text stringlengths 0 234 |
|---|
fi.normal := (1.0 / length_N) * N; |
end if; |
end Calculate_face_invariants; |
adjacent_faces : array (o.point'Range) of Natural := (others => 0); |
pf : Natural; |
length : Real; |
begin --Pre_calculate |
if full_check_objects then Check_object (o); end if; |
for i in o.face'Range loop |
begin |
-- Geometry |
Calculate_face_invariants (o.face (i), o.face_invariant (i)); |
-- Disable blending when alphas are = 1 |
case o.face (i).skin is |
when material_only | material_texture => |
o.face_invariant (i).blending := Is_to_blend (o.face (i).material); |
when colour_only | coloured_texture | texture_only => |
o.face_invariant (i).blending := Is_to_blend (o.face (i).alpha); |
when invisible => |
o.face_invariant (i).blending := False; |
end case; |
o.transparent := o.transparent or o.face_invariant (i).blending; |
exception |
when zero_summed_normal => |
raise_exception (zero_summed_normal'Identity, |
o.id & " face=" & Integer'Image (i)); |
Function Definition: procedure Display_one (o : in out Object_3D) is |
Function Body: -- Display only this object and not connected objects |
-- out : object will be initialized if not yet |
-- |
-- |
-- Display face routine which is optimized to produce a shorter list |
-- of GL commands. Runs slower then the original Display face routine |
-- yet needs to be executed only once. |
-- |
-- Uwe R. Zimmer, July 2011 |
-- |
package Display_face_optimized is |
procedure Display_face (First_Face : Boolean; fa : Face_type; fi : in out Face_invariant_type); |
private |
Previous_face : Face_type; |
Previous_face_Invariant : Face_invariant_type; |
end Display_face_optimized; |
package body Display_face_optimized is |
use GL.Materials; |
procedure Display_face (First_Face : Boolean; fa : Face_type; fi : in out Face_invariant_type) is |
use GL; |
blending_hint : Boolean; |
begin -- Display_face |
if fa.skin = invisible then |
Previous_face := fa; |
Previous_face_Invariant := fi; |
return; |
end if; |
-------------- |
-- Material -- |
-------------- |
if First_Face |
or else Previous_face.skin = invisible |
or else fa.skin /= Previous_face.skin |
or else (fa.skin = Previous_face.skin |
and then fa.material /= Previous_face.material) then |
case fa.skin is |
when material_only | material_texture => |
Disable (COLOR_MATERIAL); |
Set_Material (fa.material); |
when others => |
Set_Material (GL.Materials.neutral_material); |
end case; |
end if; |
------------ |
-- Colour -- |
------------ |
if First_Face |
or else Previous_face.skin = invisible |
or else fa.skin /= Previous_face.skin |
or else (fa.skin = Previous_face.skin |
and then (fa.colour /= Previous_face.colour |
or else fa.alpha /= Previous_face.alpha)) then |
case fa.skin is |
when material_only | material_texture => |
null; -- done above |
when colour_only | coloured_texture => |
Enable (COLOR_MATERIAL); |
ColorMaterial (FRONT_AND_BACK, AMBIENT_AND_DIFFUSE); |
Color (red => fa.colour.red, |
green => fa.colour.green, |
blue => fa.colour.blue, |
alpha => fa.alpha); |
when texture_only => |
Disable (COLOR_MATERIAL); |
when invisible => |
null; |
end case; |
end if; |
------------- |
-- Texture -- |
------------- |
if First_Face |
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