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-- update camera frustum |
-- |
MatrixMode (MODELVIEW); |
Set_GL_Matrix (Self.all.Camera.World_Rotation); |
Translate (-Self.all.Camera.Clipper.Eye_Position (0), -Self.all.Camera.Clipper.Eye_Position (1), -Self.all.Camera.Clipper.Eye_Position (2)); |
Self.all.Camera.frustum_Planes := GL.Frustums.Current_Planes; -- tbd : getting frustum planes from camera, might be quicker, |
-- set_frustum_Planes (Self.Camera); -- but 'set_frustum_Planes' seems buggy :/. |
-- video management |
-- |
if Self.all.game_command (video) then |
if Self.all.is_capturing_Video then |
GL.IO.Stop_Capture; |
Self.all.is_capturing_Video := False; |
else |
GL.IO.Start_Capture (AVI_Name => To_String (Self.all.Name) & "." & Image (Ada.Calendar.Clock) & ".avi", |
frame_rate => 8); -- Integer (self.Frames_per_second)); |
Self.all.is_capturing_Video := True; |
end if; |
end if; |
if Self.all.is_capturing_Video then |
GL.IO.Capture_Frame; |
end if; |
-- photo management |
-- |
if Self.all.game_command (photo) then |
GL.IO.Screenshot (Name => To_String (Self.all.Name) & "." & Image (Ada.Calendar.Clock) & ".bmp"); |
end if; |
end Main_Operations; |
procedure Close_Window is |
begin |
current_Window.all.is_Closed := True; |
end Close_Window; |
procedure Update_Visibility (State : Integer) is |
begin |
-- ada.text_io.put_line ("in update_Visibility callback state : " & integer'image (State)); |
-- |
-- tbd : this callback is not being called when a window is iconicised !! |
current_Window.all.is_Visible := not (State = GLUT.HIDDEN or else State = GLUT.FULLY_COVERED); |
end Update_Visibility; |
procedure Start_GLUTs (Self : in out Window) is |
use GLUT; |
function to_Address is new Ada.Unchecked_Conversion (GLOBE_3D.p_Window, System.Address); |
GLUT_options : GLUT.Unsigned := GLUT.DOUBLE or GLUT.RGBA or GLUT.ALPHA or GLUT.DEPTH; |
begin |
if Self.Smoothing = Hardware then |
GLUT_options := GLUT_options or GLUT.MULTISAMPLE; |
end if; |
InitDisplayMode (GLUT_options); |
set_Size (Self, 500, 400); |
InitWindowSize (Integer (Self.main_size_x), Integer (Self.main_size_y)); |
InitWindowPosition (120, 120); |
Self.glut_Window := CreateWindow ("GLOBE_3D/GLUT Window"); |
if Self.glut_Window = 0 then |
raise GLUT_Problem; |
end if; |
GLUT.CloseFunc (Close_Window'Access); |
GLUT.ReshapeFunc (Window_Resize'Access); |
GLUT.WindowStatusFunc (Update_Visibility'Access); |
GLUT.SetWindowData (to_Address (GLOBE_3D.Window'Class (Self)'Unchecked_Access)); |
GLUT.Devices.Initialize; |
-- if CreateMenu (Menu'Access) = 0 then -- tdb : deferred |
-- raise GLUT_Problem; |
-- end if; |
-- AttachMenu (MIDDLE_BUTTON); |
-- AddMenuEntry (" * Full Screen", 1); |
-- AddMenuEntry ("--> Exit (Esc)", 2); |
end Start_GLUTs; |
procedure Start_GLs (Self : in out Window) is |
fog_colour : GL.Light_Float_vector := (0.2, 0.2, 0.2, 0.1); |
begin |
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