Add initial prototype.
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187
3-mid/opengl/source/lean/model/opengl-model-box-lit_textured.adb
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187
3-mid/opengl/source/lean/model/opengl-model-box-lit_textured.adb
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with
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openGL.Geometry.lit_textured,
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openGL.Primitive.indexed;
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package body openGL.Model.box.lit_textured
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is
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---------
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--- Forge
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--
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function new_Box (Size : in Vector_3;
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Faces : in lit_textured.Faces) return View
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is
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Self : constant View := new Item;
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begin
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Self.Faces := Faces;
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Self.Size := Size;
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return Self;
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end new_Box;
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--------------
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--- Attributes
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--
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overriding
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function to_GL_Geometries (Self : access Item; Textures : access Texture.name_Map_of_texture'Class;
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Fonts : in Font.font_id_Map_of_font) return Geometry.views
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is
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pragma unreferenced (Fonts);
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use Geometry.lit_textured;
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the_Sites : constant box.Sites := Self.vertex_Sites;
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the_Indices : aliased constant Indices := [1, 2, 3, 4];
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function new_Face (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
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is
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use openGL.Primitive;
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the_Geometry : constant Geometry.lit_textured.view := Geometry.lit_textured.new_Geometry;
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the_Primitive : constant Primitive.view := Primitive.indexed.new_Primitive
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(triangle_Fan,
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the_Indices).all'Access;
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begin
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the_Geometry.Vertices_are (Vertices);
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the_Geometry.add (the_Primitive);
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return the_Geometry;
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end new_Face;
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front_Face : Geometry.lit_textured.view;
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rear_Face : Geometry.lit_textured.view;
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upper_Face : Geometry.lit_textured.view;
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lower_Face : Geometry.lit_textured.view;
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left_Face : Geometry.lit_textured.view;
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right_Face : Geometry.lit_textured.view;
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begin
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-- Front
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--
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declare
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the_Vertices : constant Geometry.lit_textured.Vertex_array
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:= [1 => (Site => the_Sites ( Left_Lower_Front), Normal => front_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
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2 => (Site => the_Sites (Right_Lower_Front), Normal => front_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
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3 => (Site => the_Sites (right_upper_front), Normal => front_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
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4 => (Site => the_Sites ( Left_Upper_Front), Normal => front_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
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begin
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front_Face := new_Face (Vertices => the_Vertices);
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if Self.Faces (Front).texture_Name /= null_Asset
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then
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front_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
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front_Face.is_Transparent (now => front_Face.Texture.is_Transparent);
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end if;
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end;
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-- Rear
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--
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declare
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the_Vertices : constant Geometry.lit_textured.Vertex_array
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:= [1 => (Site => the_Sites (Right_Lower_Rear), Normal => rear_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
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2 => (Site => the_Sites ( Left_Lower_Rear), Normal => rear_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
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3 => (Site => the_Sites ( Left_Upper_Rear), Normal => rear_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
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4 => (Site => the_Sites (Right_Upper_Rear), Normal => rear_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
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begin
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rear_Face := new_Face (Vertices => the_Vertices);
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if Self.Faces (Rear).texture_Name /= null_Asset
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then
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rear_Face.Texture_is (Textures.fetch (Self.Faces (Rear).texture_Name));
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rear_Face.is_Transparent (now => rear_Face.Texture.is_Transparent);
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end if;
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end;
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-- Upper
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--
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declare
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the_Vertices : constant Geometry.lit_textured.Vertex_array
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:= [1 => (Site => the_Sites ( Left_Upper_Front), Normal => upper_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
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2 => (Site => the_Sites (Right_Upper_Front), Normal => upper_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
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3 => (Site => the_Sites (Right_Upper_Rear), Normal => upper_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
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4 => (Site => the_Sites ( Left_Upper_Rear), Normal => upper_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
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begin
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upper_Face := new_Face (Vertices => the_Vertices);
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if Self.Faces (Upper).texture_Name /= null_Asset
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then
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upper_Face.Texture_is (Textures.fetch (Self.Faces (Upper).texture_Name));
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upper_Face.is_Transparent (now => upper_Face.Texture.is_Transparent);
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end if;
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end;
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-- Lower
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--
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declare
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the_Vertices : constant Geometry.lit_textured.Vertex_array
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:= [1 => (Site => the_Sites (Right_Lower_Front), Normal => lower_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
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2 => (Site => the_Sites ( Left_Lower_Front), Normal => lower_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
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3 => (Site => the_Sites ( Left_Lower_Rear), Normal => lower_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
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4 => (Site => the_Sites (Right_Lower_Rear), Normal => lower_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
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begin
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lower_Face := new_Face (Vertices => the_Vertices);
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if Self.Faces (Lower).texture_Name /= null_Asset
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then
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lower_Face.Texture_is (Textures.fetch (Self.Faces (Lower).texture_Name));
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lower_Face.is_Transparent (now => lower_Face.Texture.is_Transparent);
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end if;
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end;
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-- Left
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--
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declare
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the_Vertices : constant Geometry.lit_textured.Vertex_array
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:= [1 => (Site => the_Sites (Left_Lower_Rear), Normal => left_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
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2 => (Site => the_Sites (Left_Lower_Front), Normal => left_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
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3 => (Site => the_Sites (Left_Upper_Front), Normal => left_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
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4 => (Site => the_Sites (Left_Upper_Rear), Normal => left_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
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begin
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left_Face := new_Face (Vertices => the_Vertices);
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if Self.Faces (Left).texture_Name /= null_Asset
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then
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left_Face.Texture_is (Textures.fetch (Self.Faces (Left).texture_Name));
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left_Face.is_Transparent (now => left_Face.Texture.is_Transparent);
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end if;
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end;
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-- Right
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--
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declare
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the_Vertices : constant Geometry.lit_textured.Vertex_array
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:= [1 => (Site => the_Sites (Right_Lower_Front), Normal => right_Normal, Coords => (0.0, 0.0), Shine => default_Shine),
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2 => (Site => the_Sites (Right_Lower_Rear), Normal => right_Normal, Coords => (1.0, 0.0), Shine => default_Shine),
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3 => (Site => the_Sites (Right_Upper_Rear), Normal => right_Normal, Coords => (1.0, 1.0), Shine => default_Shine),
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4 => (Site => the_Sites (Right_Upper_Front), Normal => right_Normal, Coords => (0.0, 1.0), Shine => default_Shine)];
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begin
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right_Face := new_Face (Vertices => the_Vertices);
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if Self.Faces (Right).texture_Name /= null_Asset
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then
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right_Face.Texture_is (Textures.fetch (Self.Faces (Right).texture_Name));
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right_Face.is_Transparent (now => right_Face.Texture.is_Transparent);
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end if;
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end;
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return [1 => front_Face.all'Access,
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2 => rear_Face.all'Access,
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3 => upper_Face.all'Access,
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4 => lower_Face.all'Access,
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5 => left_Face.all'Access,
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6 => right_Face.all'Access];
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end to_GL_Geometries;
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end openGL.Model.box.lit_textured;
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