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495 | with
openGL.Primitive.short_indexed,
openGL.Primitive. indexed,
openGL.Primitive.long_indexed,
openGL.Geometry.lit_textured,
openGL.Geometry.lit_colored_textured_skinned,
openGL.Texture,
openGL.Palette,
openGL.IO.wavefront,
openGL.IO.collada,
openGL.IO.lat_long_Radius,
ada.Strings.fixed,
ada.Containers.hashed_Maps,
ada.unchecked_Deallocation;
package body openGL.Model.any
is
type lit_textured_skinned_Geometry_view is access all openGL.Geometry.lit_colored_textured_skinned.item'Class;
---------
--- Forge
--
function to_Model (Model : in asset_Name;
Texture : in asset_Name;
Texture_is_lucid : in Boolean) return openGL.Model.any.item
is
begin
return Self : openGL.Model.any.item := (openGL.Model.item with
Model,
Texture,
Texture_is_lucid,
Geometry => null)
do
Self.Bounds.Ball := 1.0;
end return;
end to_Model;
function new_Model (Model : in asset_Name;
Texture : in asset_Name;
Texture_is_lucid : in Boolean) return openGL.Model.any.view
is
begin
return new openGL.Model.any.item' (to_Model (Model, Texture, Texture_is_lucid));
end new_Model;
--------------
--- Attributes
--
function model_Name (Self : in Item) return asset_Name
is
begin
return Self.Model;
end model_Name;
use openGL.IO;
function Hash (Self : in io.Vertex) return ada.Containers.Hash_type
is
begin
return ada.Containers.Hash_type (Self.site_Id + 3 * Self.coord_Id + 5 * Self.normal_Id + 7 * Self.weights_Id);
end Hash;
package io_vertex_Maps_of_gl_vertex_id is new ada.containers.Hashed_Maps (io.Vertex,
long_Index_t,
Hash,
"=");
subtype io_vertex_Map_of_gl_vertex_id is io_vertex_Maps_of_gl_vertex_id.Map;
type any_Vertex is
record
Site : Vector_3;
Normal : Vector_3;
Coords : Coordinate_2D;
Shine : Real;
Bones : bone_Weights (1 .. 4);
end record;
type any_Vertex_array is array (long_Index_t range <>) of aliased any_Vertex;
type any_Vertex_array_view is access all any_Vertex_array;
procedure deallocate is new ada.unchecked_Deallocation (any_Vertex_array,
any_Vertex_array_view);
function to_lit_textured_Vertices (From : in any_Vertex_array) return Geometry.lit_textured.Vertex_large_array
is
Result : Geometry.lit_textured.Vertex_large_array (From'Range);
begin
for i in From'Range
loop
Result (i) := (Site => From (i).Site,
Normal => From (i).Normal,
Coords => From (i).Coords,
Shine => From (i).Shine);
end loop;
return Result;
end to_lit_textured_Vertices;
function to_lit_textured_skinned_Vertices (From : in any_Vertex_array) return Geometry.lit_colored_textured_skinned.Vertex_array
is
use Palette;
Result : Geometry.lit_colored_textured_skinned.Vertex_array (From'Range);
begin
for i in From'Range
loop
Result (i) := (Site => From (i).Site,
Normal => From (i).Normal,
Coords => From (i).Coords,
Shine => From (i).Shine,
Color => (+White, opaque_Value),
bone_Ids => (1 => Real (From (i).Bones (1).Bone),
2 => Real (From (i).Bones (2).Bone),
3 => Real (From (i).Bones (3).Bone),
4 => Real (From (i).Bones (4).Bone)),
bone_Weights => (1 => From (i).Bones (1).Weight,
2 => From (i).Bones (2).Weight,
3 => From (i).Bones (3).Weight,
4 => From (i).Bones (4).Weight));
end loop;
return Result;
end to_lit_textured_skinned_Vertices;
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 (Textures, Fonts);
begin
Self.build_GL_Geometries;
return (1 => Self.Geometry);
end to_GL_Geometries;
procedure build_GL_Geometries (Self : in out Item)
is
use Geometry;
model_Name : constant String := to_String (Self.Model);
function load_Model return io.Model
is
use ada.Strings.fixed;
begin
if Tail (model_Name, 4) = ".obj" then return wavefront .to_Model (model_Name);
elsif Tail (model_Name, 4) = ".dae" then return collada .to_Model (model_Name);
elsif Tail (model_Name, 4) = ".tab" then return lat_long_Radius.to_Model (model_Name);
else raise unsupported_model_Format with "Model => '" & model_Name & "'";
end if;
end load_Model;
the_Model : openGL.io.Model := load_Model;
the_Map : io_vertex_Map_of_gl_vertex_id;
the_Vertices : any_Vertex_array_view := new any_Vertex_array' (1 .. 100_000 => <>);
vertex_Count : openGL.long_Index_t := 0;
tri_Count : Index_t := 0;
Normals_known : Boolean := False;
-- TODO: Use one set of gl face vertices and 2 sets of indices (1 for tris and 1 for quads).
begin
Self.Bounds := null_Bounds;
-- 1st pass: - Set our openGL face vertices.
-- - Build 'io vertex' to 'openGL face vertex_Id' map.
--
for f in the_Model.Faces'Range
loop
declare
use io_vertex_Maps_of_gl_vertex_id;
the_model_Face : io.Face renames the_Model.Faces (f);
begin
if the_model_Face.Kind = Triangle
or the_model_Face.Kind = Quad
then
declare
the_io_Vertices : constant io.Vertices := Vertices_of (the_model_Face);
Cursor : io_vertex_Maps_of_gl_vertex_id.Cursor;
begin
case the_model_Face.Kind
is
when Triangle => tri_Count := tri_Count + 1;
when Quad => tri_Count := tri_Count + 2;
when Polygon => null;
end case;
for v in the_io_Vertices'Range
loop
Cursor := the_Map.find (the_io_Vertices (v));
if not has_Element (Cursor)
then -- We do not know about this vertex yet, so add it.
vertex_Count := vertex_Count + 1;
declare
the_io_Vertex : io.Vertex renames the_io_Vertices (v);
the_gl_Vertex : any_Vertex renames the_Vertices (vertex_Count);
begin
the_gl_Vertex.Site := the_Model.Sites (the_io_Vertex.site_Id);
Self.Bounds.Box := Self.Bounds.Box or the_gl_Vertex.Site;
Self.Bounds.Ball := Real'Max (Self.Bounds.Ball,
abs (the_gl_Vertex.Site));
if the_io_Vertex.coord_Id /= null_Id
then the_gl_Vertex.Coords := the_Model.Coords (the_io_Vertex.coord_Id);
else the_gl_Vertex.Coords := (0.0, 0.0);
end if;
if the_io_Vertex.normal_Id /= null_Id
then the_gl_Vertex.Normal := the_Model.Normals (the_io_Vertex.normal_Id);
the_gl_Vertex.Shine := default_Shine;
normals_Known := True;
else the_gl_Vertex.Normal := (0.0, 0.0, 0.0);
end if;
if the_Model.Weights /= null
and the_io_Vertex.weights_Id /= null_Id
then
declare
the_Weights : bone_Weights renames the_Model.Weights (the_io_Vertex.weights_Id).all;
begin
if the_Weights'Length > 0
then
the_gl_Vertex.Bones (1) := the_Weights (1);
--
-- nb: Only using the first 4 bones atm.
if the_Weights'Length >= 2
then the_gl_Vertex.Bones (2) := the_Weights (2);
else the_gl_Vertex.Bones (2) := (0, 0.0);
end if;
if the_Weights'Length >= 3
then the_gl_Vertex.Bones (3) := the_Weights (3);
else the_gl_Vertex.Bones (3) := (0, 0.0);
end if;
if the_Weights'Length >= 4
then the_gl_Vertex.Bones (4) := the_Weights (4);
else the_gl_Vertex.Bones (4) := (0, 0.0);
end if;
else
the_gl_Vertex.Bones := (1 => (0, 0.0),
2 => (0, 0.0),
3 => (0, 0.0),
4 => (0, 0.0));
end if;
end;
else
the_gl_Vertex.Bones := (1 => (0, 0.0),
2 => (0, 0.0),
3 => (0, 0.0),
4 => (0, 0.0));
end if;
the_Map.insert (the_io_Vertex, vertex_Count); -- 'vertex_Count' provides the index of the current vertex.
end;
end if;
end loop;
end;
end if;
end;
end loop;
-- We now have our gl face vertices built and mapped to each model vertex.
-- 2nd pass: - Set the triangle faceted indices.
-- - Set the quad faceted indices.
--
declare
tri_indices_Count : long_Index_t := 0;
tri_indices_Last : constant long_Index_t := long_Index_t (tri_Count) * 3;
tri_Indices : aliased long_Indices (1 .. tri_indices_Last);
procedure add_to_Tri (the_Vertex : in io.Vertex)
is
begin
tri_indices_Count := tri_indices_Count + 1;
tri_Indices (tri_indices_Count) := the_Map.Element (the_Vertex);
end add_to_Tri;
begin
for f in the_Model.Faces'Range
loop
declare
the_model_Face : io.Face renames the_Model.Faces (f);
the_io_Vertices : constant io.Vertices := Vertices_of (the_model_Face);
begin
case the_model_Face.Kind
is
when Triangle =>
for v in the_io_Vertices'Range
loop
add_to_Tri (the_io_Vertices (v));
end loop;
when Quad =>
add_to_Tri (the_io_Vertices (1));
add_to_Tri (the_io_Vertices (2));
add_to_Tri (the_io_Vertices (3));
add_to_Tri (the_io_Vertices (3));
add_to_Tri (the_io_Vertices (4));
add_to_Tri (the_io_Vertices (1));
when Polygon =>
null;
end case;
end;
end loop;
pragma assert (tri_indices_Count = tri_indices_Last);
-- Determine which geometry class is required and create the geometry.
--
if the_Model.Weights = null
then
declare
use Geometry.lit_textured;
my_Vertices : aliased lit_textured.Vertex_large_array
:= to_lit_textured_Vertices (the_Vertices (1 .. vertex_Count));
my_Geometry : constant Geometry.lit_textured.view
:= lit_textured.new_Geometry;
begin
if not normals_Known
then
set_Normals:
declare
type Normals_view is access all Normals;
function get_Sites return Sites
is
Result : Sites := (1 .. my_Vertices'Length => <>);
begin
for i in Result'Range
loop
Result (i) := my_Vertices (long_Index_t (i)).Site;
end loop;
return Result;
end get_Sites;
the_Sites : constant openGL.Sites := get_Sites;
the_Normals : Normals_view := Geometry.Normals_of (Primitive.Triangles,
tri_Indices,
the_Sites);
procedure deallocate is new ada.unchecked_Deallocation (Normals, Normals_view);
begin
for i in my_Vertices'Range
loop
my_Vertices (i).Normal := the_Normals (Index_t (i));
my_Vertices (i).Shine := default_Shine;
end loop;
deallocate (the_Normals);
end set_Normals;
end if;
my_Geometry.Vertices_are (now => my_Vertices);
Self.Geometry := Geometry.view (my_Geometry);
end;
else -- Is skinned.
declare
use Geometry.lit_colored_textured_skinned;
my_Vertices : aliased constant lit_colored_textured_skinned.Vertex_array
:= to_lit_textured_skinned_Vertices (the_Vertices (1 .. vertex_Count));
my_Geometry : constant lit_textured_skinned_Geometry_view
:= lit_colored_textured_skinned.new_Geometry;
begin
my_Geometry.Vertices_are (now => my_Vertices);
Self.Geometry := Geometry.view (my_Geometry);
end;
end if;
deallocate (the_Vertices);
destroy (the_Model);
-- Set the geometry texture.
--
if Self.Texture /= null_Asset
then
if Self.has_lucid_Texture
then
declare
use Texture;
the_Image : constant lucid_Image
:= io.to_lucid_Image (Self.Texture);
the_Texture : constant Texture.object
:= Forge.to_Texture (the_Image);
begin
Self.Geometry.Texture_is (the_Texture);
end;
else
declare
use Texture;
the_Image : constant Image := io.to_Image (Self.Texture);
the_Texture : constant Texture.object := Forge.to_Texture (the_Image);
begin
Self.Geometry.Texture_is (the_Texture);
end;
end if;
end if;
-- Add any facia to the geometry.
--
if tri_Indices'Length > 0
then
if vertex_Count <= long_Index_t (short_Index_t'Last)
then
declare
the_Primitive : constant Primitive.short_indexed.view
:= Primitive.short_indexed.new_Primitive (Primitive.Triangles,
tri_Indices);
begin
Self.Geometry.add (Primitive.view (the_Primitive));
end;
elsif vertex_Count <= long_Index_t (Index_t'Last)
then
declare
the_Primitive : constant Primitive.indexed.view
:= Primitive.indexed.new_Primitive (primitive.Triangles,
tri_Indices);
begin
Self.Geometry.add (Primitive.view (the_Primitive));
end;
else
if openGL.Profile /= Desk
then
raise Model_too_complex with "Only the 'Desk' openGL profile allows models with more than 2**16 - 1 vertices.";
end if;
declare
the_Primitive : constant Primitive.long_indexed.view
:= Primitive.long_indexed.new_Primitive (primitive.Triangles,
tri_Indices);
begin
Self.Geometry.add (Primitive.view (the_Primitive));
end;
end if;
end if;
if Geometry_3d.Extent (Self.Bounds.Box, 3) = 0.0
then
Self.Bounds.Box.Lower (3) := Self.Bounds.Box.Lower (3) - 0.2; -- TODO: This is dubious at best.
end if;
Self.Geometry.is_Transparent (now => False);
Self.Geometry.Label_is (to_String (Self.Model) & "-" & to_String (Self.Texture));
end;
end build_GL_Geometries;
end openGL.Model.any;
|