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lace/3-mid/opengl/source/lean/model/opengl-model-polygon-lit_textured.adb

181 lines
4.9 KiB
Ada

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);
the_Coords : constant Coordinates_2D := 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 => the_Coords (Index_t (i)),
Shine => default_Shine);
end loop;
the_Vertices (the_Vertices'Last) := (Site => Vector_3 (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;