opengl.geometry: Rid obsolete prototype code.
This commit is contained in:
@@ -1,325 +0,0 @@
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with
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openGL.Buffer.general,
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openGL.Shader,
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openGL.Program.lit,
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openGL.Attribute,
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openGL.Texture,
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openGL.Palette,
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openGL.Model,
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openGL.Tasks,
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openGL.Errors,
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GL.lean,
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GL.Pointers,
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Interfaces.C.Strings,
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System.storage_Elements;
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-- with ada.Text_IO; use ada.Text_IO;
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package body openGL.Geometry.lit_textured_x2
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is
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use GL.lean,
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GL.Pointers,
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Interfaces;
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-----------
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-- Globals
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--
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vertex_Shader : aliased Shader.item;
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fragment_Shader : aliased Shader.item;
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the_Program : openGL.Program.lit.view;
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white_Texture : openGL.Texture.Object;
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Name_1 : constant String := "Site";
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Name_2 : constant String := "Normal";
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Name_3 : constant String := "Coords";
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Name_4 : constant String := "Shine";
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Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
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Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
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Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
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Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
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Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
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Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
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Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
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Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
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---------
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-- Forge
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--
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function new_Geometry return View
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is
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use System,
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System.storage_Elements;
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use type openGL.Program.lit.view;
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Self : constant View := new Geometry.lit_textured_x2.item;
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begin
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Tasks.check;
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if the_Program = null
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then -- Define the shaders and program.
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declare
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use Palette,
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Attribute.Forge;
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Sample : Vertex;
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Attribute_1 : Attribute.view;
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Attribute_2 : Attribute.view;
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Attribute_3 : Attribute.view;
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Attribute_4 : Attribute.view;
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white_Image : constant Image := [1 .. 2 => [1 .. 2 => +White]];
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begin
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white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
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vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_x2.vert");
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fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
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2 => to_Asset ("assets/opengl/shader/texturing.frag"),
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3 => to_Asset ("assets/opengl/shader/lit_textured_x2.frag"))));
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the_Program := new openGL.Program.lit.item;
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the_Program.define ( vertex_Shader'Access,
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fragment_Shader'Access);
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the_Program.enable;
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Attribute_1 := new_Attribute (Name => Name_1,
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gl_Location => the_Program.attribute_Location (Name_1),
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Size => 3,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured_x2.Vertex'Size / 8,
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Offset => 0,
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Normalized => False);
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Attribute_2 := new_Attribute (Name => Name_2,
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gl_Location => the_Program.attribute_Location (Name_2),
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Size => 3,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured_x2.Vertex'Size / 8,
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Offset => Sample.Normal (1)'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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Attribute_3 := new_Attribute (Name => Name_3,
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gl_Location => the_Program.attribute_Location (Name_3),
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Size => 2,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured_x2.Vertex'Size / 8,
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Offset => Sample.Coords.S'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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Attribute_4 := new_Attribute (Name => Name_4,
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gl_Location => the_Program.attribute_Location (Name_4),
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Size => 1,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured_x2.Vertex'Size / 8,
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Offset => Sample.Shine 'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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the_Program.add (Attribute_1);
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the_Program.add (Attribute_2);
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the_Program.add (Attribute_3);
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the_Program.add (Attribute_4);
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_1).gl_Location,
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name => +Attribute_1_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_2).gl_Location,
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name => +Attribute_2_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_3).gl_Location,
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name => +Attribute_3_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_4).gl_Location,
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name => +Attribute_4_Name_ptr);
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Errors.log;
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end;
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end if;
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Self.Program_is (the_Program.all'Access);
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return Self;
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end new_Geometry;
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----------
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-- Vertex
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--
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function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Do these properly.
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is
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pragma Unreferenced (Self);
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begin
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return False;
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end is_Transparent;
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function is_Transparent (Self : in Vertex_large_array) return Boolean
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is
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pragma Unreferenced (Self);
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begin
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return False;
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end is_Transparent;
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--------------
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-- Attributes
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--
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package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
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Index => Index_t,
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Element => Vertex,
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Element_Array => Vertex_array);
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package openGL_large_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
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Index => long_Index_t,
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Element => Vertex,
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Element_Array => Vertex_large_array);
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procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
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is
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use openGL_Buffer_of_geometry_Vertices.Forge;
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begin
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Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
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usage => Buffer.static_Draw));
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Self.is_Transparent := is_Transparent (Now);
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-- Set the bounds.
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--
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declare
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function get_Site (Index : in Index_t) return Vector_3
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is (Now (Index).Site);
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function bounding_Box is new get_Bounds (Index_t, get_Site);
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begin
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Self.Bounds_are (bounding_Box (Count => Now'Length));
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end;
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end Vertices_are;
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procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array)
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is
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use openGL_large_Buffer_of_geometry_Vertices.Forge;
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begin
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Self.Vertices := new openGL_large_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
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usage => Buffer.static_Draw));
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Self.is_Transparent := is_Transparent (Now);
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-- Set the bounds.
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--
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declare
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function get_Site (Index : in long_Index_t) return Vector_3
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is (Now (Index).Site);
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function bounding_Box is new get_Bounds (long_Index_t, get_Site);
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begin
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Self.Bounds_are (bounding_Box (Count => Now'Length));
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end;
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end Vertices_are;
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overriding
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procedure Indices_are (Self : in out Item; Now : in Indices;
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for_Facia : in Positive)
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is
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begin
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raise Error with "TODO";
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end Indices_are;
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level)
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is
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begin
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Self.Textures.Textures (Which).Fade := Now;
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end Fade_is;
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function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level
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is
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begin
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return Self.Textures.Textures (Which).Fade;
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end Fade;
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object)
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is
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use openGL.Geometry.texturing;
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begin
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Texture_is (in_Set => Self.Textures,
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Which => Which,
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Now => Now);
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end Texture_is;
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function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
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is
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begin
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return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
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Which => Which);
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end Texture;
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overriding
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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
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is
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use openGL.Geometry.texturing;
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begin
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Texture_is (in_Set => Self.Textures,
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Now => Now);
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end Texture_is;
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overriding
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function Texture (Self : in Item) return openGL.Texture.Object
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is
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begin
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return openGL.Geometry.texturing.Texture (in_Set => Self.Textures,
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Which => 1);
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end Texture;
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overriding
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procedure enable_Texture (Self : in out Item)
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is
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use openGL.Geometry.texturing;
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begin
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Self.Textures.Textures (1).Fade := Self.Model.Fade (which => 1);
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Self.Textures.Textures (2).Fade := Self.Model.Fade (which => 2);
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enable (Self.Textures, Self.Program);
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end enable_Texture;
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end openGL.Geometry.lit_textured_x2;
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@@ -1,70 +0,0 @@
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with
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openGL.Geometry.texturing;
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package openGL.Geometry.lit_textured_x2
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--
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-- Supports per-vertex site texture and lighting.
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--
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is
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type Item is new openGL.Geometry.item with private;
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type View is access all Item'Class;
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function new_Geometry return View;
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----------
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-- Vertex
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--
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type Vertex is
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record
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Site : Vector_3;
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Normal : Vector_3;
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Coords : Coordinate_2D;
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Shine : Real;
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end record;
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type Vertex_array is array ( Index_t range <>) of aliased Vertex;
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type Vertex_large_array is array (long_Index_t range <>) of aliased Vertex;
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--------------
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-- Attributes
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--
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procedure Vertices_are (Self : in out Item; Now : in Vertex_array);
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procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array);
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overriding
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procedure Indices_are (Self : in out Item; Now : in Indices;
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for_Facia : in Positive);
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procedure Fade_is (Self : in out Item; Which : texture_ID; Now : in Geometry.texturing.fade_Level);
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function Fade (Self : in Item; Which : texture_ID) return Geometry.texturing.fade_Level;
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procedure Texture_is (Self : in out Item; Which : texture_ID; Now : in openGL.Texture.Object);
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function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object;
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overriding
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procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object);
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overriding
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function Texture (Self : in Item) return openGL.Texture.Object;
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private
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type Item is new Geometry.item with
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record
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Textures : Geometry.texturing.texture_Set;
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end record;
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overriding
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procedure enable_Texture (Self : in out Item);
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end openGL.Geometry.lit_textured_x2;
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@@ -1,186 +0,0 @@
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with
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openGL.Tasks,
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GL.Binding,
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GL.lean,
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ada.Strings.fixed;
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with ada.Text_IO; use ada.Text_IO;
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package body openGL.Geometry.texturing
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is
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procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (Which) := (0.0,
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Now,
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texture_Uniform => <>,
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fade_Uniform => <>);
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if Natural (Which) > in_Set.Count
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then
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in_Set.Count := Natural (Which);
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end if;
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end Texture_is;
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function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (Which).Object;
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end Texture;
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function Texture (in_Set : in texture_Set) return openGL.Texture.Object
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is
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begin
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return in_Set.Textures (1).Object;
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end Texture;
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procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object)
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is
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begin
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in_Set.Textures (1).Object := Now;
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in_Set.is_Transparent := in_Set.is_Transparent
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or Now .is_Transparent;
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if in_Set.Count = 0
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then
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in_Set.Count := 1;
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end if;
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end Texture_is;
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procedure enable (the_Textures : in out texture_Set;
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Program : in openGL.Program.view)
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is
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use GL,
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GL.Binding,
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openGL.Texture;
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begin
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Tasks.check;
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if not the_Textures.initialised
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then
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for i in 1 .. the_Textures.Count
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loop
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declare
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use ada.Strings,
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ada.Strings.fixed;
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Id : constant texture_Id := texture_Id (i);
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begin
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null;
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declare
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uniform_Name : aliased constant String :="Textures[" & Trim (Natural'Image (i - 1), Left) & "]";
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begin
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the_Textures.Textures (Id).texture_Uniform := Program.uniform_Variable (Named => uniform_Name);
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end;
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-- declare
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-- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
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-- begin
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-- the_Textures.Textures (Id).fade_Uniform := Program.uniform_Variable (Named => uniform_Name);
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-- end;
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end;
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end loop;
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the_Textures.Initialised := True;
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end if;
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for i in 1 .. the_Textures.Count
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loop
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declare
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use GL.lean;
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use type GL.GLint;
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type texture_Units is array (texture_Id) of GLenum;
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all_texture_Units : constant texture_Units := (GL_TEXTURE0,
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GL_TEXTURE1,
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GL_TEXTURE2,
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GL_TEXTURE3,
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GL_TEXTURE4,
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GL_TEXTURE5,
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GL_TEXTURE6,
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GL_TEXTURE7,
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GL_TEXTURE8,
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GL_TEXTURE9,
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GL_TEXTURE10,
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GL_TEXTURE11,
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GL_TEXTURE12,
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GL_TEXTURE13,
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GL_TEXTURE14,
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GL_TEXTURE15,
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GL_TEXTURE16,
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GL_TEXTURE17,
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GL_TEXTURE18,
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GL_TEXTURE19,
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GL_TEXTURE20,
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GL_TEXTURE21,
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GL_TEXTURE22,
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GL_TEXTURE23,
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GL_TEXTURE24,
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GL_TEXTURE25,
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GL_TEXTURE26,
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GL_TEXTURE27,
|
||||
GL_TEXTURE28,
|
||||
GL_TEXTURE29,
|
||||
GL_TEXTURE30,
|
||||
GL_TEXTURE31);
|
||||
|
||||
Id : constant texture_Id := texture_Id (i);
|
||||
begin
|
||||
null;
|
||||
glUniform1i (the_Textures.Textures (Id).texture_Uniform.gl_Variable,
|
||||
GLint (i) - 1);
|
||||
glActiveTexture (all_texture_Units (Id));
|
||||
glBindTexture (GL_TEXTURE_2D,
|
||||
the_Textures.Textures (Id).Object.Name);
|
||||
end;
|
||||
|
||||
|
||||
-- declare
|
||||
-- use ada.Strings,
|
||||
-- ada.Strings.fixed;
|
||||
--
|
||||
-- uniform_Name : constant String := "Fade[" & Trim (Natural'Image (i - 1), Left) & "]";
|
||||
-- Uniform : constant openGL.Variable.uniform.float := Program.uniform_Variable (uniform_Name);
|
||||
-- Id : constant texture_Id := texture_Id (i);
|
||||
-- begin
|
||||
-- -- put_Line ("Fade:" & the_Textures.Textures (texture_Id (i)).Fade'Image);
|
||||
--
|
||||
-- -- the_Textures.Textures (Id).fade_Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
|
||||
-- -- Uniform.Value_is (Real (the_Textures.Textures (texture_Id (i)).Fade));
|
||||
-- null;
|
||||
-- end;
|
||||
end loop;
|
||||
|
||||
|
||||
-- declare
|
||||
-- the_texture_count_Uniform : constant openGL.Variable.uniform.int := Program.uniform_Variable ("texture_Count");
|
||||
-- begin
|
||||
-- the_texture_count_Uniform.Value_is (the_Textures.Count);
|
||||
-- end;
|
||||
end enable;
|
||||
|
||||
|
||||
end openGL.Geometry.texturing;
|
||||
@@ -1,49 +0,0 @@
|
||||
with
|
||||
openGL.Program,
|
||||
openGL.Texture,
|
||||
openGL.Variable.uniform;
|
||||
|
||||
|
||||
package openGL.Geometry.texturing
|
||||
--
|
||||
-- Facilitates texturing of geometries.
|
||||
--
|
||||
is
|
||||
|
||||
type fade_Level is delta 0.001 range 0.0 .. 1.0 -- '0.0' is no fading, '1.0' is fully faded (ie invisible).
|
||||
with Atomic;
|
||||
|
||||
type fade_Levels is array (texture_Id range <>) of fade_Level;
|
||||
|
||||
|
||||
type fadeable_Texture is
|
||||
record
|
||||
Fade : fade_Level := 0.0;
|
||||
Object : openGL.Texture.Object := openGL.Texture.null_Object;
|
||||
texture_Uniform : openGL.Variable.uniform.sampler2D;
|
||||
fade_Uniform : openGL.Variable.uniform.float;
|
||||
end record;
|
||||
|
||||
type fadeable_Textures is array (texture_Id range 1 .. max_Textures) of fadeable_Texture;
|
||||
|
||||
type texture_Set is
|
||||
record
|
||||
Textures : fadeable_Textures;
|
||||
Count : Natural := 0;
|
||||
is_Transparent : Boolean := False; -- Any of the textures contains lucid colors.
|
||||
initialised : Boolean := False;
|
||||
end record;
|
||||
|
||||
procedure enable (the_Textures : in out texture_Set;
|
||||
Program : in openGL.Program.view);
|
||||
|
||||
|
||||
|
||||
procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object);
|
||||
function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object;
|
||||
|
||||
procedure Texture_is (in_Set : in out texture_Set; Now : in openGL.Texture.Object);
|
||||
function Texture (in_Set : in texture_Set) return openGL.Texture.Object;
|
||||
|
||||
|
||||
end openGL.Geometry.texturing;
|
||||
@@ -1,164 +0,0 @@
|
||||
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
|
||||
--
|
||||
|
||||
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;
|
||||
|
||||
upper_Face.Model_is (Self.all'unchecked_Access);
|
||||
|
||||
return (1 => upper_Face.all'Access);
|
||||
end to_GL_Geometries;
|
||||
|
||||
|
||||
|
||||
|
||||
------------
|
||||
-- Texturing
|
||||
--
|
||||
|
||||
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
|
||||
procedure Fade_1_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level)
|
||||
is
|
||||
begin
|
||||
Self.Face.Fade_1 := Now;
|
||||
end Fade_1_is;
|
||||
|
||||
|
||||
-- overriding
|
||||
procedure Fade_2_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level)
|
||||
is
|
||||
begin
|
||||
Self.Face.Fade_2 := Now;
|
||||
end Fade_2_is;
|
||||
|
||||
|
||||
|
||||
-- overriding
|
||||
function Fade_1 (Self : in Item) return Geometry.Texturing.fade_Level
|
||||
is
|
||||
begin
|
||||
return Self.Face.Fade_1;
|
||||
end Fade_1;
|
||||
|
||||
|
||||
-- overriding
|
||||
function Fade_2 (Self : in Item) return Geometry.Texturing.fade_Level
|
||||
is
|
||||
begin
|
||||
return Self.Face.Fade_2;
|
||||
end Fade_2;
|
||||
|
||||
|
||||
|
||||
end openGL.Model.hexagon.lit_textured_x2;
|
||||
@@ -1,70 +0,0 @@
|
||||
with
|
||||
openGL.Geometry.texturing,
|
||||
openGL.Texture;
|
||||
|
||||
|
||||
package openGL.Model.hexagon.lit_textured_x2
|
||||
--
|
||||
-- Models a lit, colored and textured hexagon.
|
||||
--
|
||||
is
|
||||
type Item is new Model.item with private;
|
||||
type View is access all Item'Class;
|
||||
|
||||
type Face is
|
||||
record
|
||||
Texture_1 : openGL.asset_Name := null_Asset; -- The texture to be applied to the hex.
|
||||
Texture_2 : openGL.asset_Name := null_Asset; -- The texture to be applied to the hex.
|
||||
Fade_1 : openGL.Geometry.texturing.fade_Level := 0.5;
|
||||
Fade_2 : openGL.Geometry.texturing.fade_Level := 0.5;
|
||||
end record;
|
||||
|
||||
|
||||
---------
|
||||
--- Forge
|
||||
--
|
||||
|
||||
function new_Hexagon (Radius : in Real;
|
||||
Face : in lit_textured_x2.Face) return View;
|
||||
|
||||
|
||||
--------------
|
||||
--- Attributes
|
||||
--
|
||||
|
||||
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;
|
||||
|
||||
|
||||
------------
|
||||
-- Texturing
|
||||
--
|
||||
|
||||
procedure Texture_1_is (Self : in out Item; Now : in openGL.asset_Name);
|
||||
procedure Texture_2_is (Self : in out Item; Now : in openGL.asset_Name);
|
||||
|
||||
|
||||
-- overriding
|
||||
procedure Fade_1_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level);
|
||||
|
||||
-- overriding
|
||||
procedure Fade_2_is (Self : in out Item; Now : in openGL.Geometry.texturing.fade_Level);
|
||||
|
||||
|
||||
-- overriding
|
||||
function Fade_1 (Self : in Item) return Geometry.Texturing.fade_Level;
|
||||
|
||||
-- overriding
|
||||
function Fade_2 (Self : in Item) return Geometry.Texturing.fade_Level;
|
||||
|
||||
|
||||
|
||||
private
|
||||
|
||||
type Item is new Model.hexagon.item with
|
||||
record
|
||||
Face : lit_textured_x2.Face;
|
||||
end record;
|
||||
|
||||
end openGL.Model.hexagon.lit_textured_x2;
|
||||
Reference in New Issue
Block a user