model.box
--
-- Provides an abstract model of a box.
--
is
type Item is abstract new Model.item with private;
type Side is (Front, Rear,
Upper, Lower,
Left, Right);
function Size (Self : in Item) return Vector_3;
private
type Item is abstract new Model.item with
record
Size : Vector_3;
end record;
type site_Id is ( Left_Lower_Front, Right_Lower_Front,
Right_Upper_Front, Left_Upper_Front,
Right_Lower_Rear, Left_Lower_Rear,
Left_Upper_Rear, Right_Upper_Rear);
type Sites is array (site_Id) of Site;
front_Normal : constant Vector_3 := [ 0.0, 0.0, 1.0];
rear_Normal : constant Vector_3 := [ 0.0, 0.0, -1.0];
upper_Normal : constant Vector_3 := [ 0.0, 1.0, 0.0];
lower_Normal : constant Vector_3 := [ 0.0, -1.0, 0.0];
left_Normal : constant Vector_3 := [-1.0, 0.0, 0.0];
right_Normal : constant Vector_3 := [ 1.0, 0.0, 0.0];
function vertex_Sites (Self : in Item'Class) return Sites;
end openGL.Model.box;

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with
openGL.Geometry.lit_colored,
openGL.Texture,
openGL.Primitive.indexed;
package body openGL.Model.capsule.lit_colored
is
---------
--- Forge
--
function new_Capsule (Radius : in Real;
Height : in Real;
Color : in lucid_Color) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Height := Height;
Self.Color := +Color;
return Self;
end new_Capsule;
--------------
--- Attributes
--
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 (Textures, Fonts);
use Geometry,
Geometry.lit_colored,
real_Functions;
Length : constant Real := Self.Height;
Radius : constant Real := Self.Radius;
quality_Level : constant Index_t := 4;
sides_Count : constant Index_t := Index_t (quality_Level * 4); -- Number of sides to the cylinder (divisible by 4):
type Edge is -- A 'shaft' edge.
record
Fore : Site;
Aft : Site;
end record;
type Edges is array (Index_t range 1 .. sides_Count) of Edge;
type arch_Edges is array (Index_t range 1 .. quality_Level) of Sites (1 .. sides_Count);
tmp,
nx, ny, nz,
start_nx,
start_ny : Real;
a : constant Real := Pi * 2.0 / Real (sides_Count);
ca : constant Real := Cos (a);
sa : constant Real := Sin (a);
L : constant Real := Length * 0.5;
the_Edges : Edges;
the_shaft_Geometry : constant Geometry.lit_colored.view
:= Geometry.lit_colored.new_Geometry;
cap_1_Geometry : Geometry.lit_colored.view;
cap_2_Geometry : Geometry.lit_colored.view;
begin
-- Define capsule shaft,
--
declare
vertex_Count : constant Index_t := Index_t (sides_Count * 2 + 2); -- 2 triangles per side plus 2 since we cannot share the first and last edge.
indices_Count : constant long_Index_t := long_Index_t (sides_Count * 2 * 3); -- 2 triangles per side with 3 vertices per triangle.
the_Vertices : aliased Geometry.lit_colored.Vertex_array := (1 .. vertex_Count => <>);
the_Indices : aliased Indices := (1 .. indices_Count => <>);
begin
ny := 1.0;
nz := 0.0; -- Normal vector = (0.0, ny, nz)
-- Set vertices.
--
declare
use linear_Algebra;
S : Real := 0.0;
S_delta : constant Real := 1.0 / Real (sides_Count);
i : Index_t := 1;
begin
for Each in 1 .. Index_t (Edges'Length)
loop
the_Edges (Each).Fore (1) := ny * Radius;
the_Edges (Each).Fore (2) := nz * Radius;
the_Edges (Each).Fore (3) := L;
the_Edges (Each).Aft (1) := ny * Radius;
the_Edges (Each).Aft (2) := nz * Radius;
the_Edges (Each).Aft (3) := -L;
-- Rotate ny, nz.
--
tmp := ca * ny - sa * nz;
nz := sa * ny + ca * nz;
ny := tmp;
the_Vertices (i).Site := the_Edges (Each).Fore;
the_Vertices (i).Normal := Normalised ((the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
0.0));
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
i := i + 1;
the_Vertices (i).Site := the_Edges (Each).Aft;
the_Vertices (i).Normal := the_Vertices (i - 1).Normal;
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
i := i + 1;
S := S + S_delta;
end loop;
the_Vertices (i).Site := the_Edges (1).Fore;
the_Vertices (i).Normal := Normalised ((the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
0.0));
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
i := i + 1;
the_Vertices (i).Site := the_Edges (1).Aft;
the_Vertices (i).Normal := the_Vertices (i - 1).Normal;
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
end;
-- Set indices.
--
declare
i : long_Index_t := 1;
Start : Index_t := 1;
begin
for Each in 1 .. long_Index_t (sides_Count)
loop
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := Start + 1; i := i + 1;
the_Indices (i) := Start + 2; i := i + 1;
the_Indices (i) := Start + 1; i := i + 1;
the_Indices (i) := Start + 3; i := i + 1;
the_Indices (i) := Start + 2; i := i + 1;
Start := Start + 2;
end loop;
end;
Vertices_are (the_shaft_Geometry.all, the_Vertices);
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (primitive.Triangles,
the_Indices);
begin
the_shaft_Geometry.add (Primitive.view (the_Primitive));
end;
end;
declare
function new_Cap (is_Fore : Boolean) return Geometry.lit_colored.view
is
use linear_Algebra;
cap_Geometry : constant Geometry.lit_colored.view
:= Geometry.lit_colored.new_Geometry;
hoop_Count : constant Index_t := quality_Level;
vertex_Count : constant Index_t := Index_t (Edges'Length * hoop_Count + 1); -- A vertex for each edge of each hoop, + 1 for the pole.
indices_Count : constant long_Index_t := long_Index_t ( (hoop_count - 1) * sides_Count * 2 * 3 -- For each hoop, 2 triangles per side with 3 vertices per triangle
+ sides_Count * 3); -- plus the extra indices for the pole triangles.
the_Vertices : aliased Geometry.lit_colored.Vertex_array := (1 .. vertex_Count => <>);
the_Indices : aliased Indices := (1 .. indices_Count => <>);
the_arch_Edges : arch_Edges;
i : Index_t := 1;
pole_Site : constant Site := (if is_Fore then (0.0, 0.0, L + Radius)
else (0.0, 0.0, -L - Radius));
Degrees_90 : constant := Pi / 2.0;
Degrees_360 : constant := Pi * 2.0;
latitude_Count : constant := hoop_Count + 1;
longitude_Count : constant := Edges'Length;
latitude_Spacing : constant Real := Degrees_90 / Real (latitude_Count - 1);
longitude_Spacing : constant Real := Degrees_360 / Real (longitude_Count);
a, b : Real := 0.0; -- Angular 'cursors' used to track lat/long for texture coords.
begin
if not is_Fore
then
a := Degrees_360;
end if;
-- Set the vertices.
--
start_nx := 0.0;
start_ny := 1.0;
for each_Hoop in 1 .. quality_Level
loop
-- Get n=start_n.
--
nx := start_nx;
ny := start_ny;
nz := 0.0;
for Each in 1 .. sides_Count
loop
the_arch_Edges (each_Hoop) (Each) (1) := ny * Radius;
the_arch_Edges (each_Hoop) (Each) (2) := nz * Radius;
the_arch_Edges (each_Hoop) (Each) (3) := (if is_Fore then nx * Radius + L
else nx * Radius - L);
-- Rotate ny, nz.
--
tmp := ca * ny - sa * nz;
nz := sa * ny + ca * nz;
ny := tmp;
the_Vertices (i).Site := the_arch_Edges (each_Hoop) (Each);
the_Vertices (i).Normal := Normalised ((the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
(if is_Fore then the_Vertices (i).Site (3) - L
else the_Vertices (i).Site (3) + L)));
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
i := i + 1;
a := (if is_Fore then a + longitude_Spacing
else a - longitude_Spacing);
end loop;
declare
tmp : constant Real := start_nx;
begin
if is_Fore
then
start_nx := ca * start_nx + sa * start_ny;
start_ny := -sa * tmp + ca * start_ny;
else
start_nx := ca * start_nx - sa * start_ny;
start_ny := sa * tmp + ca * start_ny;
end if;
end;
a := (if is_Fore then 0.0
else Degrees_360);
b := b + latitude_Spacing;
end loop;
-- Add pole vertex.
--
the_Vertices (i).Site := pole_Site;
the_Vertices (i).Normal := Normalised (pole_Site);
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
-- Set indices.
--
declare
i : long_Index_t := 1;
Start : Index_t := 1;
hoop_Start : Index_t := 1;
pole_Index : constant Index_t := vertex_Count;
begin
for each_Hoop in 1 .. quality_Level
loop
for Each in 1 .. sides_Count
loop
declare
function next_hoop_Vertex return Index_t
is
begin
if Each = sides_Count then return hoop_Start;
else return Start + 1;
end if;
end next_hoop_Vertex;
begin
if each_Hoop = quality_Level
then
if is_Fore
then
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := next_hoop_Vertex; i := i + 1;
the_Indices (i) := pole_Index; i := i + 1;
else
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := pole_Index; i := i + 1;
the_Indices (i) := next_hoop_Vertex; i := i + 1;
end if;
else
declare
v1 : constant Index_t := Start;
v2 : constant Index_t := next_hoop_Vertex;
v3 : constant Index_t := v1 + sides_Count;
v4 : constant Index_t := v2 + sides_Count;
begin
if is_Fore
then
the_Indices (i) := v1; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v4; i := i + 1;
the_Indices (i) := v3; i := i + 1;
else
the_Indices (i) := v1; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v4; i := i + 1;
end if;
end;
end if;
Start := Start + 1;
end;
end loop;
hoop_Start := hoop_Start + sides_Count;
end loop;
Vertices_are (cap_Geometry.all, the_Vertices);
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (Primitive.Triangles,
the_Indices);
begin
cap_Geometry.add (Primitive.view (the_Primitive));
end;
end;
return cap_Geometry;
end new_Cap;
begin
cap_1_Geometry := new_Cap (is_Fore => True);
cap_2_Geometry := new_Cap (is_Fore => False);
end;
return (1 => the_shaft_Geometry.all'Access,
2 => cap_1_Geometry.all'Access,
3 => cap_2_Geometry.all'Access);
end to_GL_Geometries;
end openGL.Model.capsule.lit_colored;

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with
openGL.Geometry;
package openGL.Model.capsule.lit_colored
--
-- Models a lit and colored capsule.
--
is
type Item is new Model.capsule.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_Capsule (Radius : in Real;
Height : in Real;
Color : in lucid_Color) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.capsule.item with
record
Radius : Real;
Height : Real;
Color : rgba_Color;
end record;
end openGL.Model.capsule.lit_colored;

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with
openGL.Geometry.lit_colored_textured,
openGL.Texture,
openGL.IO,
openGL.Primitive.indexed;
package body openGL.Model.capsule.lit_colored_textured
is
---------
--- Forge
--
function new_Capsule (Radius : in Real;
Height : in Real;
Color : in lucid_Color;
Image : in asset_Name := null_Asset) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Height := Height;
Self.Color := +Color;
Self.Image := Image;
return Self;
end new_Capsule;
--------------
--- Attributes
--
type Geometry_view is access all Geometry.lit_colored_textured.item'Class;
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 (Textures, Fonts);
use Geometry,
Geometry.lit_colored_textured,
real_Functions;
Length : constant Real := Self.Height;
Radius : constant Real := Self.Radius;
quality_Level : constant Index_t := 4;
sides_Count : constant Index_t := Index_t (quality_Level * 4); -- Number of sides to the cylinder (divisible by 4):
type Edge is -- A 'shaft' edge.
record
Fore : Site;
Aft : Site;
end record;
type Edges is array (Index_t range 1 .. sides_Count) of Edge;
type arch_Edges is array (Index_t range 1 .. quality_Level) of Sites (1 .. sides_Count);
tmp,
nx, ny, nz,
start_nx,
start_ny : Real;
a : constant Real := Pi * 2.0 / Real (sides_Count);
ca : constant Real := Cos (a);
sa : constant Real := Sin (a);
L : constant Real := Length * 0.5;
the_Edges : Edges;
the_shaft_Geometry : constant Geometry_view
:= Geometry_view (Geometry.lit_colored_textured.new_Geometry (texture_is_Alpha => False));
cap_1_Geometry : Geometry_view;
cap_2_Geometry : Geometry_view;
begin
-- Define capsule shaft,
--
declare
vertex_Count : constant Index_t := Index_t (sides_Count * 2 + 2); -- 2 triangles per side plus 2 since we cannot share the first and last edge.
indices_Count : constant long_Index_t := long_Index_t (sides_Count * 2 * 3); -- 2 triangles per side with 3 vertices per triangle.
the_Vertices : aliased Geometry.lit_colored_textured.Vertex_array := [1 .. vertex_Count => <>];
the_Indices : aliased Indices := [1 .. indices_Count => <>];
begin
ny := 1.0;
nz := 0.0; -- Normal vector = (0.0, ny, nz)
-- Set vertices.
--
declare
use linear_Algebra;
S : Real := 0.0;
S_delta : constant Real := 1.0 / Real (sides_Count);
i : Index_t := 1;
begin
for Each in 1 .. Index_t (Edges'Length)
loop
the_Edges (Each).Fore (1) := ny * Radius;
the_Edges (Each).Fore (2) := nz * Radius;
the_Edges (Each).Fore (3) := L;
the_Edges (Each).Aft (1) := ny * Radius;
the_Edges (Each).Aft (2) := nz * Radius;
the_Edges (Each).Aft (3) := -L;
-- Rotate ny, nz.
--
tmp := ca * ny - sa * nz;
nz := sa * ny + ca * nz;
ny := tmp;
the_Vertices (i).Site := the_Edges (Each).Fore;
the_Vertices (i).Normal := Normalised ([the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
0.0]);
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Coords := (s => S,
t => 1.0);
i := i + 1;
the_Vertices (i).Site := the_Edges (Each).Aft;
the_Vertices (i).Normal := the_Vertices (i - 1).Normal;
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Coords := (s => S,
t => 0.0);
i := i + 1;
S := S + S_delta;
end loop;
the_Vertices (i).Site := the_Edges (1).Fore;
the_Vertices (i).Normal := Normalised ([the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
0.0]);
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Coords := (s => S,
t => 1.0);
i := i + 1;
the_Vertices (i).Site := the_Edges (1).Aft;
the_Vertices (i).Normal := the_Vertices (i - 1).Normal;
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Coords := (s => S,
t => 0.0);
end;
-- Set indices.
--
declare
i : long_Index_t := 1;
Start : Index_t := 1;
begin
for Each in 1 .. long_Index_t (sides_Count)
loop
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := Start + 1; i := i + 1;
the_Indices (i) := Start + 2; i := i + 1;
the_Indices (i) := Start + 1; i := i + 1;
the_Indices (i) := Start + 3; i := i + 1;
the_Indices (i) := Start + 2; i := i + 1;
Start := Start + 2;
end loop;
end;
if Self.Image /= null_Asset
then
set_Texture:
declare
use Texture;
the_Image : constant Image := IO.to_Image (Self.Image);
the_Texture : constant Texture.object := Forge.to_Texture (the_Image);
begin
the_shaft_Geometry.Texture_is (the_Texture);
end set_Texture;
end if;
Vertices_are (the_shaft_Geometry.all, the_Vertices);
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (primitive.Triangles,
the_Indices);
begin
the_shaft_Geometry.add (Primitive.view (the_Primitive));
end;
end;
declare
function new_Cap (is_Fore : Boolean) return Geometry_view
is
use linear_Algebra;
cap_Geometry : constant Geometry_view
:= Geometry.lit_colored_textured.new_Geometry (texture_is_Alpha => False);
hoop_Count : constant Index_t := quality_Level;
vertex_Count : constant Index_t := Index_t (Edges'Length * hoop_Count + 1); -- A vertex for each edge of each hoop, + 1 for the pole.
indices_Count : constant long_Index_t := long_Index_t ( (hoop_count - 1) * sides_Count * 2 * 3 -- For each hoop, 2 triangles per side with 3 vertices per triangle
+ sides_Count * 3); -- plus the extra indices for the pole triangles.
the_Vertices : aliased Geometry.lit_colored_textured.Vertex_array := [1 .. vertex_Count => <>];
the_Indices : aliased Indices := [1 .. indices_Count => <>];
the_arch_Edges : arch_Edges;
i : Index_t := 1;
pole_Site : constant Site := (if is_Fore then [0.0, 0.0, L + Radius]
else [0.0, 0.0, -L - Radius]);
Degrees_90 : constant := Pi / 2.0;
Degrees_360 : constant := Pi * 2.0;
latitude_Count : constant := hoop_Count + 1;
longitude_Count : constant := Edges'Length;
latitude_Spacing : constant Real := Degrees_90 / Real (latitude_Count - 1);
longitude_Spacing : constant Real := Degrees_360 / Real (longitude_Count);
a, b : Real := 0.0; -- Angular 'cursors' used to track lat/long for texture coords.
begin
if not is_Fore
then
a := Degrees_360;
end if;
-- Set the vertices.
--
start_nx := 0.0;
start_ny := 1.0;
for each_Hoop in 1 .. quality_Level
loop
-- Get n=start_n.
--
nx := start_nx;
ny := start_ny;
nz := 0.0;
for Each in 1 .. sides_Count
loop
the_arch_Edges (each_Hoop) (Each) (1) := ny * Radius;
the_arch_Edges (each_Hoop) (Each) (2) := nz * Radius;
the_arch_Edges (each_Hoop) (Each) (3) := (if is_Fore then nx * Radius + L
else nx * Radius - L);
-- Rotate ny, nz.
--
tmp := ca * ny - sa * nz;
nz := sa * ny + ca * nz;
ny := tmp;
the_Vertices (i).Site := the_arch_Edges (each_Hoop) (Each);
the_Vertices (i).Normal := Normalised ([the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
(if is_Fore then the_Vertices (i).Site (3) - L
else the_Vertices (i).Site (3) + L)]);
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Coords := (s => a / Degrees_360,
t => b / Degrees_90);
i := i + 1;
a := (if is_Fore then a + longitude_Spacing
else a - longitude_Spacing);
end loop;
declare
tmp : constant Real := start_nx;
begin
if is_Fore
then
start_nx := ca * start_nx + sa * start_ny;
start_ny := -sa * tmp + ca * start_ny;
else
start_nx := ca * start_nx - sa * start_ny;
start_ny := sa * tmp + ca * start_ny;
end if;
end;
a := (if is_Fore then 0.0
else Degrees_360);
b := b + latitude_Spacing;
end loop;
-- Add pole vertex.
--
the_Vertices (i).Site := pole_Site;
the_Vertices (i).Normal := Normalised (pole_Site);
the_Vertices (i).Color := Self.Color;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Coords := (s => 0.5,
t => 1.0);
-- Set indices.
--
declare
i : long_Index_t := 1;
Start : Index_t := 1;
hoop_Start : Index_t := 1;
pole_Index : constant Index_t := vertex_Count;
begin
for each_Hoop in 1 .. quality_Level
loop
for Each in 1 .. sides_Count
loop
declare
function next_hoop_Vertex return Index_t
is
begin
if Each = sides_Count then return hoop_Start;
else return Start + 1;
end if;
end next_hoop_Vertex;
begin
if each_Hoop = quality_Level
then
if is_Fore
then
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := next_hoop_Vertex; i := i + 1;
the_Indices (i) := pole_Index; i := i + 1;
else
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := pole_Index; i := i + 1;
the_Indices (i) := next_hoop_Vertex; i := i + 1;
end if;
else
declare
v1 : constant Index_t := Start;
v2 : constant Index_t := next_hoop_Vertex;
v3 : constant Index_t := v1 + sides_Count;
v4 : constant Index_t := v2 + sides_Count;
begin
if is_Fore
then
the_Indices (i) := v1; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v4; i := i + 1;
the_Indices (i) := v3; i := i + 1;
else
the_Indices (i) := v1; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v4; i := i + 1;
end if;
end;
end if;
Start := Start + 1;
end;
end loop;
hoop_Start := hoop_Start + sides_Count;
end loop;
if Self.Image /= null_Asset
then
set_the_Texture:
declare
use Texture;
the_Image : constant Image := IO.to_Image (Self.Image);
the_Texture : constant Texture.object := Forge.to_Texture (the_Image);
begin
cap_Geometry.Texture_is (the_Texture);
end set_the_Texture;
end if;
Vertices_are (cap_Geometry.all, the_Vertices);
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (Primitive.Triangles,
the_Indices);
begin
cap_Geometry.add (Primitive.view (the_Primitive));
end;
end;
return cap_Geometry;
end new_Cap;
begin
cap_1_Geometry := new_Cap (is_Fore => True);
cap_2_Geometry := new_Cap (is_Fore => False);
end;
return [1 => the_shaft_Geometry.all'Access,
2 => cap_1_Geometry.all'Access,
3 => cap_2_Geometry.all'Access];
end to_GL_Geometries;
end openGL.Model.capsule.lit_colored_textured;

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with
openGL.Geometry;
package openGL.Model.capsule.lit_colored_textured
--
-- Models a lit, colored and textured capsule.
--
is
type Item is new Model.capsule.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_Capsule (Radius : in Real;
Height : in Real;
Color : in lucid_Color;
Image : in asset_Name := null_Asset) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.capsule.item with
record
Radius : Real;
Height : Real;
Color : rgba_Color;
Image : asset_Name := null_Asset;
end record;
end openGL.Model.capsule.lit_colored_textured;

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with
openGL.Geometry.lit_textured,
openGL.Texture,
openGL.IO,
openGL.Primitive.indexed;
package body openGL.Model.capsule.lit_textured
is
---------
--- Forge
--
function new_Capsule (Radius : in Real;
Height : in Real;
Image : in asset_Name := null_Asset) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Height := Height;
Self.Image := Image;
return Self;
end new_Capsule;
--------------
--- Attributes
--
-- type Geometry_view is access all Geometry.lit_textured.item'Class;
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 (Textures, Fonts);
use Geometry,
Geometry.lit_textured,
real_Functions;
Length : constant Real := Self.Height;
Radius : constant Real := Self.Radius;
quality_Level : constant Index_t := 4;
sides_Count : constant Index_t := Index_t (quality_Level * 4); -- Number of sides to the cylinder (divisible by 4):
type Edge is -- A 'shaft' edge.
record
Fore : Site;
Aft : Site;
end record;
type Edges is array (Index_t range 1 .. sides_Count) of Edge;
type arch_Edges is array (Index_t range 1 .. quality_Level) of Sites (1 .. sides_Count);
tmp,
nx, ny, nz,
start_nx,
start_ny : Real;
a : constant Real := Pi * 2.0 / Real (sides_Count);
ca : constant Real := Cos (a);
sa : constant Real := Sin (a);
L : constant Real := Length * 0.5;
the_Edges : Edges;
the_shaft_Geometry : constant Geometry.lit_textured.view
:= Geometry.lit_textured.new_Geometry;
cap_1_Geometry : Geometry.lit_textured.view;
cap_2_Geometry : Geometry.lit_textured.view;
begin
-- Define capsule shaft,
--
declare
vertex_Count : constant Index_t := Index_t (sides_Count * 2 + 2); -- 2 triangles per side plus 2 since we cannot share the first and last edge.
indices_Count : constant long_Index_t := long_Index_t (sides_Count * 2 * 3); -- 2 triangles per side with 3 vertices per triangle.
the_Vertices : aliased Geometry.lit_textured.Vertex_array := [1 .. vertex_Count => <>];
the_Indices : aliased Indices := [1 .. indices_Count => <>];
begin
ny := 1.0;
nz := 0.0; -- Normal vector = (0.0, ny, nz)
-- Set vertices.
--
declare
use linear_Algebra;
S : Real := 0.0;
S_delta : constant Real := 1.0 / Real (sides_Count);
i : Index_t := 1;
begin
for Each in 1 .. Index_t (Edges'Length)
loop
the_Edges (Each).Fore (1) := ny * Radius;
the_Edges (Each).Fore (2) := nz * Radius;
the_Edges (Each).Fore (3) := L;
the_Edges (Each).Aft (1) := ny * Radius;
the_Edges (Each).Aft (2) := nz * Radius;
the_Edges (Each).Aft (3) := -L;
-- Rotate ny, nz.
--
tmp := ca * ny - sa * nz;
nz := sa * ny + ca * nz;
ny := tmp;
the_Vertices (i).Site := the_Edges (Each).Fore;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Normal := Normalised ([the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
0.0]);
the_Vertices (i).Coords := (s => S,
t => 1.0);
i := i + 1;
the_Vertices (i).Site := the_Edges (Each).Aft;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Normal := the_Vertices (i - 1).Normal;
the_Vertices (i).Coords := (s => S,
t => 0.0);
i := i + 1;
S := S + S_delta;
end loop;
the_Vertices (i).Site := the_Edges (1).Fore;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Normal := Normalised ([the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
0.0]);
the_Vertices (i).Coords := (s => S,
t => 1.0);
i := i + 1;
the_Vertices (i).Site := the_Edges (1).Aft;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Normal := the_Vertices (i - 1).Normal;
the_Vertices (i).Coords := (s => S,
t => 0.0);
end;
-- Set indices.
--
declare
i : long_Index_t := 1;
Start : Index_t := 1;
begin
for Each in 1 .. long_Index_t (sides_Count)
loop
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := Start + 1; i := i + 1;
the_Indices (i) := Start + 2; i := i + 1;
the_Indices (i) := Start + 1; i := i + 1;
the_Indices (i) := Start + 3; i := i + 1;
the_Indices (i) := Start + 2; i := i + 1;
Start := Start + 2;
end loop;
end;
if Self.Image /= null_Asset
then
set_Texture:
declare
use Texture;
the_Image : constant Image := IO.to_Image (Self.Image);
the_Texture : constant Texture.object := Forge.to_Texture (the_Image);
begin
the_shaft_Geometry.Texture_is (the_Texture);
end set_Texture;
end if;
Vertices_are (the_shaft_Geometry.all, the_Vertices);
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (primitive.Triangles,
the_Indices);
begin
the_shaft_Geometry.add (Primitive.view (the_Primitive));
end;
end;
declare
function new_Cap (is_Fore : Boolean) return Geometry.lit_textured.view
is
use linear_Algebra;
cap_Geometry : constant Geometry.lit_textured.view
:= Geometry.lit_textured.new_Geometry;
hoop_Count : constant Index_t := quality_Level;
vertex_Count : constant Index_t := Index_t (Edges'Length * hoop_Count + 1); -- A vertex for each edge of each hoop, + 1 for the pole.
indices_Count : constant long_Index_t := long_Index_t ( (hoop_count - 1) * sides_Count * 2 * 3 -- For each hoop, 2 triangles per side with 3 vertices per triangle
+ sides_Count * 3); -- plus the extra indices for the pole triangles.
the_Vertices : aliased Geometry.lit_textured.Vertex_array := [1 .. vertex_Count => <>];
the_Indices : aliased Indices := [1 .. indices_Count => <>];
the_arch_Edges : arch_Edges;
i : Index_t := 1;
pole_Site : constant Site := (if is_Fore then [0.0, 0.0, L + Radius]
else [0.0, 0.0, -L - Radius]);
Degrees_90 : constant := Pi / 2.0;
Degrees_360 : constant := Pi * 2.0;
latitude_Count : constant := hoop_Count + 1;
longitude_Count : constant := Edges'Length;
latitude_Spacing : constant Real := Degrees_90 / Real (latitude_Count - 1);
longitude_Spacing : constant Real := Degrees_360 / Real (longitude_Count);
a, b : Real := 0.0; -- Angular 'cursors' used to track lat/long for texture coords.
begin
if not is_Fore
then
a := Degrees_360;
end if;
-- Set the vertices.
--
start_nx := 0.0;
start_ny := 1.0;
for each_Hoop in 1 .. quality_Level
loop
-- Get n=start_n.
--
nx := start_nx;
ny := start_ny;
nz := 0.0;
for Each in 1 .. sides_Count
loop
the_arch_Edges (each_Hoop) (Each) (1) := ny * Radius;
the_arch_Edges (each_Hoop) (Each) (2) := nz * Radius;
the_arch_Edges (each_Hoop) (Each) (3) := (if is_Fore then nx * Radius + L
else nx * Radius - L);
-- Rotate ny, nz.
--
tmp := ca * ny - sa * nz;
nz := sa * ny + ca * nz;
ny := tmp;
the_Vertices (i).Site := the_arch_Edges (each_Hoop) (Each);
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Normal := Normalised ([the_Vertices (i).Site (1),
the_Vertices (i).Site (2),
(if is_Fore then the_Vertices (i).Site (3) - L
else the_Vertices (i).Site (3) + L)]);
the_Vertices (i).Coords := (s => a / Degrees_360,
t => b / Degrees_90);
i := i + 1;
a := (if is_Fore then a + longitude_Spacing
else a - longitude_Spacing);
end loop;
declare
tmp : constant Real := start_nx;
begin
if is_Fore
then
start_nx := ca * start_nx + sa * start_ny;
start_ny := -sa * tmp + ca * start_ny;
else
start_nx := ca * start_nx - sa * start_ny;
start_ny := sa * tmp + ca * start_ny;
end if;
end;
a := (if is_Fore then 0.0
else Degrees_360);
b := b + latitude_Spacing;
end loop;
-- Add pole vertex.
--
the_Vertices (i).Site := pole_Site;
the_Vertices (i).Shine := 0.5;
the_Vertices (i).Normal := Normalised (pole_Site);
the_Vertices (i).Coords := (s => 0.5,
t => 1.0);
-- Set indices.
--
declare
i : long_Index_t := 1;
Start : Index_t := 1;
hoop_Start : Index_t := 1;
pole_Index : constant Index_t := vertex_Count;
begin
for each_Hoop in 1 .. quality_Level
loop
for Each in 1 .. sides_Count
loop
declare
function next_hoop_Vertex return Index_t
is
begin
if Each = sides_Count then return hoop_Start;
else return Start + 1;
end if;
end next_hoop_Vertex;
begin
if each_Hoop = quality_Level
then
if is_Fore
then
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := next_hoop_Vertex; i := i + 1;
the_Indices (i) := pole_Index; i := i + 1;
else
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := pole_Index; i := i + 1;
the_Indices (i) := next_hoop_Vertex; i := i + 1;
end if;
else
declare
v1 : constant Index_t := Start;
v2 : constant Index_t := next_hoop_Vertex;
v3 : constant Index_t := v1 + sides_Count;
v4 : constant Index_t := v2 + sides_Count;
begin
if is_Fore
then
the_Indices (i) := v1; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v4; i := i + 1;
the_Indices (i) := v3; i := i + 1;
else
the_Indices (i) := v1; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v4; i := i + 1;
end if;
end;
end if;
Start := Start + 1;
end;
end loop;
hoop_Start := hoop_Start + sides_Count;
end loop;
if Self.Image /= null_Asset
then
set_the_Texture:
declare
use Texture;
the_Image : constant Image := IO.to_Image (Self.Image);
the_Texture : constant Texture.object := Forge.to_Texture (the_Image);
begin
cap_Geometry.Texture_is (the_Texture);
end set_the_Texture;
end if;
Vertices_are (cap_Geometry.all, the_Vertices);
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (Primitive.Triangles,
the_Indices);
begin
cap_Geometry.add (Primitive.view (the_Primitive));
end;
end;
return cap_Geometry;
end new_Cap;
begin
cap_1_Geometry := new_Cap (is_Fore => True);
cap_2_Geometry := new_Cap (is_Fore => False);
end;
return [1 => the_shaft_Geometry.all'Access,
2 => cap_1_Geometry.all'Access,
3 => cap_2_Geometry.all'Access];
end to_GL_Geometries;
end openGL.Model.capsule.lit_textured;

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with
openGL.Geometry;
package openGL.Model.capsule.lit_textured
--
-- Models a lit and textured capsule.
--
is
type Item is new Model.capsule.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_Capsule (Radius : in Real;
Height : in Real;
Image : in asset_Name := null_Asset) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.capsule.item with
record
Radius : Real;
Height : Real;
Image : asset_Name := null_Asset;
end record;
end openGL.Model.capsule.lit_textured;

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with
openGL.Geometry.textured,
openGL.Texture,
openGL.IO,
openGL.Primitive.indexed;
package body openGL.Model.capsule.textured
is
---------
--- Forge
--
function new_Capsule (Radius : in Real;
Height : in Real;
Image : in asset_Name := null_Asset) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Height := Height;
Self.Image := Image;
return Self;
end new_Capsule;
--------------
--- Attributes
--
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 (Textures, Fonts);
use --Geometry,
Geometry.textured,
real_Functions;
Length : constant Real := Self.Height;
Radius : constant Real := Self.Radius;
quality_Level : constant Index_t := 4;
sides_Count : constant Index_t := Index_t (quality_Level * 4); -- Number of sides to the cylinder (divisible by 4):
type Edge is -- A 'shaft' edge.
record
Fore : Site;
Aft : Site;
end record;
type Edges is array (Index_t range 1 .. sides_Count) of Edge;
type arch_Edges is array (Index_t range 1 .. quality_Level) of Sites (1 .. sides_Count);
tmp,
nx, ny, nz,
start_nx,
start_ny : Real;
a : constant Real := Pi * 2.0 / Real (sides_Count);
ca : constant Real := Cos (a);
sa : constant Real := Sin (a);
L : constant Real := Length * 0.5;
the_Edges : Edges;
the_shaft_Geometry : constant Geometry.textured.view
:= Geometry.textured.new_Geometry;
cap_1_Geometry : Geometry.textured.view;
cap_2_Geometry : Geometry.textured.view;
begin
-- Define capsule shaft,
--
declare
vertex_Count : constant Index_t := Index_t (sides_Count * 2 + 2); -- 2 triangles per side plus 2 since we cannot share the first and last edge.
indices_Count : constant long_Index_t := long_Index_t (sides_Count * 2 * 3); -- 2 triangles per side with 3 vertices per triangle.
the_Vertices : aliased Geometry.textured.Vertex_array := (1 .. vertex_Count => <>);
the_Indices : aliased Indices := (1 .. indices_Count => <>);
begin
ny := 1.0;
nz := 0.0; -- Normal vector = (0.0, ny, nz)
-- Set vertices.
--
declare
S : Real := 0.0;
S_delta : constant Real := 1.0 / Real (sides_Count);
i : Index_t := 1;
begin
for Each in 1 .. Index_t (Edges'Length)
loop
the_Edges (Each).Fore (1) := ny * Radius;
the_Edges (Each).Fore (2) := nz * Radius;
the_Edges (Each).Fore (3) := L;
the_Edges (Each).Aft (1) := ny * Radius;
the_Edges (Each).Aft (2) := nz * Radius;
the_Edges (Each).Aft (3) := -L;
-- Rotate ny, nz.
--
tmp := ca * ny - sa * nz;
nz := sa * ny + ca * nz;
ny := tmp;
the_Vertices (i).Site := the_Edges (Each).Fore;
the_Vertices (i).Coords := (s => S,
t => 1.0);
i := i + 1;
the_Vertices (i).Site := the_Edges (Each).Aft;
the_Vertices (i).Coords := (s => S,
t => 0.0);
i := i + 1;
S := S + S_delta;
end loop;
the_Vertices (i).Site := the_Edges (1).Fore;
the_Vertices (i).Coords := (s => S,
t => 1.0);
i := i + 1;
the_Vertices (i).Site := the_Edges (1).Aft;
the_Vertices (i).Coords := (s => S,
t => 0.0);
end;
-- Set indices.
--
declare
i : long_Index_t := 1;
Start : Index_t := 1;
begin
for Each in 1 .. long_Index_t (sides_Count)
loop
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := Start + 1; i := i + 1;
the_Indices (i) := Start + 2; i := i + 1;
the_Indices (i) := Start + 1; i := i + 1;
the_Indices (i) := Start + 3; i := i + 1;
the_Indices (i) := Start + 2; i := i + 1;
Start := Start + 2;
end loop;
end;
if Self.Image /= null_Asset
then
set_Texture:
declare
use Texture;
the_Image : constant Image := IO.to_Image (Self.Image);
the_Texture : constant Texture.object := Forge.to_Texture (the_Image);
begin
the_shaft_Geometry.Texture_is (the_Texture);
end set_Texture;
end if;
Vertices_are (the_shaft_Geometry.all, the_Vertices);
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (primitive.Triangles,
the_Indices);
begin
the_shaft_Geometry.add (Primitive.view (the_Primitive));
end;
end;
declare
function new_Cap (is_Fore : Boolean) return Geometry.textured.view
is
cap_Geometry : constant Geometry.textured.view
:= Geometry.textured.new_Geometry;
hoop_Count : constant Index_t := quality_Level;
vertex_Count : constant Index_t := Index_t (Edges'Length * hoop_Count + 1); -- A vertex for each edge of each hoop, + 1 for the pole.
indices_Count : constant long_Index_t := long_Index_t ( (hoop_count - 1) * sides_Count * 2 * 3 -- For each hoop, 2 triangles per side with 3 vertices per triangle
+ sides_Count * 3); -- plus the extra indices for the pole triangles.
the_Vertices : aliased Geometry.textured.Vertex_array := (1 .. vertex_Count => <>);
the_Indices : aliased Indices := (1 .. indices_Count => <>);
the_arch_Edges : arch_Edges;
i : Index_t := 1;
pole_Site : constant Site := (if is_Fore then (0.0, 0.0, L + Radius)
else (0.0, 0.0, -L - Radius));
Degrees_90 : constant := Pi / 2.0;
Degrees_360 : constant := Pi * 2.0;
latitude_Count : constant := hoop_Count + 1;
longitude_Count : constant := Edges'Length;
latitude_Spacing : constant Real := Degrees_90 / Real (latitude_Count - 1);
longitude_Spacing : constant Real := Degrees_360 / Real (longitude_Count);
a, b : Real := 0.0; -- Angular 'cursors' used to track lat/long for texture coords.
begin
if not is_Fore
then
a := Degrees_360;
end if;
-- Set the vertices.
--
start_nx := 0.0;
start_ny := 1.0;
for each_Hoop in 1 .. quality_Level
loop
-- Get n=start_n.
--
nx := start_nx;
ny := start_ny;
nz := 0.0;
for Each in 1 .. sides_Count
loop
the_arch_Edges (each_Hoop) (Each) (1) := ny * Radius;
the_arch_Edges (each_Hoop) (Each) (2) := nz * Radius;
the_arch_Edges (each_Hoop) (Each) (3) := (if is_Fore then nx * Radius + L
else nx * Radius - L);
-- Rotate ny, nz.
--
tmp := ca * ny - sa * nz;
nz := sa * ny + ca * nz;
ny := tmp;
the_Vertices (i).Site := the_arch_Edges (each_Hoop) (Each);
the_Vertices (i).Coords := (s => a / Degrees_360,
t => b / Degrees_90);
i := i + 1;
a := (if is_Fore then a + longitude_Spacing
else a - longitude_Spacing);
end loop;
declare
tmp : constant Real := start_nx;
begin
if is_Fore
then
start_nx := ca * start_nx + sa * start_ny;
start_ny := -sa * tmp + ca * start_ny;
else
start_nx := ca * start_nx - sa * start_ny;
start_ny := sa * tmp + ca * start_ny;
end if;
end;
a := (if is_Fore then 0.0
else Degrees_360);
b := b + latitude_Spacing;
end loop;
-- Add pole vertex.
--
the_Vertices (i).Site := pole_Site;
the_Vertices (i).Coords := (s => 0.5,
t => 1.0);
-- Set indices.
--
declare
i : long_Index_t := 1;
Start : Index_t := 1;
hoop_Start : Index_t := 1;
pole_Index : constant Index_t := vertex_Count;
begin
for each_Hoop in 1 .. quality_Level
loop
for Each in 1 .. sides_Count
loop
declare
function next_hoop_Vertex return Index_t
is
begin
if Each = sides_Count then return hoop_Start;
else return Start + 1;
end if;
end next_hoop_Vertex;
begin
if each_Hoop = quality_Level
then
if is_Fore
then
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := next_hoop_Vertex; i := i + 1;
the_Indices (i) := pole_Index; i := i + 1;
else
the_Indices (i) := Start; i := i + 1;
the_Indices (i) := pole_Index; i := i + 1;
the_Indices (i) := next_hoop_Vertex; i := i + 1;
end if;
else
declare
v1 : constant Index_t := Start;
v2 : constant Index_t := next_hoop_Vertex;
v3 : constant Index_t := v1 + sides_Count;
v4 : constant Index_t := v2 + sides_Count;
begin
if is_Fore
then
the_Indices (i) := v1; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v4; i := i + 1;
the_Indices (i) := v3; i := i + 1;
else
the_Indices (i) := v1; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v2; i := i + 1;
the_Indices (i) := v3; i := i + 1;
the_Indices (i) := v4; i := i + 1;
end if;
end;
end if;
Start := Start + 1;
end;
end loop;
hoop_Start := hoop_Start + sides_Count;
end loop;
if Self.Image /= null_Asset
then
set_the_Texture:
declare
use Texture;
the_Image : constant Image := IO.to_Image (Self.Image);
the_Texture : constant Texture.object := Forge.to_Texture (the_Image);
begin
cap_Geometry.Texture_is (the_Texture);
end set_the_Texture;
end if;
Vertices_are (cap_Geometry.all, the_Vertices);
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (Primitive.Triangles,
the_Indices);
begin
cap_Geometry.add (Primitive.view (the_Primitive));
end;
end;
return cap_Geometry;
end new_Cap;
begin
cap_1_Geometry := new_Cap (is_Fore => True);
cap_2_Geometry := new_Cap (is_Fore => False);
end;
return (1 => the_shaft_Geometry.all'Access,
2 => cap_1_Geometry.all'Access,
3 => cap_2_Geometry.all'Access);
end to_GL_Geometries;
end openGL.Model.capsule.textured;

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with
openGL.Geometry;
package openGL.Model.capsule.textured
--
-- Models a lit and textured capsule.
--
is
type Item is new Model.capsule.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_Capsule (Radius : in Real;
Height : in Real;
Image : in asset_Name := null_Asset) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.capsule.item with
record
Radius : Real;
Height : Real;
Image : asset_Name := null_Asset;
end record;
end openGL.Model.capsule.textured;

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package openGL.Model.capsule
--
-- Provides an abstract base class for capsule models.
--
is
type Item is abstract new openGL.Model.item with null record;
end openGL.Model.capsule;

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with
openGL.Palette,
openGL.Primitive.non_indexed;
package body openGL.Model.grid
is
function Line_Count (Extent : in Positive) return Positive
is
begin
if Extent mod 2 /= 0
then
return Extent;
else
return Extent + 1;
end if;
end Line_Count;
---------
--- Forge
--
function to_grid_Model (Color : openGL.Color;
Width : Integer;
Height : Integer) return Item
is
Self : Item;
vertex_Count : constant Positive := ( line_Count (Width)
+ line_Count (Height)) * 2;
half_Width : constant Real := Real (Width) / 2.0;
half_Height : constant Real := Real (Height) / 2.0;
begin
Self.Color := +Color;
Self.Width := Width;
Self.Height := Height;
Self.Bounds := (Ball => <>,
Box => (lower => [-half_Width, -half_Height, -0.01],
upper => [ half_Width, half_Height, 0.01]));
set_Ball_from_Box (Self.Bounds);
Self.Vertices := new Geometry.colored.Vertex_array (1 .. Index_t (vertex_Count));
return Self;
end to_grid_Model;
function new_grid_Model (Color : openGL.Color;
Width : Integer;
Height : Integer) return View
is
begin
return new Item' (to_grid_Model (Color, Width, Height));
end new_grid_Model;
--------------
--- Attributes
--
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 (Textures, Fonts);
use Palette,
Geometry.colored;
the_Primitive : Primitive.non_indexed.view;
begin
if Self.Geometry = null
then
Self.Geometry := Geometry.colored.new_Geometry;
end if;
set_Sites :
declare
row_Count : constant Positive := line_Count (Self.Height);
col_Count : constant Positive := line_Count (Self.Width);
vertex_Count : Index_t := 0;
half_Width : constant Real := Real (Self.Width) / 2.0;
half_Height : constant Real := Real (Self.Height) / 2.0;
x_Adjust,
y_Adjust : Real;
Color : openGL.rgb_Color := Self.Color;
begin
if Self.Width mod 2 = 0
then x_Adjust := 0.0;
else x_Adjust := 0.5;
end if;
if Self.Height mod 2 = 0
then y_Adjust := 0.0;
else y_Adjust := 0.5;
end if;
for Row in 1 .. row_Count
loop
if Row = row_Count / 2 + 1
then
Color := +White;
end if;
vertex_Count := vertex_Count + 1;
Self.Vertices (vertex_Count).Site := [-half_Width,
Real (Row - 1) - half_Height + y_Adjust,
0.16];
Self.Vertices (vertex_Count).Color := (primary => Color,
Alpha => opaque_Value);
vertex_Count := vertex_Count + 1;
Self.Vertices (vertex_Count).Site := [half_Width,
Real (Row - 1) - half_Height + y_Adjust,
0.16];
Self.Vertices (vertex_Count).Color := (primary => Color,
Alpha => opaque_Value);
if Row = row_Count / 2 + 1
then
Color := Self.Color;
end if;
end loop;
for Col in 1 .. col_Count
loop
if Col = col_Count / 2 + 1
then
Color := +White;
end if;
vertex_Count := vertex_Count + 1;
Self.Vertices (vertex_Count).Site := [Real (Col - 1) - half_Width + x_Adjust,
-half_Height,
0.16];
Self.Vertices (vertex_Count).Color := (primary => Color,
Alpha => opaque_Value);
vertex_Count := vertex_Count + 1;
Self.Vertices (vertex_Count).Site := [Real (Col - 1) - half_Width + x_Adjust,
half_Height,
0.16];
Self.Vertices (vertex_Count).Color := (primary => Color,
Alpha => opaque_Value);
if Col = col_Count / 2 + 1
then
Color := Self.Color;
end if;
end loop;
end set_Sites;
Self.Geometry.is_Transparent (False);
Vertices_are (Self.Geometry.all,
Self.Vertices.all);
the_Primitive := Primitive.non_indexed.new_Primitive (openGL.primitive.Lines,
Self.Vertices'Length);
Self.Geometry.add (Primitive.view (the_Primitive));
return [1 => Self.Geometry.all'Access];
end to_GL_Geometries;
end openGL.Model.grid;

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with
openGL.Geometry.colored;
package openGL.Model.grid
--
-- Models a grid.
--
-- TODO: Rename to 'line_Grid'.
is
type Item is new Model.item with private;
type View is access all Item'Class;
---------
--- Forge
--
function new_grid_Model (Color : openGL.Color;
Width : Integer;
Height : Integer) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.item with
record
Color : openGL.rgb_Color;
Vertices : openGL.Geometry.colored.Vertex_array_view;
Geometry : openGL.Geometry.colored.view;
Width,
Height : Positive;
end record;
end openGL.Model.grid;

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with
openGL.Geometry.colored,
openGL.Primitive.indexed,
float_Math.Geometry.d2.Hexagon,
ada.Containers.hashed_Maps,
ada.unchecked_Deallocation;
package body openGL.Model.hex_grid
is
--------
-- Forge
--
function new_Grid (heights_Asset : in asset_Name;
Heights : in height_Map_view;
Color : in lucid_Color := (palette.White,
Opaque)) return View
is
the_Model : constant View := new Item' (Model.item with
heights_Asset => heights_Asset,
Heights => Heights,
Color => +Color);
begin
the_Model.set_Bounds;
return the_Model;
end new_Grid;
overriding
procedure destroy (Self : in out Item)
is
procedure deallocate is new ada.unchecked_Deallocation (height_Map,
height_Map_view);
begin
destroy (Model.item (Self));
deallocate (Self.Heights);
end destroy;
-------------
-- Attributes
--
package hexagon_Geometry renames Geometry_2d.Hexagon;
-- site_Map_of_vertex_Id
--
function Hash (From : in Geometry_2d.Site) return ada.Containers.Hash_type
is
use ada.Containers;
type Fix is delta 0.00_1 range 0.0 .. 1000.0;
cell_Size : constant Fix := 0.5;
grid_Width : constant := 10;
begin
return Hash_type (Fix (From (1)) / cell_Size)
+ Hash_type (Fix (From (2)) / cell_Size) * grid_Width;
end Hash;
function Equivalent (S1, S2 : Geometry_2d.Site) return Boolean
is
Tolerance : constant := 0.1;
begin
return abs (S2 (1) - S1 (1)) < Tolerance
and abs (S2 (2) - S1 (2)) < Tolerance;
end Equivalent;
type Coordinates_array is array (Index_t range <>) of hexagon_Geometry.Coordinates;
type hex_Vertex is
record
shared_Hexes : Coordinates_array (1 .. 3);
shared_Count : Index_t := 0;
Site : Geometry_3d.Site;
end record;
type hex_Vertices is array (Index_t range <>) of hex_Vertex;
package site_Maps_of_vertex_Id is new ada.Containers.hashed_Maps (Key_type => Geometry_2d.Site,
Element_type => Index_t,
Hash => Hash,
equivalent_Keys => Equivalent,
"=" => "=");
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 (Textures, Fonts);
use Geometry,
Geometry.colored,
Geometry_2d;
site_Map_of_vertex_Id : site_Maps_of_vertex_Id.Map;
next_free_vertex_Id : Index_t := 0;
function fetch_Id (S : in geometry_2d.Site) return Index_t
is
use site_Maps_of_vertex_Id;
C : constant Cursor := site_Map_of_vertex_Id.Find (S);
begin
if has_Element (C)
then
return Element (C);
else
next_free_vertex_Id := @ + 1;
site_Map_of_vertex_Id.insert (S, next_free_vertex_Id);
return next_free_vertex_Id;
end if;
end fetch_Id;
Heights : height_Map_view renames Self.Heights;
row_Count : constant Index_t := Heights'Length (1);
col_Count : constant Index_t := Heights'Length (2);
the_Grid : constant hexagon_Geometry.Grid := Hexagon.to_Grid (Rows => Positive (row_Count),
Cols => Positive (col_Count),
circumRadius => 1.0);
zigzag_Count : constant Index_t := col_Count + 1;
first_zigzag_vertex_Count : constant Index_t := row_Count * 2 + 1;
mid_zigzag_vertex_Count : constant Index_t := row_Count * 2 + 2;
last_zigzag_vertex_Count : constant Index_t := row_Count * 2 + 1;
zigzags_vertex_Count : constant Index_t := first_zigzag_vertex_Count
+ (mid_zigzag_vertex_Count) * (zigzag_Count - 2)
+ last_zigzag_vertex_Count;
zigzag_joiner_vertex_Count : constant Index_t := col_Count * 2;
vertex_Count : constant Index_t := zigzags_vertex_Count
+ zigzag_joiner_vertex_Count;
hex_Vertices : hex_Grid.hex_Vertices (1 .. zigzags_vertex_Count);
zigzags_indices_Count : constant long_Index_t := long_Index_t (vertex_Count);
gl_Vertices : aliased Geometry.colored.Vertex_array (1 .. vertex_Count);
hex_Count : constant long_Index_t := long_Index_t (col_Count * row_Count * 2);
zigzags_Indices : aliased Indices (1 .. zigzags_indices_Count);
tops_Indices : aliased Indices (1 .. hex_Count
+ long_Index_t (col_Count * 2));
zigzags_Geometry : constant Geometry.colored.view := Geometry.colored.new_Geometry;
tops_Geometry : constant Geometry.colored.view := Geometry.colored.new_Geometry;
min_Site : Site := [Real'Last, Real'Last, Real'Last];
max_Site : Site := [Real'First, Real'First, Real'First];
begin
find_shared_Hexes_per_Vertex:
begin
for Row in 1 .. row_Count
loop
for Col in 1 .. col_Count
loop
for Which in hexagon_Geometry.vertex_Id
loop
declare
use hexagon_Geometry;
Site : constant Geometry_2d.Site := vertex_Site (the_Grid,
hex_Id => [Positive (Row),
Positive (Col)],
Which => Which);
vertex_Id : constant Index_t := fetch_Id (S => Site);
the_Vertex : hex_Vertex renames hex_Vertices (vertex_Id);
C : constant Index_t := the_Vertex.shared_Count + 1;
begin
the_Vertex.shared_Count := C;
the_Vertex.shared_Hexes (C) := [Positive (Row),
Positive (Col)];
the_Vertex.Site := [Site (1),
0.0,
Site (2)];
end;
end loop;
end loop;
end loop;
end find_shared_Hexes_per_Vertex;
set_Height_for_each_Vertex:
begin
for Row in 1 .. row_Count
loop
for Col in 1 .. col_Count
loop
for Which in hexagon_Geometry.vertex_Id
loop
declare
use hexagon_Geometry;
Site : constant Geometry_2d.Site := vertex_Site (the_Grid,
hex_Id => [Positive (Row),
Positive (Col)],
Which => Which);
Height : Real := 0.0;
vertex_Id : constant Index_t := fetch_Id (S => Site);
the_Vertex : hex_Vertex renames hex_Vertices (vertex_Id);
begin
for Each in 1 .. the_Vertex.shared_Count
loop
Height := Height + Heights (Row, Col);
end loop;
Height := Height / Real (the_Vertex.shared_Count);
the_Vertex.Site := [Site (1),
Height,
Site (2)];
min_Site := [Real'Min (min_Site (1), the_Vertex.Site (1)),
Real'Min (min_Site (2), the_Vertex.Site (2)),
Real'Min (min_Site (3), the_Vertex.Site (3))];
max_Site := [Real'Max (min_Site (1), the_Vertex.Site (1)),
Real'Max (min_Site (2), the_Vertex.Site (2)),
Real'Max (min_Site (3), the_Vertex.Site (3))];
end;
end loop;
end loop;
end loop;
end set_Height_for_each_Vertex;
set_GL_Vertices:
declare
Center : constant Site := [(max_Site (1) - min_Site (1)) / 2.0,
(max_Site (2) - min_Site (2)) / 2.0,
(max_Site (3) - min_Site (3)) / 2.0];
vertex_Id : Index_t := 0;
Color : constant rgba_Color := Self.Color;
begin
--- Add hex vertices.
--
for i in hex_Vertices'Range
loop
vertex_Id := vertex_Id + 1;
gl_Vertices (vertex_Id).Site := hex_Vertices (vertex_Id).Site - Center;
gl_Vertices (vertex_Id).Color := Color;
end loop;
--- Add joiner vertices.
--
for i in 1 .. col_Count
loop
declare
use hexagon_Geometry;
Site : Geometry_2d.Site := vertex_Site (the_Grid,
hex_Id => [Row => Positive (row_Count),
Col => Positive (i)],
Which => 3);
hex_vertex_Id : Index_t := fetch_Id (Site);
begin
vertex_Id := vertex_Id + 1;
gl_Vertices (vertex_Id) := (Site => hex_Vertices (hex_vertex_Id).Site - Center,
Color => (Primary => Color.Primary,
Alpha => 0));
Site := vertex_Site (the_Grid,
hex_Id => [Row => 1,
Col => Positive (i)],
Which => 6);
hex_vertex_Id := fetch_Id (Site);
vertex_Id := vertex_Id + 1;
gl_Vertices (vertex_Id) := (Site => hex_Vertices (hex_vertex_Id).Site - Center,
Color => (Primary => Color.Primary,
Alpha => 0));
end;
end loop;
end set_GL_Vertices;
set_zigzags_GL_Indices:
declare
Cursor : long_Index_t := 0;
joiners_vertex_Id : Index_t := zigzags_vertex_Count;
procedure add_zigzag_Vertex (Row, Col : in Positive;
hex_Vertex : in Hexagon.vertex_Id)
is
use hexagon_Geometry;
Site : constant Geometry_2d.Site := vertex_Site (the_Grid,
hex_Id => [Row, Col],
Which => hex_Vertex);
begin
Cursor := Cursor + 1;
zigzags_Indices (Cursor) := fetch_Id (S => Site);
end add_zigzag_Vertex;
procedure add_joiner_vertex_Pair
is
begin
Cursor := Cursor + 1;
joiners_vertex_Id := joiners_vertex_Id + 1;
zigzags_Indices (Cursor) := joiners_vertex_Id;
Cursor := Cursor + 1;
joiners_vertex_Id := joiners_vertex_Id + 1;
zigzags_Indices (Cursor) := joiners_vertex_Id;
end add_joiner_vertex_Pair;
begin
--- Fist zigzag
--
add_zigzag_Vertex (Row => 1, Col => 1, hex_Vertex => 5);
for Row in 1 .. Positive (row_Count)
loop
add_zigzag_Vertex (Row, Col => 1, hex_Vertex => 4);
add_zigzag_Vertex (Row, Col => 1, hex_Vertex => 3);
end loop;
add_joiner_vertex_Pair;
--- Middles zigzags
--
for zz in 2 .. Positive (zigzag_Count) - 1
loop
declare
odd_Zigzag : constant Boolean := zz mod 2 = 1;
begin
if odd_Zigzag
then
add_zigzag_Vertex (Row => 1, Col => Positive (zz), hex_Vertex => 5);
else -- Even zigzag.
add_zigzag_Vertex (Row => 1, Col => Positive (zz - 1), hex_Vertex => 6);
end if;
for Row in 1 .. Positive (row_Count)
loop
if odd_Zigzag
then
add_zigzag_Vertex (Row, Col => zz, hex_Vertex => 4);
add_zigzag_Vertex (Row, Col => zz, hex_Vertex => 3);
if Row = Positive (row_Count) -- Last row.
then
add_zigzag_Vertex (Row, Col => zz - 1, hex_Vertex => 2);
end if;
else -- Even zigzag.
add_zigzag_Vertex (Row, Col => zz, hex_Vertex => 5);
add_zigzag_Vertex (Row, Col => zz, hex_Vertex => 4);
if Row = Positive (row_Count) -- Last row.
then
add_zigzag_Vertex (Row, Col => zz, hex_Vertex => 3);
end if;
end if;
end loop;
end;
add_joiner_vertex_Pair;
end loop;
--- Last zigzag
--
add_zigzag_Vertex (Row => 1, Col => Positive (col_Count), hex_Vertex => 6);
for Row in 1 .. Positive (row_Count)
loop
add_zigzag_Vertex (Row, Positive (col_Count), hex_Vertex => 1);
add_zigzag_Vertex (Row, Positive (col_Count), hex_Vertex => 2);
end loop;
end set_zigzags_GL_Indices;
zigzags_Geometry.is_Transparent (False);
zigzags_Geometry.Vertices_are (gl_Vertices);
set_tops_GL_Indices:
declare
Cursor : long_Index_t := 0;
begin
for Col in 1 .. col_Count
loop
for Row in 1 .. row_Count
loop
declare
use hexagon_Geometry;
Site : Geometry_2d.Site := vertex_Site (the_Grid,
hex_Id => [Positive (Row),
Positive (Col)],
Which => 5);
begin
Cursor := Cursor + 1;
tops_Indices (Cursor) := fetch_Id (Site);
Site := vertex_Site (the_Grid,
hex_Id => [Positive (Row),
Positive (Col)],
Which => 6);
Cursor := Cursor + 1;
tops_Indices (Cursor) := fetch_Id (Site);
if Row = row_Count -- Last row, so do bottoms.
then
Site := vertex_Site (the_Grid,
hex_Id => [Positive (Row),
Positive (Col)],
Which => 3);
Cursor := Cursor + 1;
tops_Indices (Cursor) := fetch_Id (Site);
Site := vertex_Site (the_Grid,
hex_Id => [Positive (Row),
Positive (Col)],
Which => 2);
Cursor := Cursor + 1;
tops_Indices (Cursor) := fetch_Id (Site);
end if;
end;
end loop;
end loop;
end set_tops_GL_Indices;
tops_Geometry.is_Transparent (False);
tops_Geometry.Vertices_are (gl_Vertices);
add_zigzag_Geometry:
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (Primitive.line_Strip,
zigzags_Indices);
begin
zigzags_Geometry.add (Primitive.view (the_Primitive));
end add_zigzag_Geometry;
add_tops_Geometry:
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (Primitive.Lines,
tops_Indices);
begin
tops_Geometry.add (Primitive.view (the_Primitive));
end add_tops_Geometry;
return [1 => Geometry.view (zigzags_Geometry),
2 => Geometry.view ( tops_Geometry)];
end to_GL_Geometries;
-- TODO: This is an approximation based on a rectangular grid.
-- Do a correct calculation based on the hexagon grid vertices.
--
overriding
procedure set_Bounds (Self : in out Item)
is
Heights : height_Map_view renames Self.Heights;
row_Count : constant Index_t := Heights'Length (1) - 1;
col_Count : constant Index_t := Heights'Length (2) - 1;
vertex_Count : constant Index_t := Heights'Length (1) * Heights'Length (2);
the_Sites : aliased Sites (1 .. vertex_Count);
the_Bounds : openGL.Bounds := null_Bounds;
begin
set_Sites:
declare
vert_Id : Index_t := 0;
the_height_Range : constant Vector_2 := height_Extent (Heights.all);
Middle : constant Real := (the_height_Range (1) + the_height_Range (2))
/ 2.0;
begin
for Row in 1 .. row_Count + 1
loop
for Col in 1 .. col_Count + 1
loop
vert_Id := vert_Id + 1;
the_Sites (vert_Id) := [Real (Col) - Real (col_Count) / 2.0 - 1.0,
Heights (Row, Col) - Middle,
Real (Row) - Real (row_Count) / 2.0 - 1.0];
the_Bounds.Box.Lower (1) := Real'Min (the_Bounds.Box.Lower (1), the_Sites (vert_Id) (1));
the_Bounds.Box.Lower (2) := Real'Min (the_Bounds.Box.Lower (2), the_Sites (vert_Id) (2));
the_Bounds.Box.Lower (3) := Real'Min (the_Bounds.Box.Lower (3), the_Sites (vert_Id) (3));
the_Bounds.Box.Upper (1) := Real'Max (the_Bounds.Box.Upper (1), the_Sites (vert_Id) (1));
the_Bounds.Box.Upper (2) := Real'Max (the_Bounds.Box.Upper (2), the_Sites (vert_Id) (2));
the_Bounds.Box.Upper (3) := Real'Max (the_Bounds.Box.Upper (3), the_Sites (vert_Id) (3));
the_Bounds.Ball := Real'Max (the_Bounds.Ball,
abs (the_Sites (vert_Id)));
end loop;
end loop;
the_Bounds.Ball := the_Bounds.Ball * 1.1; -- TODO: Why the '* 1.1' ?
end set_Sites;
Self.Bounds := the_Bounds;
end set_Bounds;
end openGL.Model.hex_grid;

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with
openGL.Geometry,
openGL.Palette;
package openGL.Model.hex_grid
--
-- Models a regular hexagon grid.
--
is
type Item is new Model.item with private;
type View is access all Item'Class;
type height_Map_view is access all height_Map;
---------
--- Forge
--
function new_Grid (heights_Asset : in asset_Name;
Heights : in height_Map_view;
Color : in lucid_Color := (palette.White,
Opaque)) return View;
overriding
procedure destroy (Self : in out Item);
--------------
--- Attributes
--
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;
private
type Item is new Model.item with
record
heights_Asset : asset_Name := null_Asset;
Heights : height_Map_view;
Color : rgba_Color;
end record;
overriding
procedure set_Bounds (Self : in out Item);
end openGL.Model.hex_grid;

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with
openGL.Geometry.lit_colored,
openGL.Primitive.indexed;
package body openGL.Model.hexagon.lit_colored
is
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_colored.Face) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Face := Face;
return Self;
end new_Hexagon;
--------------
--- Attributes
--
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 (Textures, Fonts);
use Geometry.lit_colored;
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_colored.Vertex_array) return Geometry.lit_colored.view
is
use Primitive;
the_Geometry : constant Geometry.lit_colored.view
:= Geometry.lit_colored.new_Geometry;
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (triangle_Fan, the_Indices);
begin
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (Primitive.view (the_Primitive));
return the_Geometry;
end new_Face;
upper_Face : Geometry.lit_colored.view;
begin
-- Upper Face
--
declare
the_Vertices : constant Geometry.lit_colored.Vertex_array
:= [1 => (Site => [0.0, 0.0, 0.0], Normal => Normal, Color => +Self.Face.center_Color, Shine => default_Shine),
2 => (Site => the_Sites (1), Normal => Normal, Color => +Self.Face.Colors (1), Shine => default_Shine),
3 => (Site => the_Sites (2), Normal => Normal, Color => +Self.Face.Colors (2), Shine => default_Shine),
4 => (Site => the_Sites (3), Normal => Normal, Color => +Self.Face.Colors (3), Shine => default_Shine),
5 => (Site => the_Sites (4), Normal => Normal, Color => +Self.Face.Colors (4), Shine => default_Shine),
6 => (Site => the_Sites (5), Normal => Normal, Color => +Self.Face.Colors (5), Shine => default_Shine),
7 => (Site => the_Sites (6), Normal => Normal, Color => +Self.Face.Colors (6), Shine => default_Shine)];
begin
upper_Face := new_Face (Vertices => the_Vertices);
end;
return [1 => upper_Face.all'Access];
end to_GL_Geometries;
end openGL.Model.hexagon.lit_colored;

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with
openGL.Geometry,
openGL.Texture;
package openGL.Model.hexagon.lit_colored
--
-- Models a lit and colored hexagon.
--
is
type Item is new Model.item with private;
type View is access all Item'Class;
type Face is
record
center_Color : lucid_Color; -- The color at the center of the hex.
Colors : lucid_Colors (1 .. 6); -- The color at each of the hexes 6 vertices.
end record;
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_colored.Face) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.hexagon.item with
record
Face : lit_colored.Face;
end record;
end openGL.Model.hexagon.lit_colored;

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with
openGL.Geometry.lit_colored_textured,
openGL.Primitive.indexed;
package body openGL.Model.hexagon.lit_colored_textured
is
type Geometry_view is access all Geometry.lit_colored_textured.item'Class;
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_colored_textured.Face) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Face := Face;
return Self;
end new_Hexagon;
--------------
--- Attributes
--
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 (Textures, Fonts);
use Geometry.lit_colored_textured,
Texture;
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_colored_textured.Vertex_array) return Geometry_view
is
use Primitive;
the_Geometry : constant Geometry_view
:= Geometry.lit_colored_textured.new_Geometry (texture_is_Alpha => False);
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (triangle_Fan, the_Indices);
begin
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (Primitive.view (the_Primitive));
return the_Geometry;
end new_Face;
upper_Face : Geometry_view;
begin
-- Upper Face
--
declare
the_Vertices : constant Geometry.lit_colored_textured.Vertex_array
:= (1 => (Site => (0.0, 0.0, 0.0), Normal => Normal, Color => +Self.Face.center_Color, Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (1), Normal => Normal, Color => +Self.Face.Colors (1), Coords => (0.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (2), Normal => Normal, Color => +Self.Face.Colors (2), Coords => (1.0, 0.0), Shine => default_Shine),
4 => (Site => the_Sites (3), Normal => Normal, Color => +Self.Face.Colors (3), Coords => (1.0, 1.0), Shine => default_Shine),
5 => (Site => the_Sites (4), Normal => Normal, Color => +Self.Face.Colors (4), Coords => (0.0, 1.0), Shine => default_Shine),
6 => (Site => the_Sites (5), Normal => Normal, color => +Self.Face.Colors (5), Coords => (0.0, 1.0), Shine => default_Shine),
7 => (Site => the_Sites (6), Normal => Normal, Color => +Self.Face.Colors (6), Coords => (0.0, 1.0), Shine => default_Shine));
begin
upper_Face := new_Face (Vertices => the_Vertices);
if Self.Face.Texture /= null_Object
then
upper_Face.Texture_is (Self.Face.Texture);
end if;
end;
return (1 => upper_Face.all'Access);
end to_GL_Geometries;
end openGL.Model.hexagon.lit_colored_textured;

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with
openGL.Geometry,
openGL.Texture;
package openGL.Model.hexagon.lit_colored_textured
--
-- Models a lit, colored and textured hexagon.
--
is
type Item is new Model.item with private;
type View is access all Item'Class;
type Face is
record
center_Color : lucid_Color; -- The color at the center of the hex.
Colors : lucid_Colors (1 .. 6); -- The color at each of the hexes 6 vertices.
Texture : openGL.Texture.Object := openGL.Texture.null_Object; -- The texture to be applied to the hex..
end record;
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_colored_textured.Face) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.hexagon.item with
record
Face : lit_colored_textured.Face;
end record;
end openGL.Model.hexagon.lit_colored_textured;

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with
openGL.Geometry.lit_textured,
openGL.Primitive.indexed;
package body openGL.Model.hexagon.lit_textured
is
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_textured.Face) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Face := Face;
return Self;
end new_Hexagon;
--------------
--- Attributes
--
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 (Textures, Fonts);
use 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);
function new_Face (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
is
use Primitive;
the_Geometry : constant Geometry.lit_textured.view
:= Geometry.lit_textured.new_Geometry;
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (triangle_Fan, the_Indices);
begin
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (Primitive.view (the_Primitive));
return the_Geometry;
end new_Face;
upper_Face : Geometry.lit_textured.view;
begin
-- Upper Face
--
declare
the_Vertices : constant Geometry.lit_textured.Vertex_array
:= (1 => (Site => (0.0, 0.0, 0.0), Normal => Normal, Coords => (0.0, 0.0), Shine => default_Shine),
2 => (Site => the_Sites (1), Normal => Normal, Coords => (0.0, 0.0), Shine => default_Shine),
3 => (Site => the_Sites (2), Normal => Normal, Coords => (1.0, 0.0), Shine => default_Shine),
4 => (Site => the_Sites (3), Normal => Normal, Coords => (1.0, 1.0), Shine => default_Shine),
5 => (Site => the_Sites (4), Normal => Normal, Coords => (0.0, 1.0), Shine => default_Shine),
6 => (Site => the_Sites (5), Normal => Normal, Coords => (0.0, 1.0), Shine => default_Shine),
7 => (Site => the_Sites (6), Normal => Normal, Coords => (0.0, 1.0), Shine => default_Shine));
begin
upper_Face := new_Face (Vertices => the_Vertices);
if Self.Face.Texture /= null_Object
then
upper_Face.Texture_is (Self.Face.Texture);
end if;
end;
return (1 => upper_Face.all'Access);
end to_GL_Geometries;
end openGL.Model.hexagon.lit_textured;

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with
openGL.Geometry,
openGL.Texture;
package openGL.Model.hexagon.lit_textured
--
-- Models a lit, colored and textured hexagon.
--
is
type Item is new Model.item with private;
type View is access all Item'Class;
type Face is
record
Texture : openGL.Texture.Object := openGL.Texture.null_Object; -- The texture to be applied to the hex.
end record;
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_textured.Face) return View;
--------------
--- Attributes
--
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;
private
type Item is new Model.hexagon.item with
record
Face : lit_textured.Face;
end record;
end openGL.Model.hexagon.lit_textured;

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package body openGL.Model.hexagon
is
function vertex_Sites (Radius : in Real) return Sites
is
use linear_Algebra_3d;
the_Site : Vector_3 := [Radius, 0.0, 0.0];
Rotation : constant Matrix_3x3 := y_Rotation_from (to_Radians (60.0));
the_Sites : Sites;
begin
for i in the_Sites'Range
loop
the_Sites (i) := the_Site;
the_Site := Rotation * the_Site;
end loop;
return the_Sites;
end vertex_Sites;
end openGL.Model.hexagon;

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package openGL.Model.hexagon
--
-- Provides an abstract model of a hexagon.
--
is
type Item is abstract new Model.item with private;
subtype site_Id is Integer range 1 .. 6;
type Sites is array (site_Id) of Vector_3;
function vertex_Sites (Radius : in Real) return Sites;
private
type Item is abstract new Model.item with
record
Radius : Real := 1.0;
end record;
Normal : constant Vector_3 := [0.0, 0.0, 1.0];
end openGL.Model.Hexagon;

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