with openGL.Geometry.lit_textured, openGL.Primitive.indexed, openGL.Texture.Coordinates; package body openGL.Model.polygon.lit_textured is --------- --- Forge -- function new_polygon (vertex_Sites : in Vector_2_array; Face : in lit_textured.Face) return View is Self : constant View := new Item; begin Self.vertex_Sites (1 .. vertex_Sites'Length) := vertex_Sites; Self.vertex_Count := vertex_Sites'Length; Self.Face := Face; return Self; end new_polygon; ------------------ --- 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 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 : Vector_2_array renames Self.vertex_Sites (1 .. Self.vertex_Count); function new_Face (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view is use Primitive, texture_Set; function the_Indices return Indices is Result : Indices (1 .. the_Sites'Length); begin for i in Result'Range loop Result (i) := Index_t (i); end loop; return Result; end the_Indices; 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 use openGL.Texture.Coordinates; the_Vertices : Geometry.lit_textured.Vertex_array (1 .. the_Sites'Length + 1); Coords_and_Centroid : constant Coords_2D_and_Centroid := to_Coordinates (the_Sites); -- Centroid : Vector_2 := (0.0, 0.0); begin --- Calculate the centroid and min/max of x and y. -- -- for i in the_Sites'Range -- loop -- Centroid := Centroid + the_Sites (i); -- end loop; -- -- Centroid := Centroid / Real (the_Sites'Length); for i in the_Sites'Range loop the_Vertices (Index_t (i)) := (Site => Vector_3 (the_Sites (i) & 0.0), Normal => Normal, Coords => Coords_and_Centroid.Coords (Index_t (i)), Shine => default_Shine); end loop; the_Vertices (the_Vertices'Last) := (Site => Vector_3 (Coords_and_Centroid.Centroid & 0.0), Normal => Normal, Coords => (0.5, 0.5), Shine => default_Shine); upper_Face := new_Face (Vertices => the_Vertices); end; return [1 => upper_Face.all'Access]; end to_GL_Geometries; end openGL.Model.polygon.lit_textured;