text stringlengths 0 234 |
|---|
use GL.Buffer.vertex, GL.Geometry, GL.Geometry.vbo; |
the_Geometry : GL.geometry.vbo.vbo_Geometry renames GL.geometry.vbo.vbo_Geometry (self.skinned_geometry.Geometry.all); |
begin |
the_Geometry.Vertices := to_Buffer (To, usage => GL.static_draw); -- tbd : check usage |
the_Geometry.vertex_Count := GL.SizeI (To'Length); |
the_Geometry.Bounds := Bounds (To.all); |
Function Definition: procedure Skin_is (o : in out tri_Mesh; Now : in GL.skins.p_Skin) |
Function Body: is |
begin |
o.skinned_Geometry.Skin := Now; |
o.skinned_Geometry.Veneer := Now.all.new_Veneer (for_geometry => o.skinned_Geometry.Geometry.all); |
Function Definition: procedure dummy is begin null; end; |
Function Body: -- 'vertex_cache_optimise' is based on algorithm descibed here . .. http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html |
-- |
procedure vertex_cache_optimise (Vertices : in out GL.geometry.GL_Vertex_array; Indices : in out GL.geometry.vertex_Id_array) |
is |
use GL, GL.Geometry; |
--subtype vertex_Id is Positive; |
subtype triangle_Id is positive_uInt; |
type triangle_Indices is array (Positive range <>) of triangle_Id; |
function Indices_Index (the_Face : in positive_uInt; the_Vertex : in positive_uInt) return positive_uInt |
is |
begin |
return 3 * (the_Face - 1) + the_Vertex; |
Function Definition: procedure free is new ada.unchecked_deallocation (vco_vertex_Array, access_vco_vertex_Array); |
Function Body: num_Faces : constant positive_uInt := indices'Length / 3; |
vco_Vertices : access_vco_vertex_Array := new vco_vertex_Array; -- can be very large, so create in the heap |
vco_Triangles : array (1 .. num_Faces) of vco_Triangle; |
type LRU_Cache is array (Natural range <>) of GL.geometry.vertex_Id; |
the_LRU_Cache : LRU_Cache (0 .. MaxSizeVertexCache - 1); |
LRU_Cache_last : Integer := - 1; |
procedure add_recent_Vertices_to_LRU_Cache (v1, v2, v3 : in GL.geometry.vertex_Id) |
is |
prior_Cache : LRU_Cache := the_LRU_Cache (0 .. LRU_Cache_last); |
begin |
the_LRU_Cache (0) := v1; |
the_LRU_Cache (1) := v2; |
the_LRU_Cache (2) := v3; |
LRU_Cache_last := 2; |
for Each in prior_Cache'Range loop |
if not (prior_Cache (Each) = v1 |
or else prior_Cache (Each) = v2 |
or else prior_Cache (Each) = v3) |
then |
LRU_Cache_last := LRU_Cache_last + 1; |
the_LRU_Cache (LRU_Cache_last) := prior_Cache (Each); |
end if; |
end loop; |
end add_recent_Vertices_to_LRU_Cache; |
function tri_Score_of (triangle_Id : in positive_uInt) return GL.Double |
is |
use GL; |
the_Triangle : vco_Triangle renames vco_Triangles (triangle_Id); |
Base : positive_uInt := positive_uInt (triangle_Id - 1) * 3; |
v1_Id : GL.geometry.vertex_Id renames Indices (base + 1); |
v2_Id : GL.geometry.vertex_Id renames Indices (base + 2); |
v3_Id : GL.geometry.vertex_Id renames Indices (base + 3); |
Score : GL.Double; |
begin |
Score := vco_Vertices (v1_Id).Score; |
Score := Score + vco_Vertices (v2_Id).Score; |
Score := Score + vco_Vertices (v3_Id).Score; |
return Score; |
end tri_Score_of; |
best_Triangle : triangle_Id; |
best_Triangle_score : GL.Double := GL.Double'First; |
new_face_Indices : GL.geometry.vertex_Id_array (Indices'Range); -- the resulting optimised triangle indices. |
-- new_face_Indices : triangle_vertex_Indices (o.Face_Indices'Range); -- the resulting optimised triangle indices. |
-- -- new_face_Indices_last : Natural := new_face_Indices'first - 1; |
begin |
--put_Line ("start optimise !"); |
-- combined pass's : - increments the counter of the number of triangles that use each vertex |
-- - adds the triangle to the vertex's triangle list, for each vertex. |
-- |
for Each in 1 .. num_Faces loop |
declare |
procedure add_face_Vertex (which_vertex : positive_uInt) |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.