text
stringlengths
0
234
Clear_modes;
Prepare_default_lighting (Self, 0.9);
if Self.foggy then
Enable (FOG);
Fogfv (FOG_COLOR, fog_colour (0)'Unchecked_Access);
Fogf (FOG_DENSITY, 0.02);
end if;
Reset_for_3D (Self);
if Self.Smoothing = Hardware then
Enable (MULTISAMPLE_ARB);
Enable (SAMPLE_COVERAGE_ARB); -- Hope it helps switching on the AA .. .
end if;
end Start_GLs;
procedure Initialize is
begin
GLUT.Init;
GLUT.SetOption (GLUT.GLUT_RENDERING_CONTEXT, GLUT.GLUT_USE_CURRENT_CONTEXT);
GLUT.SetOption (GLUT.ACTION_ON_WINDOW_CLOSE, ACTION_CONTINUE_EXECUTION);
end Initialize;
procedure Define (Self : in out Window) is
begin
Start_GLUTs (Self); -- Initialize the GLUT things
Start_GLs (Self); -- Initialize the (Open)GL things
Reset_eye (Self);
Freshen (Self, 0.02); -- do an initial freshen, to initialise Camera, etc.
end Define;
procedure Destroy (Self : in out Window) is
begin
DestroyWindow (Self.glut_Window);
end Destroy;
overriding procedure Enable (Self : in out Window) is
begin
GLUT.SetWindow (Self.glut_Window);
-- opengl.glx.glXMakeCurrent;
end Enable;
overriding procedure Freshen (Self : in out Window;
time_Step : G3D.Real;
Extras : GLOBE_3D.Visual_array := GLOBE_3D.null_Visuals) is
begin
Enable (Self); -- for multi - window operation.
Main_Operations (Self'Access, time_Step, Extras);
end Freshen;
-- traits
--
function Smoothing (Self : Window) return Smoothing_method is (Self.Smoothing);
procedure Smoothing_is (Self : in out Window;
Now : Smoothing_method) is
begin
Self.Smoothing := Now;
end Smoothing_is;
procedure Add (Self : in out Window; the_Object : GLOBE_3D.p_Visual) is
begin
Self.object_Count := Self.object_Count + 1;
Self.Objects (Self.object_Count) := the_Object.all'Access;
end Add;
procedure Rid (Self : in out Window; the_Object : GLOBE_3D.p_Visual) is
use G3D;
begin
for Each in 1 .. Self.object_Count loop
if Self.Objects (Each) = the_Object then
if Each /= Self.object_Count then
Self.Objects (Each .. Self.object_Count - 1) := Self.Objects (Each + 1 .. Self.object_Count);
end if;
Self.object_Count := Self.object_Count - 1;
return;
end if;
end loop;
raise no_such_Object;
end Rid;