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GL.Enable (GL.LIGHTING);
G3D.Define (1, proto_light);
Self.frontal_light := proto_light;
proto_light.diffuse := (0.5, 0.9, 0.5, fact);
G3D.Define (2, proto_light);
proto_light.diffuse := (0.2, 0.0, 0.9, fact);
proto_light.specular := (1.0, 1.0, 1.0, fact);
G3D.Define (3, proto_light);
proto_light.position := (-3.0, 4.0, 10.0, 1.0);
G3D.Define (4, proto_light);
proto_light.position := (3.0, -4.0, 10.0, 1.0);
proto_light.ambient := (0.6, 0.6, 0.6, 0.1);
G3D.Define (5, proto_light);
proto_light.ambient := (0.6, 0.0, 0.0, 0.1);
G3D.Define (6, proto_light);
proto_light.ambient := (0.0, 0.6, 0.0, 0.1);
G3D.Define (7, proto_light);
proto_light.ambient := (0.0, 0.0, 0.6, 0.1);
G3D.Define (8, proto_light);
G3D.Switch_lights (True);
G3D.Switch_light (2, False);
G3D.Switch_light (3, False);
G3D.Switch_light (4, False);
G3D.Switch_light (5, False);
G3D.Switch_light (6, False);
G3D.Switch_light (7, False);
G3D.Switch_light (8, False);
end Prepare_default_lighting;
procedure Clear_modes is
begin
Disable (BLEND);
Disable (LIGHTING);
Disable (AUTO_NORMAL);
Disable (NORMALIZE);
Disable (DEPTH_TEST);
end Clear_modes;
procedure Reset_for_3D (Self : in out Window'Class) is
begin
pragma Unreferenced (Self);
MatrixMode (MODELVIEW); -- (tbd : still needed ?) . .. The matrix generated by GLU.Perspective is multipled by the current matrix
ShadeModel (SMOOTH); -- GL's default is SMOOTH, vs FLAT
-- ShadeModel (FLAT); -- GL's default is SMOOTH, vs FLAT
ClearColor (0.0, 0.0, 0.0, 0.0); -- Specifies clear values for color buffer (s)
ClearAccum (0.0, 0.0, 0.0, 0.0); -- Specifies clear values for the accumulation buffer
end Reset_for_3D;
procedure enable_Viewport_and_Perspective (Self : in out Window'Class) is -- tbd : move projection matrix to 'window resize'.
begin
Viewport (0, 0, Self.main_size_x, Self.main_size_y);
MatrixMode (PROJECTION);
LoadIdentity;
GLU.Perspective (fovy => Self.Camera.FOVy, -- field of view angle (deg) in the y direction
aspect => Self.Camera.Aspect, -- x/y aspect ratio
zNear => Self.Camera.near_plane_Distance, -- distance from the viewer to the near clipping plane
zFar => Self.Camera.far_plane_Distance); -- distance from the viewer to the far clipping plane
Get (GL.PROJECTION_MATRIX, Self.Camera.Projection_Matrix (1, 1)'Unchecked_Access); -- Get the current PROJECTION matrix from OpenGL
Self.Camera.Projection_Matrix := Transpose (Self.Camera.Projection_Matrix);
MatrixMode (MODELVIEW); -- The matrix generated by GLU.Perspective is multipled by the current matrix
end enable_Viewport_and_Perspective;
procedure set_Size (Self : in out Window'Class; width, height : Integer) is
use G3D;
use REF;
half_fov_max_rads : Real;
Tan_of_half_fov_max_rads : Real;
begin
Self.main_size_x := GL.Sizei (width);
Self.main_size_y := GL.Sizei (height);
Self.Camera.Clipper.main_clipping.X1 := 0;
Self.Camera.Clipper.main_clipping.Y1 := 0;
Self.Camera.Clipper.main_clipping.X2 := width - 1;
Self.Camera.Clipper.main_clipping.Y2 := height - 1;
Self.Camera.Aspect := GL.Double (Self.main_size_x) / GL.Double (Self.main_size_y);