opengl.model: Add a lit and textured circle model.
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@@ -0,0 +1,180 @@
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with
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openGL.Geometry.lit_textured,
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openGL.Primitive.indexed,
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openGL.Texture.Coordinates;
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package body openGL.Model.circle.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_circle (Radius : in Real;
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Face : in lit_textured.Face;
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Sides : in Positive := 24) 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.Radius := Radius;
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Self.Face := Face;
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Self.Sides := Sides;
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return Self;
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end new_circle;
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------------------
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--- Attributes ---
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------------------
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------------
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-- Texturing
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--
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overriding
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procedure Fade_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.fade_Level)
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is
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begin
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Self.Face.Fades (which) := Now;
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end Fade_is;
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overriding
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function Fade (Self : in Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level
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is
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begin
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return Self.Face.Fades (which);
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end Fade;
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procedure Texture_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in openGL.asset_Name)
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is
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begin
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Self.Face.Textures (Positive (which)) := Now;
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end Texture_is;
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overriding
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function texture_Count (Self : in Item) return Natural
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is
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begin
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return Self.Face.texture_Count;
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end texture_Count;
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---------------------
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--- openGL Geometries
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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,
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Geometry.lit_textured,
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Texture;
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function to_Indices return Indices
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is
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Result : Indices (1 .. long_Index_t (Self.Sides) + 2);
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begin
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for i in 1 .. Index_t (Self.Sides) + 1
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loop
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Result (long_Index_t (i)) := i; -- Index_t (Self.Sides) + 1 - i;
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end loop;
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Result (Result'Last) := 2;
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return Result;
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end to_Indices;
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the_Indices : aliased constant Indices := to_Indices;
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the_Sites : constant Vector_2_array := vertex_Sites (Self.Radius,
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Self.Sides);
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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 Primitive,
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texture_Set;
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the_Geometry : constant Geometry.lit_textured.view
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:= Geometry.lit_textured.new_Geometry;
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the_Primitive : constant Primitive.indexed.view
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:= Primitive.indexed.new_Primitive (triangle_Fan, the_Indices);
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Id : texture_Set.texture_Id;
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begin
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the_Geometry.Vertices_are (Vertices);
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the_Geometry.add (Primitive.view (the_Primitive));
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for i in 1 .. Self.Face.texture_Count
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loop
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Id := texture_Id (i);
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the_Geometry.Fade_is (which => Id,
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now => Self.Face.Fades (Id));
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the_Geometry.Texture_is (which => Id,
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now => Textures.fetch (Self.Face.Textures (i)));
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the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent);
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end loop;
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the_Geometry.is_Transparent (True); -- TODO: Do transparency properly.
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the_Geometry.Model_is (Self.all'unchecked_Access);
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return the_Geometry;
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end new_Face;
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upper_Face : Geometry.lit_textured.view;
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begin
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-- Upper Face
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--
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declare
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use Texture.Coordinates;
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the_Coords : constant Texture.Coordinates.Coords_2D_and_Centroid := to_Coordinates (the_Sites);
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the_Vertices : Geometry.lit_textured.Vertex_array (1 .. Index_t (Self.Sides + 1));
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begin
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-- Center.
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--
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the_Vertices (1) := (Site => [0.0, 0.0, 0.0],
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Normal => Normal,
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Coords => (0.50, 0.50),
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Shine => default_Shine);
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-- Circumference
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--
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for i in 2 .. the_Vertices'Last
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loop
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the_Vertices (i) := (Site => Vector_3 (the_Sites (Positive (i - 1)) & 0.0),
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Normal => Normal,
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Coords => the_Coords.Coords (i - 1),
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Shine => default_Shine);
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end loop;
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upper_Face := new_Face (Vertices => the_Vertices);
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end;
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return [1 => upper_Face.all'Access];
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end to_GL_Geometries;
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end openGL.Model.circle.lit_textured;
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