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procedure Graphic_display (Self : in out Window'Class; |
Extras : GLOBE_3D.Visual_array := GLOBE_3D.null_Visuals) is |
use G3D; |
begin |
G3D.render (Self.Objects (1 .. Self.object_Count) & Extras, Self.Camera); |
if Self.Show_Status then |
Display_status (Self, Self.Average * 0.001); |
end if; |
end Graphic_display; |
procedure Fill_screen (Self : in out Window'Class; |
Extras : GLOBE_3D.Visual_array := GLOBE_3D.null_Visuals) is |
procedure Display is |
begin |
Graphic_display (Self, Extras); |
end Display; |
package SAA is new GLOBE_3D.Software_Anti_Aliasing (Display); |
begin |
case Self.Smoothing is |
when Software => |
SAA.Set_Quality (SAA.Q3); |
for SAA_Phase in 1 .. SAA.Anti_Alias_phases loop |
SAA.Display_with_Anti_Aliasing (SAA_Phase); |
end loop; |
when Hardware => |
Enable (MULTISAMPLE_ARB); -- (if not done yet) |
-- ClearColor (0.0, 0.0, 0.0, 1.0); -- Specifies clear values for color buffer (s) |
-- ClearColor (0.15, 0.4, 0.15, 1.0); -- Specifies clear values for color buffer (s) -- tbd : make clear color user - settable |
ClearColor (0.0, 0.0, 0.0, 1.0); -- Specifies clear values for color buffer (s) -- tbd : make clear color user - settable |
ClearAccum (0.0, 0.0, 0.0, 0.0); -- Specifies clear values for the accumulation buffer |
Graphic_display (Self, Extras); |
Flush; |
when None => |
Graphic_display (Self, Extras); |
Flush; |
end case; |
GLUT.SwapBuffers; |
end Fill_screen; |
procedure Reset_eye (Self : in out Window'Class) is |
begin |
Self.Camera.Clipper.Eye_Position := (0.0, 5.0, 4.0); |
Self.Camera.World_Rotation := GLOBE_3D.Id_33; |
end Reset_eye; |
function Image (Date : Ada.Calendar.Time) return String; |
-- Proxy for Ada 2005 Ada.Calendar.Formatting.Image |
procedure Main_Operations (Self : access Window; |
time_Step : G3D.Real; |
Extras : GLOBE_3D.Visual_array := GLOBE_3D.null_Visuals) is |
use G3D, G3D.REF, Game_Control; |
elaps, time_now : Integer; |
gx, gy : GL.Double; -- mouse movement since last call |
seconds : GL.Double; -- seconds since last image |
alpha_correct : Boolean; |
attenu_t, attenu_r : Real; |
begin |
if not Self.all.is_Visible or else Self.all.is_Closed then |
return; |
end if; |
enable_Viewport_and_Perspective (Self.all); -- nb : must be done prior to setting frustum planes (when using GL.frustums.current_Planes) |
-- Control of lighting |
-- |
-- self.frontal_light.position := (GL.Float (self.Camera.Clipper.eye_Position (0)), |
-- GL.Float (self.Camera.Clipper.eye_Position (1)), |
-- GL.Float (self.Camera.Clipper.eye_Position (2)), |
-- 1.0); |
-- G3D.Define (1, self.frontal_light); |
for c in n1 .. n8 loop |
if Self.all.game_command (c) then |
Reverse_light_switch (1 + Command'Pos (c) - Command'Pos (n1)); |
end if; |
end loop; |
-- Display screen |
-- |
Fill_screen (Self.all, Extras); |
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