167 lines
4.8 KiB
Ada
167 lines
4.8 KiB
Ada
with
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openGL.Geometry.lit_textured,
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openGL.Primitive.indexed;
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package body openGL.Model.hexagon.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_Hexagon (Radius : in Real;
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Face : in lit_textured.Face) 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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return Self;
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end new_Hexagon;
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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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overriding
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function texture_Applied (Self : in Item; Which : in texture_Set.texture_Id) return Boolean
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is
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begin
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return Self.Face.texture_Applies (Which);
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end texture_Applied;
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overriding
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procedure texture_Applied_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in Boolean)
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is
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begin
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Self.Face.texture_Applies (Which) := Now;
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end texture_Applied_is;
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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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the_Sites : constant hexagon.Sites := vertex_Sites (Self.Radius);
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the_Indices : aliased constant Indices := (1, 2, 3, 4, 5, 6, 7, 2);
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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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the_Vertices : constant Geometry.lit_textured.Vertex_array
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:= (1 => (Site => (0.0, 0.0, 0.0), Normal => Normal, Coords => (0.50, 0.50), Shine => default_Shine), -- Center.
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2 => (Site => the_Sites (1), Normal => Normal, Coords => (1.00, 0.50), Shine => default_Shine), -- Mid right.
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3 => (Site => the_Sites (2), Normal => Normal, Coords => (0.75, 1.00), Shine => default_Shine), -- Bottom right.
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4 => (Site => the_Sites (3), Normal => Normal, Coords => (0.25, 1.00), Shine => default_Shine), -- Bottom left.
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5 => (Site => the_Sites (4), Normal => Normal, Coords => (0.00, 0.50), Shine => default_Shine), -- Mid left.
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6 => (Site => the_Sites (5), Normal => Normal, Coords => (0.25, 0.00), Shine => default_Shine), -- Top left.
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7 => (Site => the_Sites (6), Normal => Normal, Coords => (0.75, 0.00), Shine => default_Shine)); -- Top right.
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begin
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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.hexagon.lit_textured;
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