with openGL.Geometry.lit_textured_x2, openGL.Primitive.indexed; package body openGL.Model.hexagon.lit_textured_x2 is --------- --- Forge -- function new_Hexagon (Radius : in Real; Face : in lit_textured_x2.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 (Fonts); use Geometry.lit_textured_x2, 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_x2.Vertex_array) return Geometry.lit_textured_x2.view is use Primitive; the_Geometry : constant Geometry.lit_textured_x2.view := Geometry.lit_textured_x2.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)); if Self.Face.Texture_1 /= null_Asset then the_Geometry.Texture_is (Textures.fetch (Self.Face.Texture_1)); the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent); the_Geometry.Fade_is (which => 1, now => Self.Face.Fade_1); else raise Program_Error; end if; if Self.Face.Texture_2 /= null_Asset then the_Geometry.Texture_is (which => 2, Now => Textures.fetch (Self.Face.Texture_2)); -- the_Geometry.Texture_2_is (Which => 2, Now => Textures.fetch (Self.Face.Texture_2)); -- the_Geometry.is_Transparent (now => the_Geometry.Texture_2.is_Transparent); the_Geometry.Fade_is (which => 2, now => Self.Face.Fade_2); end if; return the_Geometry; end new_Face; upper_Face : Geometry.lit_textured_x2.view; begin -- Upper Face -- declare the_Vertices : constant Geometry.lit_textured_x2.Vertex_array := (1 => (Site => (0.0, 0.0, 0.0), Normal => Normal, Coords => (0.50, 0.50), Shine => default_Shine), -- Center. 2 => (Site => the_Sites (1), Normal => Normal, Coords => (1.00, 0.50), Shine => default_Shine), -- Mid right. 3 => (Site => the_Sites (2), Normal => Normal, Coords => (0.75, 1.00), Shine => default_Shine), -- Bottom right. 4 => (Site => the_Sites (3), Normal => Normal, Coords => (0.25, 1.00), Shine => default_Shine), -- Bottom left. 5 => (Site => the_Sites (4), Normal => Normal, Coords => (0.00, 0.50), Shine => default_Shine), -- Mid left. 6 => (Site => the_Sites (5), Normal => Normal, Coords => (0.25, 0.00), Shine => default_Shine), -- Top left. 7 => (Site => the_Sites (6), Normal => Normal, Coords => (0.75, 0.00), Shine => default_Shine)); -- Top right. begin upper_Face := new_Face (Vertices => the_Vertices); end; upper_Face.Model_is (Self.all'unchecked_Access); return (1 => upper_Face.all'Access); end to_GL_Geometries; ------------ -- Texturing -- procedure Texture_1_is (Self : in out Item; Now : in openGL.asset_Name) is begin Self.Face.Texture_1 := Now; end Texture_1_is; procedure Texture_2_is (Self : in out Item; Now : in openGL.asset_Name) is begin Self.Face.Texture_2 := Now; end Texture_2_is; overriding procedure Fade_1_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level) is begin Self.Face.Fade_1 := Now; end Fade_1_is; overriding procedure Fade_2_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level) is begin Self.Face.Fade_2 := Now; end Fade_2_is; overriding function Fade_1 (Self : in Item) return Geometry.Texturing.fade_Level is begin return Self.Face.Fade_1; end Fade_1; overriding function Fade_2 (Self : in Item) return Geometry.Texturing.fade_Level is begin return Self.Face.Fade_2; end Fade_2; end openGL.Model.hexagon.lit_textured_x2;