text stringlengths 0 234 |
|---|
begin |
Read_Intel (buf, m); |
Read_Intel (buf, e); |
Merge (Cvt (m), Cvt (e), n); |
end Read_Float; |
procedure Read_Material_Float_vector (mfv : out GL.Material_Float_vector) is |
begin |
for i in mfv'Range loop |
Read_Float (mfv (i)); |
end loop; |
end Read_Material_Float_vector; |
procedure Read_Point_3D (p : out Point_3D) is |
begin |
for i in p'Range loop |
Read_Double (buf, p (i)); |
end loop; |
end Read_Point_3D; |
procedure Read_Map_idx_pair_array (m : out Map_idx_pair_array) is |
begin |
for i in m'Range loop |
Read_Double (buf, m (i).U); |
Read_Double (buf, m (i).V); |
end loop; |
end Read_Map_idx_pair_array; |
v8 : U8; |
v32, mp32, mf32 : U32; |
procedure Read_face (face : out Face_type; face_invar : in out Face_invariant_type) is |
begin |
-- 1/ Points |
for i in face.p'Range loop |
Read_Intel (buf, v32); |
face.p (i) := Integer (v32); |
end loop; |
-- 2/ Portal connection : object name is stored; |
-- access must be found later |
Read_String (buf, face_invar.connect_name); |
-- 3/ Skin |
GL.IO.Get_Byte (buf, v8); |
face.skin := Skin_Type'Val (v8); |
-- 4/ Mirror |
GL.IO.Get_Byte (buf, v8); |
face.mirror := Boolean'Val (v8); |
-- 5/ Alpha |
Read_Double (buf, face.alpha); |
-- 6/ Colour |
case face.skin is |
when colour_only | coloured_texture => |
Read_Double (buf, face.colour.red); |
Read_Double (buf, face.colour.green); |
Read_Double (buf, face.colour.blue); |
when others => |
null; |
end case; |
-- 7/ Material |
case face.skin is |
when material_only | material_texture => |
Read_Material_Float_vector (face.material.ambient); |
Read_Material_Float_vector (face.material.diffuse); |
Read_Material_Float_vector (face.material.specular); |
Read_Material_Float_vector (face.material.emission); |
Read_Float (face.material.shininess); |
when others => |
null; |
end case; |
-- 8/ Texture : texture name is stored; |
-- id must be found later |
Read_String (buf, face_invar.texture_name); |
GL.IO.Get_Byte (buf, v8); |
face.whole_texture := Boolean'Val (v8); |
GL.IO.Get_Byte (buf, v8); |
face.repeat_U := Positive'Val (v8); |
GL.IO.Get_Byte (buf, v8); |
face.repeat_V := Positive'Val (v8); |
if not face.whole_texture then |
Read_Map_idx_pair_array (face.texture_edge_map); |
end if; |
end Read_face; |
test_signature : String (signature_obj'Range); |
ID : Ident; |
begin |
String'Read (s, test_signature); |
if test_signature /= signature_obj then |
raise Bad_data_format; |
end if; |
GL.IO.Attach_Stream (b => buf, stm => s); |
Read_String (buf, ID); |
-- Read the object's dimensions, create object, read its contents |
Read_Intel (buf, mp32); |
Read_Intel (buf, mf32); |
o := new Object_3D (Integer (mp32), Integer (mf32)); |
o.ID := ID; |
for p in o.Point'Range loop |
Read_Point_3D (o.Point (p)); |
end loop; |
for f in o.face'Range loop |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.