opengl.texture: Add simple tiling.
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@@ -161,13 +161,15 @@ is
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loop
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the_Vertices (Index_t (i)) := (Site => Vector_3 (the_Sites (i) & 0.0),
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Normal => Normal,
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Coords => Coords_and_Centroid.Coords (Index_t (i)),
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Coords => (Coords_and_Centroid.Coords (Index_t (i)).S * Self.Face.texture_Tiling,
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Coords_and_Centroid.Coords (Index_t (i)).T * Self.Face.texture_Tiling),
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Shine => default_Shine);
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end loop;
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the_Vertices (the_Vertices'Last) := (Site => Vector_3 (Coords_and_Centroid.Centroid & 0.0),
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Normal => Normal,
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Coords => (0.5, 0.5),
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Coords => (S => 0.5 * Self.Face.texture_Tiling,
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T => 0.5 * Self.Face.texture_Tiling),
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Shine => default_Shine);
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upper_Face := new_Face (Vertices => the_Vertices);
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@@ -14,9 +14,10 @@ is
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type Face is
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record
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Fades : texture_Set.fade_Levels (texture_Set.texture_Id) := [others => 0.0];
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Textures : openGL.asset_Names (1 .. Positive (texture_Set.texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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texture_Count : Natural := 0;
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Fades : texture_Set.fade_Levels (texture_Set.texture_Id) := [others => 0.0];
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Textures : openGL.asset_Names (1 .. Positive (texture_Set.texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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texture_Count : Natural := 0;
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texture_Tiling : openGL.Real := 1.0; -- The number of times the texture should be wrapped.
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end record;
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@@ -181,17 +181,18 @@ is
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function new_polygon_Sprite (in_World : in gel.World.view;
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Name : in String;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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Vertices : in Geometry_2d.Sites;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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function new_polygon_Sprite (in_World : in gel.World.view;
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Name : in String;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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Vertices : in Geometry_2d.Sites;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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texture_Tiling : in openGL.Real := 1.0;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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is
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use type Geometry_2d.Sites,
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openGL.asset_Name;
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@@ -219,9 +220,10 @@ is
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(Color, openGL.Opaque)).all'Access;
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else
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the_graphics_Model := openGL.Model.polygon.lit_textured.new_Polygon (openGL.Vector_2_array (Vertices),
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Face => (Fades => [1 => 0.0, others => <>],
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Textures => [1 => Texture, others => <>],
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texture_Count => 1)).all'Access;
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Face => (Fades => [1 => 0.0, others => <>],
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Textures => [1 => Texture, others => <>],
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texture_Count => 1,
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texture_Tiling => texture_Tiling)).all'Access;
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end if;
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return gel.Sprite.Forge.new_Sprite (Name,
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@@ -237,18 +239,19 @@ is
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function new_rectangle_Sprite (in_World : in gel.World.view;
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Name : in String;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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function new_rectangle_Sprite (in_World : in gel.World.view;
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Name : in String;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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Width,
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Height : in math.Real;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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Height : in math.Real;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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texture_Tiling : in openGL.Real := 1.0;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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is
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use Math;
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@@ -260,7 +263,18 @@ is
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[ half_Width, half_Height],
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[-half_Width, half_Height]];
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begin
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return new_polygon_Sprite (in_World, Name, Site, Mass, Friction, Bounce, is_Tangible, the_Vertices, Color, Texture, user_Data);
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return new_polygon_Sprite (in_World,
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Name,
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Site,
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Mass,
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Friction,
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Bounce,
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is_Tangible,
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the_Vertices,
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Color,
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Texture,
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texture_Tiling,
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user_Data);
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end new_rectangle_Sprite;
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@@ -67,30 +67,35 @@ is
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Texture : in openGL.asset_Name := openGL.null_Asset;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view;
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function new_polygon_Sprite (in_World : in gel.World.view;
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Name : in String;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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Vertices : in Geometry_2d.Sites;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view;
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function new_polygon_Sprite (in_World : in gel.World.view;
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Name : in String;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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Vertices : in Geometry_2d.Sites;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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texture_Tiling : in openGL.Real := 1.0;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view;
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function new_rectangle_Sprite (in_World : in gel.World.view;
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Name : in String;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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function new_rectangle_Sprite (in_World : in gel.World.view;
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Name : in String;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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Width,
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Height : in math.Real;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view;
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Height : in math.Real;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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texture_Tiling : in openGL.Real := 1.0;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view;
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-- 3D
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--
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