Files
lace/3-mid/opengl/source/lean/model/opengl-model-hexagon-lit_textured_x2.adb
2023-05-01 21:17:12 +10:00

124 lines
4.0 KiB
Ada

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
--
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
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;
return (1 => upper_Face.all'Access);
end to_GL_Geometries;
end openGL.Model.hexagon.lit_textured_x2;