with openGL.Geometry.lit_textured, openGL.Primitive.indexed, openGL.Texture.Coordinates; with ada.Text_IO; use ada.Text_IO; package body openGL.Model.circle.lit_textured is --------- --- Forge -- function new_circle (Radius : in Real; texture_Details : in texture_Set.Details; Sides : in Positive := 24) return View is Self : constant View := new Item; begin Self.Radius := Radius; Self.texture_Details_is (texture_Details); Self.Sides := Sides; return Self; end new_circle; ------------------ --- Attributes --- ------------------ --------------------- --- 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; function to_Indices return Indices is Result : Indices (1 .. long_Index_t (Self.Sides) + 2); begin for i in 1 .. Index_t (Self.Sides) + 1 loop Result (long_Index_t (i)) := i; -- Index_t (Self.Sides) + 1 - i; end loop; Result (Result'Last) := 2; return Result; end to_Indices; the_Indices : aliased constant Indices := to_Indices; the_Sites : constant Vector_2_array := vertex_Sites (Self.Radius, Self.Sides); function new_Geometry (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.texture_Details.texture_Count loop put_Line ("KKK" & Self.texture_Details'Image); 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 Texture.Coordinates; the_Coords : constant Texture.Coordinates.Coords_2D_and_Centroid := to_Coordinates (the_Sites); the_Vertices : Geometry.lit_textured.Vertex_array (1 .. Index_t (Self.Sides + 1)); begin -- Center. -- the_Vertices (1) := (Site => [0.0, 0.0, 0.0], Normal => Normal, Coords => (0.50, 0.50), Shine => default_Shine); -- Circumference. -- for i in 2 .. the_Vertices'Last loop the_Vertices (i) := (Site => Vector_3 (the_Sites (Positive (i - 1)) & 0.0), Normal => Normal, Coords => the_Coords.Coords (i - 1), Shine => default_Shine); end loop; face_Geometry := new_Geometry (Vertices => the_Vertices); end; return [1 => face_Geometry.all'Access]; end to_GL_Geometries; end openGL.Model.circle.lit_textured;