Files
lace/3-mid/opengl/source/lean/model/opengl-model-hexagon-lit_textured.adb
2025-09-21 10:44:47 +10:00

186 lines
5.2 KiB
Ada

with
openGL.Geometry.lit_textured,
openGL.Primitive.indexed;
package body openGL.Model.hexagon.lit_textured
is
---------
--- Forge
--
function new_Hexagon (Radius : in Real;
Face : in lit_textured.Face) return View
is
Self : constant View := new Item;
begin
Self.Radius := Radius;
Self.Face := Face;
return Self;
end new_Hexagon;
------------------
--- Attributes ---
------------------
------------
-- 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.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.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.Textures (Positive (Which)) := Now;
end Texture_is;
overriding
function texture_Count (Self : in Item) return Natural
is
begin
return Self.Face.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_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_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.Animation = null
then
return;
end if;
texture_Set.animate (Self.Face.Animation.all,
Self.Face.texture_Applies);
end animate;
---------------------
--- 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;
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.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.Vertices_are (Vertices);
the_Geometry.add (Primitive.view (the_Primitive));
for i in 1 .. Self.Face.texture_Count
loop
Id := texture_Id (i);
the_Geometry.Fade_is (which => Id,
now => Self.Face.Fades (Id));
the_Geometry.Texture_is (which => Id,
now => Textures.fetch (Self.Face.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_Face;
upper_Face : Geometry.lit_textured.view;
begin
-- Upper Face
--
declare
the_Vertices : constant Geometry.lit_textured.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;