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procedure Switch_light (which : Light_ident; on : Boolean) is
begin
if light_defined (which) then
if on then
GL.Enable (Server_id (which));
else
GL.Disable (Server_id (which));
end if;
end if;
end Switch_light;
function Is_light_switched (which : Light_ident) return Boolean is
begin
return Boolean'Val (GL.IsEnabled (Server_id (which)));
end Is_light_switched;
procedure Reverse_light_switch (which : Light_ident) is
begin
Switch_light (which, not Is_light_switched (which));
end Reverse_light_switch;
prec_a360 : constant := 10000;
r_prec_a360 : constant := 10000.0;
i_r_prec_a360 : constant := 1.0 / r_prec_a360;
procedure Angles_modulo_360 (v : in out Vector_3D)is
use GL;
begin
for i in v'Range loop
v (i) :=
GL.Double (Integer (r_prec_a360 * v (i)) mod (360*prec_a360))
* i_r_prec_a360;
end loop;
end Angles_modulo_360;
------------------
-- Resource I/O --
------------------
procedure Load_if_needed (zif : in out Zip.Zip_info; name : String) is
begin
if not Zip.Is_loaded (zif) then
begin
Zip.Load (zif, name);
exception
when Zip.Zip_file_open_error => -- Try with lower case:
Zip.Load (zif, To_Lower (name));
Function Definition: procedure sort is new Ada.Containers.Generic_Array_Sort (Positive,
Function Body: visual_geometry,
visual_geometrys);
use GL.Skins, GL.Geometry, GL.Skinned_Geometry;
current_Visual : p_Visual;
begin
if geometry_Count > 1 then
sort (all_Geometrys (1 .. geometry_Count));
end if;
GL.PushMatrix;
for Each in 1 .. geometry_Count loop
if all_Geometrys (Each).Geometry.Skin /= current_Skin then
current_Skin := all_Geometrys (Each).Geometry.Skin;
enable (current_Skin.all);
GL.Errors.log;
end if;
if all_Geometrys (Each).Geometry.Veneer /= null then
enable (all_Geometrys (Each).Geometry.Veneer.all);
GL.Errors.log;
end if;
if all_Geometrys (Each).Visual = current_Visual then
draw (all_Geometrys (Each).Geometry.Geometry.all);
GL.Errors.log;
else
GL.PopMatrix;
GL.PushMatrix;
GL.Translate (all_Geometrys (Each).Visual.centre);
Multiply_GL_Matrix (all_Geometrys (Each).Visual.rotation);
draw (all_Geometrys (Each).Geometry.Geometry.all);
GL.Errors.log;
current_Visual := all_Geometrys (Each).Visual;
end if;
end loop;
GL.PopMatrix;
Function Definition: --procedure sort is new Ada.Containers.Generic_Array_Sort (Positive,
Function Body: procedure sort is new Ada.Containers.Generic_Array_Sort (Positive,
globe_3d.p_Visual,
globe_3d.Visual_array);
begin
for Each in 1 .. transparent_Count loop -- pre - calculate each visuals Centre in camera space.
all_Transparents (Each).Centre_camera_space := the_Camera.world_Rotation
* (all_Transparents (Each).Centre - the_Camera.Clipper.eye_Position);
end loop;
if transparent_Count > 1 then
sort (all_Transparents (1 .. transparent_Count));
end if;
GL.depthMask (gl_False); -- make depth buffer read - only, for correct transparency
Enable (LIGHTING); -- ensure lighting is enabled for G3D.Display of transparents (obsolete).
Enable (BLEND);
BlendFunc (sfactor => ONE,
dfactor => ONE_MINUS_SRC_ALPHA);
for Each in 1 .. transparent_Count loop
declare
the_Visual : Visual'Class renames all_Transparents (Each).all;
visual_Geometrys : constant GL.skinned_geometry.skinned_Geometrys := skinned_Geometrys (the_visual); -- tbd : apply ogl state sorting here ?
begin
display (the_Visual, the_Camera.clipper);