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

234 lines
6.9 KiB
Ada

with
openGL.Geometry.lit_textured,
openGL.Primitive.indexed,
openGL.Texture.Coordinates;
package body openGL.Model.polygon.lit_textured
is
---------
--- Forge
--
-- function new_polygon (vertex_Sites : in Vector_2_array;
-- Face : in Face_t) return View
-- is
-- Self : constant View := new Item;
-- begin
-- Self.vertex_Sites (1 .. vertex_Sites'Length) := vertex_Sites;
-- Self.vertex_Count := vertex_Sites'Length;
--
-- Self.Face := Face;
--
-- return Self;
-- end new_polygon;
function new_polygon (vertex_Sites : in Vector_2_array;
texture_Details : in texture_Set.Details) return View
is
Self : constant View := new Item;
begin
Self.vertex_Sites (1 .. vertex_Sites'Length) := vertex_Sites;
Self.vertex_Count := vertex_Sites'Length;
Self.texture_Details_is (texture_Details);
return Self;
end new_polygon;
------------------
--- Attributes ---
------------------
-- function texture_Details (Self : in Item) return texture_Set.Details
-- is
-- begin
-- return Self.texture_Details;
-- end texture_Details;
------------
-- Texturing
--
-- overriding
-- procedure Fade_is (Self : in out Item; Which : in texture_Set.texture_Id;
-- Now : in texture_Set.fade_Level)
-- is
-- begin
-- Self.Face.texture_Details.Fades (which) := Now;
-- end Fade_is;
--
--
--
-- overriding
-- function Fade (Self : in Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level
-- is
-- begin
-- return Self.Face.texture_Details.Fades (which);
-- end Fade;
--
--
--
-- procedure Texture_is (Self : in out Item; Which : in texture_Set.texture_Id;
-- Now : in openGL.asset_Name)
-- is
-- begin
-- Self.Face.texture_Details.Textures (Positive (which)) := Now;
-- end Texture_is;
--
--
--
--
-- overriding
-- function texture_Count (Self : in Item) return Natural
-- is
-- begin
-- return Self.Face.texture_Details.texture_Count;
-- end texture_Count;
--
--
--
-- overriding
-- function texture_Applied (Self : in Item; Which : in texture_Set.texture_Id) return Boolean
-- is
-- begin
-- return Self.Face.texture_Details.texture_Applies (Which);
-- end texture_Applied;
--
--
--
-- overriding
-- procedure texture_Applied_is (Self : in out Item; Which : in texture_Set.texture_Id;
-- Now : in Boolean)
-- is
-- begin
-- Self.Face.texture_Details.texture_Applies (Which) := Now;
-- end texture_Applied_is;
--
--
--
--
-- overriding
-- procedure animate (Self : in out Item)
-- is
-- use type texture_Set.Animation_view;
-- begin
-- if Self.Face.texture_Details.Animation = null
-- then
-- return;
-- end if;
--
-- texture_Set.animate (Self.Face.texture_Details.Animation.all,
-- Self.Face.texture_Details.texture_Applies);
-- end animate;
--------------------
--- to_GL_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;
the_Sites : Vector_2_array renames Self.vertex_Sites (1 .. Self.vertex_Count);
function new_Geometry (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
is
use Primitive,
texture_Set;
function the_Indices return Indices
is
Result : Indices (1 .. the_Sites'Length);
begin
for i in Result'Range
loop
Result (i) := Index_t (i);
end loop;
return Result;
end the_Indices;
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.Vertices_are (Vertices);
the_Geometry.add (Primitive.view (the_Primitive));
for i in 1 .. Self.texture_Details.texture_Count
loop
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.
the_Geometry.Model_is (Self.all'unchecked_Access);
return the_Geometry;
end new_Geometry;
face_Geometry : Geometry.lit_textured.view;
begin
-- Geometry
--
declare
use openGL.Texture.Coordinates;
the_Vertices : Geometry.lit_textured.Vertex_array (1 .. the_Sites'Length + 1);
Coords_and_Centroid : constant Coords_2D_and_Centroid := to_Coordinates (the_Sites);
begin
for i in the_Sites'Range
loop
the_Vertices (Index_t (i)) := (Site => Vector_3 (the_Sites (i) & 0.0),
Normal => Normal,
Coords => (Coords_and_Centroid.Coords (Index_t (i)).S * Self.texture_Details.texture_Tiling.S,
Coords_and_Centroid.Coords (Index_t (i)).T * Self.texture_Details.texture_Tiling.T),
Shine => default_Shine);
end loop;
the_Vertices (the_Vertices'Last) := (Site => Vector_3 (Coords_and_Centroid.Centroid & 0.0),
Normal => Normal,
Coords => (S => 0.5 * Self.texture_Details.texture_Tiling.S,
T => 0.5 * Self.texture_Details.texture_Tiling.T),
Shine => default_Shine);
face_Geometry := new_Geometry (Vertices => the_Vertices);
end;
return [1 => face_Geometry.all'Access];
end to_GL_Geometries;
end openGL.Model.polygon.lit_textured;