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lace/3-mid/opengl/source/lean/model/opengl-model-circle-lit_textured.adb

143 lines
4.1 KiB
Ada

with
openGL.Geometry.lit_textured,
openGL.Primitive.indexed,
openGL.Texture.Coordinates;
with ada.Text_IO; use ada.Text_IO;
package body openGL.Model.circle.lit_textured
is
---------
--- Forge
--
function new_circle (Radius : in Real;
texture_Details : in texture_Set.Details;
Sides : in Positive := 24) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.texture_Details_is (texture_Details);
Self.Sides := Sides;
return Self;
end new_circle;
------------------
--- Attributes ---
------------------
---------------------
--- openGL Geometries
--
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,
Geometry.lit_textured,
Texture;
function to_Indices return Indices
is
Result : Indices (1 .. long_Index_t (Self.Sides) + 2);
begin
for i in 1 .. Index_t (Self.Sides) + 1
loop
Result (long_Index_t (i)) := i; -- Index_t (Self.Sides) + 1 - i;
end loop;
Result (Result'Last) := 2;
return Result;
end to_Indices;
the_Indices : aliased constant Indices := to_Indices;
the_Sites : constant Vector_2_array := vertex_Sites (Self.Radius,
Self.Sides);
function new_Geometry (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
is
use Primitive,
texture_Set;
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);
Id : texture_Set.texture_Id;
begin
the_Geometry.Model_is (Self.all'unchecked_Access);
the_Geometry.Vertices_are (Vertices);
the_Geometry.add (Primitive.view (the_Primitive));
for i in 1 .. Self.texture_Details.texture_Count
loop
put_Line ("KKK" & Self.texture_Details'Image);
Id := texture_Id (i);
-- the_Geometry.Fade_is (which => Id,
-- now => Self.texture_Details.Fades (Id));
the_Geometry.Texture_is (which => Id,
now => Textures.fetch (Self.texture_Details.Textures (i)));
the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent);
end loop;
the_Geometry.is_Transparent (True); -- TODO: Do transparency properly.
return the_Geometry;
end new_Geometry;
face_Geometry : Geometry.lit_textured.view;
begin
-- Geometry.
--
declare
use Texture.Coordinates;
the_Coords : constant Texture.Coordinates.Coords_2D_and_Centroid := to_Coordinates (the_Sites);
the_Vertices : Geometry.lit_textured.Vertex_array (1 .. Index_t (Self.Sides + 1));
begin
-- Center.
--
the_Vertices (1) := (Site => [0.0, 0.0, 0.0],
Normal => Normal,
Coords => (0.50, 0.50),
Shine => default_Shine);
-- Circumference.
--
for i in 2 .. the_Vertices'Last
loop
the_Vertices (i) := (Site => Vector_3 (the_Sites (Positive (i - 1)) & 0.0),
Normal => Normal,
Coords => the_Coords.Coords (i - 1),
Shine => default_Shine);
end loop;
face_Geometry := new_Geometry (Vertices => the_Vertices);
end;
return [1 => face_Geometry.all'Access];
end to_GL_Geometries;
end openGL.Model.circle.lit_textured;