text stringlengths 0 234 |
|---|
end if; |
if All_Geometries (Each).Visual = current_Visual then |
Draw (All_Geometries (Each).Geometry.Geometry.all); |
GL.Errors.log; |
else |
GL.PopMatrix; |
GL.PushMatrix; |
GL.Translate (All_Geometries (Each).Visual.all.Centre); |
Multiply_GL_Matrix (All_Geometries (Each).Visual.all.rotation); |
Draw (All_Geometries (Each).Geometry.Geometry.all); |
GL.Errors.log; |
current_Visual := All_Geometries (Each).Visual; |
end if; |
end loop; |
GL.PopMatrix; |
Function Definition: -- procedure sort is new Ada.Containers.Generic_Array_Sort (Positive, |
Function Body: procedure sort is new Ada.Containers.Generic_Array_Sort (Positive, |
GLOBE_3D.p_Visual, |
GLOBE_3D.Visual_array); |
begin |
for Each in 1 .. transparent_Count loop -- pre - calculate each visuals Centre in camera space. |
all_Transparents (Each).all.Centre_Camera_Space := the_Camera.World_Rotation |
* (all_Transparents (Each).all.Centre - the_Camera.Clipper.Eye_Position); |
end loop; |
if transparent_Count > 1 then |
sort (all_Transparents (1 .. transparent_Count)); |
end if; |
GL.Depth_Mask (GL_False); -- make depth buffer read - only, for correct transparency |
Enable (LIGHTING); -- ensure lighting is enabled for G3D.Display of transparents (obsolete). |
Enable (BLEND); |
BlendFunc (sfactor => ONE, |
dfactor => ONE_MINUS_SRC_ALPHA); |
for Each_Transparency in 1 .. transparent_Count loop |
declare |
the_Visual : Visual'Class renames all_Transparents (Each_Transparency).all; |
visual_Geometrys : constant GL.Skinned_Geometry.skinned_Geometrys := skinned_Geometrys (the_Visual); -- tbd : apply ogl state sorting here ? |
begin |
Display (the_Visual, the_Camera.Clipper); |
GL.Errors.log; |
for Each_Geometry in visual_Geometrys'Range loop |
declare |
use GL.Skins, GL.Geometry; |
the_Geometry : GL.Skinned_Geometry.Skinned_Geometry_t renames visual_Geometrys (Each_Geometry); |
begin |
if the_Geometry.Skin /= current_Skin then |
current_Skin := the_Geometry.Skin; |
Enable (current_Skin.all); |
GL.Errors.log; |
end if; |
if the_Geometry.Veneer /= null then |
Enable (the_Geometry.Veneer.all); |
GL.Errors.log; |
end if; |
GL.PushMatrix; |
GL.Translate (the_Visual.Centre); |
Multiply_GL_Matrix (the_Visual.rotation); |
Draw (the_Geometry.Geometry.all); |
GL.Errors.log; |
GL.PopMatrix; |
Function Definition: function to_Window is new Ada.Unchecked_Conversion (System.Address, GLOBE_3D.p_Window); |
Function Body: begin |
return GLUT.Windows.Window_view (to_Window (GetWindowData)); |
end current_Window; |
procedure Name_is (Self : in out Window; Now : String) is |
begin |
Self.Name := To_Unbounded_String (Now); |
end Name_is; |
function Name (Self : Window) return String is (To_String (Self.Name)); |
function is_Closed (Self : Window) return Boolean is (Self.is_Closed); |
procedure Prepare_default_lighting (Self : in out Window; |
fact : GL.C_Float) is |
proto_light : G3D.Light_definition := (position => (0.0, 500.0, 0.0, 1.0), |
ambient => (0.3, 0.3, 0.3, fact), |
diffuse => (0.9, 0.9, 0.9, fact), |
specular => (0.05, 0.05, 0.01, fact)); |
begin |
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