Add initial prototype.

This commit is contained in:
Rod Kay
2022-07-31 17:34:54 +10:00
commit 54a53b2ac0
1421 changed files with 358874 additions and 0 deletions

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#!/usr/bin/env bash
set -e
if [ "$LACE" = "" ]; then
echo Please ensure the LACE environment variable points to the Lace installation root folder.
exit
fi
mkdir -p assets
cd assets
ln -s $LACE/3-mid/opengl/assets opengl
echo Done.

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with
"opengl_demo",
"lace_shared";
project camera_Demo
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_camera_demo.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end camera_Demo;

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with
openGL.Renderer.lean,
openGL.Camera,
openGL.Visual,
openGL.Palette,
openGL.Model.box.colored,
openGL.Demo;
procedure launch_Camera_Demo
--
-- Exercise the camera.
--
is
use openGL,
openGL.Model,
openGL.Model.box,
openGL.Palette,
openGL.Math,
openGL.linear_Algebra_3d;
begin
Demo.print_Usage;
Demo.define ("openGL 'Camera' Demo");
-- Setup the camera.
--
Demo.Camera.Position_is ([5.0, 0.0, 10.0],
y_Rotation_from (to_Radians (0.0)));
declare
-- The Model.
--
the_box_Model : constant openGL.Model.Box.colored.view
:= openGL.Model.Box.colored.new_Box (size => [0.5, 0.5, 0.5],
faces => [front => (colors => [others => (Blue, Opaque)]),
rear => (colors => [others => (light_Blue, Opaque)]),
upper => (colors => [others => (Green, Opaque)]),
lower => (colors => [others => (forest_Green, Opaque)]),
left => (colors => [others => (Dark_Red, Opaque)]),
right => (colors => [others => (Red, Opaque)])]);
the_Sprite : constant openGL.Visual.view
:= openGL.Visual.Forge.new_Visual (the_box_Model.all'Access);
begin
the_Sprite.Site_is ([10.0, 0.0, 0.0]);
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Render all sprites.
--
Demo.Camera.render (Visuals => [1 => the_Sprite]);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
end loop;
end;
Demo.destroy;
end launch_Camera_Demo;

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with
"opengl_demo",
"sdlada",
"lace_shared";
project Core_Test
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_core_test.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end Core_Test;

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with
openGL.Tasks,
openGL.Server,
sdl.Video.Windows.Makers,
sdl.Video.gl,
ada.Task_identification,
ada.Text_IO;
procedure launch_core_Test
--
-- Exercise basic subprograms common to all GL profiles.
--
-- TODO: Complete this.
--
is
use ada.Text_IO;
use type sdl.Video.Windows.window_Flags;
Error : exception;
Window : sdl.Video.Windows.Window;
gl_Context : sdl.Video.gl.Contexts;
begin
---------
--- Setup
--
if not SDL.initialise
then
raise Error with "Unable to initialise SDL.";
end if;
sdl.Video.Windows.Makers.create (Win => Window,
Title => "openGL Demo",
X => 100,
Y => 100,
Width => 200,
Height => 200,
Flags => sdl.Video.Windows.openGL
or sdl.Video.Windows.Resizable);
sdl.Video.gl.create (gl_Context, From => Window);
sdl.Video.gl.set_Current (gl_Context, To => Window);
openGL.Tasks.renderer_Task := ada.Task_identification.current_Task;
---------
--- Tests
--
put_Line ("openGL Server: " & openGL.Server.Version);
delay 2.0;
end launch_core_Test;

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with
"opengl_demo",
"lace_shared";
project large_terrain_Demo
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_large_terrain_demo.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end large_terrain_Demo;

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with
openGL.Visual,
openGL.Terrain,
openGL.Demo,
openGL.Light;
procedure launch_large_Terrain_Demo
--
-- Exercise the culler with a large terrain grid.
--
is
use openGL,
openGL.Math,
openGL.linear_Algebra_3d;
begin
Demo.print_Usage;
Demo.define ("openGL 'Large Terrain' Demo");
-- Setup the camera.
--
Demo.Camera.Position_is ([0.0, 100.0, 500.0],
y_Rotation_from (to_Radians (0.0)));
-- Set the lights initial position to far behind and far to the left.
--
declare
use openGL.Light;
the_Light : openGL.Light.item := Demo.Renderer.new_Light;
begin
the_Light.Site_is ([0.0, 1000.0, 0.0]);
Demo.Renderer.set (the_Light);
end;
declare
Heights : constant asset_Name := to_Asset ("assets/kidwelly-terrain-510x510.png");
Texture : constant asset_Name := to_Asset ("assets/kidwelly-terrain-texture-255x255.png");
Terrain : constant openGL.Visual.Grid := openGL.Terrain.new_Terrain (heights_File => Heights,
texture_File => Texture,
Scale => [1.0, 25.0, 1.0]);
Count : constant Positive := Terrain'Length (1)
* Terrain'Length (2);
Last : Natural := 0;
Sprites : openGL.Visual.views (1 .. Count);
begin
for Row in Terrain'Range (1)
loop
for Col in Terrain'Range (2)
loop
Last := Last + 1;
Sprites (Last) := Terrain (Row, Col);
end loop;
end loop;
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
Demo.Camera.render (Sprites (1 .. Last));
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_large_Terrain_Demo;

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with
openGL.Palette,
openGL.Model.Box.lit_colored_textured,
openGL.Visual,
openGL.Demo;
procedure launch_many_Boxes_Demo
--
-- Exercise the culler with many boxes.
--
is
use openGL,
openGL.Model,
openGL.Model.box,
openGL.Palette,
openGL.Math,
openGL.linear_Algebra_3d;
begin
Demo.print_Usage;
Demo.define ("openGL 'many Boxes' Demo");
-- Setup the camera.
--
Demo.Camera.Position_is ([0.0, 0.0, 5.0],
y_Rotation_from (to_Radians (0.0)));
declare
Face : constant asset_Name := to_Asset ("assets/Face1.bmp");
the_box_Model : constant Box.lit_colored_textured.view
:= Box.lit_colored_textured.new_Box
(size => [0.5, 0.5, 0.5],
faces => [front => (colors => [others => (White, Opaque)], texture_name => Face),
rear => (colors => [others => (Blue, Opaque)], texture_name => Face),
upper => (colors => [others => (Green, Opaque)], texture_name => Face),
lower => (colors => [others => (Green, Opaque)], texture_name => Face),
left => (colors => [others => (Dark_Red, Opaque)], texture_name => Face),
right => (colors => [others => (Red, Opaque)], texture_name => Face)]);
Size : constant Integer := 70;
x : openGL.Real := -openGL.Real (Size) / 2.0;
z : openGL.Real := 0.0;
Sprites : constant Visual.views (1 .. Size * Size) := [others => Visual.Forge.new_Visual (Model.view (the_box_Model))];
begin
for i in Sprites'Range
loop
x := x + 1.0;
if i mod Size = 0
then
z := z - 1.0;
x := -openGL.Real (Size) / 2.0;
end if;
Sprites (i).Site_is ([x, 0.0, z]);
end loop;
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
Demo.Camera.render (Sprites);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_many_Boxes_Demo;

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with
"opengl_demo",
"lace_shared";
project Many_Boxes_Demo
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_many_boxes_demo.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end Many_Boxes_Demo;

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with
"opengl_demo",
"lace_shared";
project diffuse_Light
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_diffuse_light.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end diffuse_Light;

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with
openGL.Light,
openGL.Visual,
openGL.Model.Box.lit_textured,
openGL.Palette,
openGL.Demo;
procedure launch_diffuse_Light
--
-- Exercise the rendering of models with a diffuse light.
--
is
use openGL,
openGL.Model,
openGL.Math,
openGL.linear_Algebra_3d;
the_Texture : constant asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
begin
Demo.print_Usage;
Demo.define ("openGL 'diffuse Light' Demo");
Demo.Camera.Position_is ((0.0, 0.0, 10.0),
y_Rotation_from (to_Radians (0.0)));
declare
use openGL.Model.box,
openGL.Visual.Forge,
openGL.Light,
openGL.Palette;
-- The Model.
--
the_Box : constant Model.Box.lit_textured.view
:= openGL.Model.Box.lit_textured.new_Box (Size => (4.0, 4.0, 4.0),
Faces => (Front => (texture_Name => the_Texture),
Rear => (texture_Name => the_Texture),
Upper => (texture_Name => the_Texture),
Lower => (texture_Name => the_Texture),
Left => (texture_Name => the_Texture),
Right => (texture_Name => the_Texture)));
-- The Visual.
--
the_Visuals : constant openGL.Visual.views := (1 => new_Visual (the_Box.all'Access));
-- The Light.
--
the_Light : openGL.Light.item := Demo.Renderer.new_Light;
initial_Site : constant openGL.Vector_3 := (0.0, 0.0, 15.0);
site_Delta : openGL.Vector_3 := (1.0, 0.0, 0.0);
cone_Direction : constant openGL.Vector_3 := (0.0, 0.0, -1.0);
begin
-- Setup the visual.
--
the_Visuals (1).Site_is (Origin_3D);
the_Visuals (1).Spin_is (y_Rotation_from (to_Radians (20.0)));
-- Setup the light.
--
the_Light. Kind_is (Diffuse);
the_Light. Site_is (initial_Site);
the_Light.Color_is (White);
the_Light. cone_Angle_is (5.0);
the_Light. cone_Direction_is (cone_Direction);
the_Light.ambient_Coefficient_is (0.015);
Demo.Renderer.set (the_Light);
-- Main loop.
--
while not Demo.Done
loop
-- Handle user commands.
--
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Move the light.
--
if the_Light.Site (1) > 2.0 then site_Delta (1) := -0.01;
elsif the_Light.Site (1) < -2.0 then site_Delta (1) := 0.01;
end if;
the_Light.Site_is (the_Light.Site + site_Delta);
Demo.Renderer.set (the_Light);
-- Render the sprites.
--
Demo.Camera.render (the_Visuals);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
delay 1.0 / 60.0;
end loop;
end;
Demo.destroy;
end launch_diffuse_Light;

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with
openGL.Light,
openGL.Visual,
openGL.Model.Sphere.lit_colored_textured,
openGL.Model.Sphere.lit_colored,
openGL.Palette,
openGL.Demo;
procedure launch_render_Lighting
--
-- Exercise the rendering of lit models.
--
is
use openGL,
openGL.Model,
openGL.Math,
openGL.linear_Algebra_3d;
the_Texture : constant asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
begin
Demo.print_Usage ("To see the light move, disable 'Sync to VBlank'.");
Demo.define ("openGL 'render Lighting' Demo");
Demo.Camera.Position_is ([0.0, 0.0, 10.0],
y_Rotation_from (to_Radians (0.0)));
declare
use openGL.Palette;
-- The Models.
--
the_Ball_1_Model : constant Model.Sphere.lit_colored_textured.view
:= openGL.Model.Sphere.lit_colored_textured.new_Sphere (Radius => 1.0,
Image => the_Texture);
the_Ball_2_Model : constant Model.Sphere.lit_colored.view
:= openGL.Model.Sphere.lit_colored.new_Sphere (Radius => 1.0,
Color => (light_Apricot, Opaque));
-- The Visuals.
--
use openGL.Visual.Forge;
the_Visuals : constant openGL.Visual.views := [1 => new_Visual (the_Ball_1_Model.all'Access),
2 => new_Visual (the_Ball_2_Model.all'Access)];
the_Light : openGL.Light.item := Demo.Renderer.new_Light;
-- Light movement.
--
initial_Site : constant openGL.Vector_3 := [-10_000.0, 0.0, 10_000.0];
site_Delta : openGL.Vector_3 := [ 1.0, 0.0, 0.0];
begin
the_Visuals (1).Site_is ([0.0, 1.0, 0.0]);
the_Visuals (2).Site_is ([0.0, -1.0, 0.0]);
-- Set the lights initial position to far behind and far to the left.
--
the_Light.Site_is (initial_Site);
Demo.Renderer.set (the_Light);
-- Main loop.
--
while not Demo.Done
loop
-- Handle user commands.
--
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Move the light.
--
if the_Light.Site (1) > 10_000.0
then
site_Delta (1) := -1.0;
the_Light.Color_is (Palette.dark_Green);
elsif the_Light.Site (1) < -10_000.0
then
site_Delta (1) := 1.0;
the_Light.Color_is (openGL.Palette.dark_Red);
end if;
the_Light.Site_is (the_Light.Site + site_Delta);
Demo.Renderer.set (the_Light);
-- Render the sprites.
--
Demo.Camera.render (the_Visuals);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_render_Lighting;

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with
"opengl_demo",
"lace_shared";
project render_Lighting
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_lighting.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end render_Lighting;

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with
openGL.Visual,
openGL.Demo,
openGL.Model.terrain;
procedure launch_Model_scaling
--
-- Exercise the scaling of models.
--
is
use openGL,
openGL.Math,
openGL.linear_Algebra_3d;
begin
Demo.print_Usage;
Demo.define ("openGL 'Model Scaling' Demo");
Demo.Camera.Position_is ([0.0, 0.0, 20.0],
y_Rotation_from (to_Radians (0.0)));
declare
-- The models.
--
the_Models : constant openGL.Model.views := openGL.Demo.Models;
-- The visuals.
--
the_Visuals : openGL.Visual.views (the_Models'Range);
ground_Id : Positive;
-- Scaling
--
scaling_Up : Boolean := True;
Scale : math.Vector_3 := [1.0, 1.0, 1.0];
begin
for i in the_Visuals'Range
loop
the_Visuals (i) := Visual.Forge.new_Visual (the_Models (i));
if the_Models (i).all in openGL.Model.terrain.item'Class
then
ground_Id := i;
end if;
end loop;
Demo.layout (the_Visuals);
the_Visuals (ground_Id).Site_is (the_Visuals (ground_Id).Site_of + [0.0, -15.0, 0.0]);
-- Main loop.
--
while not Demo.Done
loop
if scaling_Up then Scale := Scale + [0.001, 0.001, 0.001];
else Scale := Scale - [0.001, 0.001, 0.001];
end if;
if Scale (1) > 2.0 then scaling_Up := False;
elsif Scale (1) < 0.002 then scaling_Up := True;
end if;
for Each of the_Visuals
loop
Each.Scale_is (Scale);
end loop;
-- Handle user commands.
--
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Render the sprites.
--
Demo.Camera.render (the_Visuals);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_Model_scaling;

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with
"opengl_demo",
"lace_shared";
project Model_scaling
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_model_scaling.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
package Linker is
for Default_Switches ("ada") use ("-g", "-lX11", "-lGL", "-lexpat");
end Linker;
end Model_scaling;

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with
openGL.Visual,
openGL.Model.Arrow.colored,
openGL.Demo;
procedure launch_render_Arrows
--
-- Exercise the render of arrow models.
--
is
use openGL,
openGL.Model,
openGL.Math,
openGL.linear_Algebra_3d;
begin
Demo.print_Usage;
Demo.define ("openGL 'Render Arrows' Demo");
Demo.Camera.Position_is ([0.0, 0.0, 10.0],
y_Rotation_from (to_Radians (0.0)));
declare
-- The Models.
--
the_Arrow_Model : constant Model.Arrow.colored.view
:= Model.Arrow.colored.new_Arrow (End_2 => [0.0, 5.0, 0.0]);
the_spinner_Arrow_Model : constant Model.Arrow.colored.view
:= Model.Arrow.colored.new_Arrow (End_1 => [0.0, -2.5, 0.0],
End_2 => [0.0, 2.5, 0.0]);
-- The Sprites.
--
use openGL.Visual.Forge;
the_Sprites : constant openGL.Visual.views := [new_Visual ( the_Arrow_Model.all'Access),
new_Visual (the_spinner_Arrow_Model.all'Access)];
Angle : Radians := 0.0;
Site : openGL.Vector_2;
use openGL.Geometry_2d;
begin
-- Main loop.
--
while not Demo.Done
loop
Site := to_Site (polar_Site' (Angle => Angle,
Extent => 5.0));
the_Arrow_Model.End_Site_is (Now => math.Vector_3 (Site & 0.0),
for_End => 2);
the_Sprites (2).Spin_is (to_Rotation (Axis => [0.0, 0.0, 1.0],
Angle => Angle));
-- Handle user commands.
--
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Render the sprites.
--
Demo.Camera.render (the_Sprites);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
Angle := Angle + 0.001;
if Angle >= to_Radians (Degrees' (360.0))
then
Angle := 0.0;
end if;
end loop;
end;
Demo.destroy;
end launch_render_Arrows;

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with
"opengl_demo",
"lace_shared";
project render_Arrows
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_arrows.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
package Linker is
for Default_Switches ("ada") use ("-g", "-lX11", "-lGL");
end Linker;
end render_Arrows;

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with
openGL.Model.any,
openGL.Visual,
openGL.Light.directional,
openGL.Demo;
procedure launch_render_Asteroids
--
-- Render with a few asteroids.
--
is
use openGL,
openGL.Math,
openGL.linear_Algebra_3d;
begin
Demo.define ("openGL 'Render Asteroids' Demo");
Demo.print_Usage ("Use space ' ' to cycle through models.");
Demo.Camera.Position_is ((0.0, 0.0, 200.0),
y_Rotation_from (to_Radians (0.0)));
declare
the_Light : openGL.Light.directional.item := Demo.Renderer.Light (1);
begin
the_Light.Site_is ((5_000.0, 2_000.0, 5_000.0));
Demo.Renderer.Light_is (1, the_Light);
end;
declare
-- The models.
--
gaspra_Model : constant openGL.Model.any.view := openGL.Model.any.new_Model (Model => to_Asset ("assets/gaspra.tab"),
Texture => null_Asset,
Texture_is_lucid => False);
the_Models : constant openGL.Model.views := (1 => gaspra_Model.all'unchecked_Access);
-- The visuals.
--
use openGL.Visual.Forge;
the_Visuals : openGL.Visual.views (the_Models'Range);
Current : Integer := the_Visuals'First;
begin
for i in the_Visuals'Range
loop
the_Visuals (i) := new_Visual (the_Models (i));
end loop;
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
declare
Command : Character;
Avail : Boolean;
begin
Demo.Dolly.get_last_Character (Command, Avail);
if Avail
then
case Command
is
when ' ' =>
if Current = the_Visuals'Last
then Current := the_Visuals'First;
else Current := Current + 1;
end if;
when others =>
null;
end case;
end if;
end;
-- Render all visuals.
--
Demo.Camera.render ((1 => the_Visuals (Current)));
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_render_Asteroids;

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with
"opengl_demo",
"lace_shared";
project render_Asteroids
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_asteroids.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end render_Asteroids;

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with
openGL.Visual,
openGL.Model.Billboard. textured,
openGL.Model.Billboard.colored_textured,
openGL.Palette,
openGL.Demo;
procedure launch_render_Billboards
--
-- Exercise the render of billboard models.
--
is
use openGL,
openGL.Model,
openGL.Math,
openGL.linear_Algebra_3d;
the_Texture : constant openGL.asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
begin
Demo.print_Usage;
Demo.define ("openGL 'Render Billboards' Demo");
Demo.Camera.Position_is ([0.0, 0.0, 10.0],
y_Rotation_from (to_Radians (0.0)));
declare
-- The Models.
--
the_Billboard_Model : constant Model.Billboard.textured.view
:= Model.Billboard.textured.forge.new_Billboard (--Scale => (1.0, 1.0, 1.0),
Plane => Billboard.xy,
Texture => the_Texture);
the_colored_Billboard_Model : constant Model.Billboard.colored_textured.view
:= Model.Billboard.colored_textured.new_Billboard (--Scale => (1.0, 1.0, 1.0),
Plane => Billboard.xy,
Color => (Palette.Green, Opaque),
Texture => the_Texture);
-- The Sprites.
--
use openGL.Visual.Forge;
the_Sprites : constant openGL.Visual.views := [new_Visual ( the_Billboard_Model.all'Access),
new_Visual (the_colored_Billboard_Model.all'Access)];
begin
the_Sprites (2).Site_is ([3.0, 0.0, 0.0]);
-- Main loop.
--
while not Demo.Done
loop
-- Handle user commands.
--
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Render the sprites.
--
Demo.Camera.render (the_Sprites);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_render_Billboards;

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with
"opengl_demo",
"lace_shared";
project render_Billboards
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_billboards.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
package Linker is
for Default_Switches ("ada") use ("-g", "-lX11", "-lGL");
end Linker;
end render_Billboards;

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with
openGL.Visual,
openGL.Model.Box. colored,
openGL.Model.Box.textured,
openGL.Model.Box.lit_colored_textured,
openGL.Palette,
openGL.Demo;
procedure launch_render_Boxes
--
-- Exercise the rendering of box models.
--
is
use openGL,
openGL.Model,
openGL.Math,
openGL.linear_Algebra_3d;
the_Texture : constant openGL.asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
begin
Demo.print_Usage;
Demo.define ("openGL 'Render Boxes' Demo");
Demo.Camera.Position_is ([0.0, 0.0, 10.0],
y_Rotation_from (to_Radians (0.0)));
declare
use openGL.Model.box,
openGL.Palette;
-- The Models.
--
the_Box_1_Model : constant Model.Box.colored.view
:= Model.Box.colored.new_Box
(Size => [1.0, 2.0, 1.0],
Faces => [Front => (Colors => [others => (Blue, Opaque)]),
Rear => (Colors => [others => (Blue, Opaque)]),
Upper => (Colors => [others => (Green, Opaque)]),
Lower => (Colors => [others => (Green, Opaque)]),
Left => (Colors => [others => (Dark_Red, Opaque)]),
Right => (Colors => [others => (Red, Opaque)])]);
the_Box_2_Model : constant Model.Box.lit_colored_textured.view
:= Model.Box.lit_colored_textured.new_Box
(Size => [1.0, 2.0, 1.0],
Faces => [Front => (Colors => [others => (Blue, Opaque)], texture_Name => the_Texture),
Rear => (Colors => [others => (Blue, Opaque)], texture_Name => the_Texture),
Upper => (Colors => [others => (Green, Opaque)], texture_Name => the_Texture),
Lower => (Colors => [others => (Green, Opaque)], texture_Name => the_Texture),
Left => (Colors => [others => (Dark_Red, Opaque)], texture_Name => the_Texture),
Right => (Colors => [others => (Red, Opaque)], texture_Name => the_Texture)]);
the_Box_3_Model : constant Model.Box.textured.view
:= Model.Box.textured.new_Box
(Size => [1.0, 2.0, 1.0],
Faces => [Front => (texture_Name => the_Texture),
Rear => (texture_Name => the_Texture),
Upper => (texture_Name => the_Texture),
Lower => (texture_Name => the_Texture),
Left => (texture_Name => the_Texture),
Right => (texture_Name => the_Texture)]);
-- The Visuals.
--
use openGL.Visual.Forge;
the_Visuals : constant openGL.Visual.views := [1 => new_Visual (the_Box_1_Model.all'Access),
2 => new_Visual (the_Box_2_Model.all'Access),
3 => new_Visual (the_Box_3_Model.all'Access)];
begin
the_Visuals (1).Site_is ([-3.0, 0.0, 0.0]);
the_Visuals (2).Site_is ([ 0.0, 0.0, 0.0]);
the_Visuals (3).Site_is ([ 3.0, 0.0, 0.0]);
-- Main loop.
--
while not Demo.Done
loop
-- Handle user commands.
--
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Render the sprites.
--
Demo.Camera.render (the_Visuals);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_render_Boxes;

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with
"opengl_demo",
"lace_shared";
project render_Boxes
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_boxes.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end render_Boxes;

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with
openGL.Visual,
openGL.Model.Capsule.lit_colored_textured,
openGL.Palette,
openGL.Light,
openGL.Demo;
procedure launch_render_Capsules
--
-- Exercise the render of capsule models.
--
is
use openGL,
openGL.Model,
openGL.Math,
openGL.linear_Algebra_3d;
begin
Demo.print_Usage;
Demo.define ("openGL 'Render Capsules' Demo");
Demo.Camera.Position_is ([0.0, 3.0, 10.0],
y_Rotation_from (to_Radians (-0.0)));
Demo.Dolly.Speed_is (0.1);
declare
use openGL.Palette;
the_Light : openGL.Light.item := Demo.Renderer.new_Light;
the_Texture : constant asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
-- The Models.
--
the_Capsule_Model : constant Model.Capsule.lit_colored_textured.view
:= Model.Capsule.lit_colored_textured.new_Capsule (Radius => 0.5,
Height => 2.0,
Color => (White, Opaque),
Image => the_Texture);
-- The Visuals.
--
use openGL.Visual.Forge;
the_Visuals : constant openGL.Visual.views := [1 => new_Visual (the_Capsule_Model.all'Access)];
begin
the_Light.Site_is ([0.0, 5.0, 10.0]);
Demo.Renderer.set (the_Light);
-- Main loop.
--
while not Demo.Done
loop
-- Handle user commands.
--
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Render the sprites.
--
Demo.Camera.render (the_Visuals);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_render_Capsules;

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with
"opengl_demo",
"lace_shared";
project render_Capsules
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_capsules.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end render_Capsules;

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with
openGL.Model.hex_grid,
openGL.Visual,
openGL.Light,
openGL.Palette,
openGL.IO,
openGL.Demo;
procedure launch_render_Hex_Grid
--
-- Renders a hexagon grid.
--
is
use openGL,
openGL.Math,
openGL.linear_Algebra_3D,
openGL.Palette;
begin
Demo.print_Usage;
Demo.define ("openGL 'Render Hex Grid' Demo",
Width => 1_000,
Height =>1_000);
Demo.Camera.Position_is ([0.0, 40.0, 0.0],
x_Rotation_from (to_Radians (90.0)));
-- declare
-- use openGL.Light;
-- the_Light : openGL.Light.item := Demo.Renderer.new_Light;
-- begin
-- the_Light.Site_is ([5_000.0, 2_000.0, 5_000.0]);
-- the_Light.Color_is (White);
--
-- Demo.Renderer.set (the_Light);
-- end;
declare
-- The models.
--
heights_File : constant asset_Name := to_Asset ("assets/kidwelly-terrain-127x127.png");
heights_File_1x1 : constant asset_Name := to_Asset ("assets/test-1x1.png");
heights_File_2x1 : constant asset_Name := to_Asset ("assets/test-2x1.png");
heights_File_1x2 : constant asset_Name := to_Asset ("assets/test-1x2.png");
heights_File_2x2 : constant asset_Name := to_Asset ("assets/test-2x2.png");
heights_File_3x1 : constant asset_Name := to_Asset ("assets/test-3x1.png");
heights_File_1x3 : constant asset_Name := to_Asset ("assets/test-1x3.png");
heights_File_3x3 : constant asset_Name := to_Asset ("assets/test-3x3.png");
heights_File_4x4 : constant asset_Name := to_Asset ("assets/test-4x4.png");
heights_File_5x5 : constant asset_Name := to_Asset ("assets/test-5x5.png");
the_Region : constant IO.height_Map_view := IO.to_height_Map (heights_File, 10.0);
the_Region_1x1 : constant IO.height_Map_view := IO.to_height_Map (heights_File_1x1, 10.0);
the_Region_2x1 : constant IO.height_Map_view := IO.to_height_Map (heights_File_2x1, 10.0);
the_Region_1x2 : constant IO.height_Map_view := IO.to_height_Map (heights_File_1x2, 10.0);
the_Region_2x2 : constant IO.height_Map_view := IO.to_height_Map (heights_File_2x2, 10.0);
the_Region_3x1 : constant IO.height_Map_view := IO.to_height_Map (heights_File_3x1, 10.0);
the_Region_1x3 : constant IO.height_Map_view := IO.to_height_Map (heights_File_1x3, 10.0);
the_Region_3x3 : constant IO.height_Map_view := IO.to_height_Map (heights_File_3x3, 10.0);
the_Region_4x4 : constant IO.height_Map_view := IO.to_height_Map (heights_File_4x4, 10.0);
the_Region_5x5 : constant IO.height_Map_view := IO.to_height_Map (heights_File_5x5, 10.0);
Color : constant openGL.lucid_Color := (Green, Opaque);
the_grid_Model : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File,
Heights => the_Region.all'Access,
Color => Color);
the_grid_Model_1x1 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_1x1,
Heights => the_Region_1x1.all'Access,
Color => Color);
the_grid_Model_2x1 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_2x1,
Heights => the_Region_2x1.all'Access,
Color => Color);
the_grid_Model_1x2 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_1x2,
Heights => the_Region_1x2.all'Access,
Color => Color);
the_grid_Model_2x2 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_2x2,
Heights => the_Region_2x2.all'Access,
Color => Color);
the_grid_Model_3x1 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_3x1,
Heights => the_Region_3x1.all'Access,
Color => Color);
the_grid_Model_1x3 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_1x3,
Heights => the_Region_1x3.all'Access,
Color => Color);
the_grid_Model_3x3 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_3x3,
Heights => the_Region_3x3.all'Access,
Color => Color);
the_grid_Model_4x4 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_4x4,
Heights => the_Region_4x4.all'Access,
Color => Color);
the_grid_Model_5x5 : constant Model.hex_grid.view
:= Model.hex_grid.new_Grid (heights_Asset => heights_File_5x5,
Heights => the_Region_5x5.all'Access,
Color => Color);
-- The visual.
--
use openGL.Visual.Forge;
the_Grid : constant openGL.Visual.view := new_Visual (the_grid_Model .all'Access);
the_Grid_1x1 : constant openGL.Visual.view := new_Visual (the_grid_Model_1x1.all'Access);
the_Grid_2x1 : constant openGL.Visual.view := new_Visual (the_grid_Model_2x1.all'Access);
the_Grid_1x2 : constant openGL.Visual.view := new_Visual (the_grid_Model_1x2.all'Access);
the_Grid_2x2 : constant openGL.Visual.view := new_Visual (the_grid_Model_2x2.all'Access);
the_Grid_3x1 : constant openGL.Visual.view := new_Visual (the_grid_Model_3x1.all'Access);
the_Grid_1x3 : constant openGL.Visual.view := new_Visual (the_grid_Model_1x3.all'Access);
the_Grid_3x3 : constant openGL.Visual.view := new_Visual (the_grid_Model_3x3.all'Access);
the_Grid_4x4 : constant openGL.Visual.view := new_Visual (the_grid_Model_4x4.all'Access);
the_Grid_5x5 : constant openGL.Visual.view := new_Visual (the_grid_Model_5x5.all'Access);
begin
the_Grid .Site_is ([ 0.0, 0.0, 0.0]);
the_Grid_1x1.Site_is ([ 0.0, 0.0, -10.0]);
the_Grid_2x1.Site_is ([ 0.0, 0.0, 0.0]);
the_Grid_1x2.Site_is ([ 0.0, 0.0, 5.0]);
the_Grid_2x2.Site_is ([ 0.0, 0.0, -5.0]);
the_Grid_3x1.Site_is ([ 5.0, 0.0, 0.0]);
the_Grid_1x3.Site_is ([ 5.0, 0.0, 5.0]);
the_Grid_3x3.Site_is ([-10.0, 0.0, -10.0]);
the_Grid_4x4.Site_is ([-10.0, 0.0, 0.0]);
the_Grid_5x5.Site_is ([-10.0, 0.0, 10.0]);
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
-- Render all visuals.
--
Demo.Camera.render ([1 => the_Grid]);
-- Demo.Camera.render ([1 => the_Grid_1x1]);
-- Demo.Camera.render ([1 => the_Grid_2x1]);
-- Demo.Camera.render ([1 => the_Grid_1x2]);
-- Demo.Camera.render ([1 => the_Grid_3x1]);
-- Demo.Camera.render ([the_Grid_1x1,
--
-- the_Grid_2x1,
-- the_Grid_1x2,
-- the_Grid_2x2,
--
-- the_Grid_3x1,
-- the_Grid_1x3,
--
-- the_Grid_3x3,
-- the_Grid_4x4,
-- the_Grid_5x5]);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
-- delay 1.0 / 60.0;
end loop;
end;
Demo.destroy;
end launch_render_Hex_Grid;

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with
"opengl_demo",
"lace_shared";
project render_Hex_Grid
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_hex_grid.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end render_Hex_Grid;

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with
openGL.Model,
openGL.Visual,
openGL.Light,
openGL.Palette,
openGL.Demo;
procedure launch_render_Models
--
-- Exercise the renderer with an example of all the models.
--
is
use openGL,
openGL.Math,
openGL.linear_Algebra_3D,
openGL.Palette;
begin
Demo.print_Usage ("Use space ' ' to cycle through models.");
Demo.define ("openGL 'Render Models' Demo");
Demo.Camera.Position_is ([0.0, 2.0, 10.0],
y_Rotation_from (to_Radians (0.0)));
declare
use openGL.Light;
the_Light : openGL.Light.item := Demo.Renderer.new_Light;
begin
-- the_Light.Kind_is (Diffuse);
-- the_Light.Site_is ((0.0, 0.0, 5.0));
the_Light.Site_is ([5_000.0, 2_000.0, 5_000.0]);
-- the_Light.Site_is ((000.0, 5_000.0, 000.0));
the_Light.Color_is (White);
-- the_Light.ambient_Coefficient_is (0.91);
Demo.Renderer.set (the_Light);
end;
-- Set the lights initial position to far behind and far to the left.
--
-- declare
-- use openGL.Palette;
--
-- initial_Site : constant openGL.Vector_3 := (0.0, 0.0, 15.0);
-- cone_Direction : constant openGL.Vector_3 := (0.0, 0.0, -1.0);
--
-- Light : openGL.Light.diffuse.item := Demo.Renderer.Light (Id => 1);
-- begin
-- Light.Color_is (Ambient => (Grey, Opaque),
-- Diffuse => (White, Opaque));
-- -- Specular => (White, Opaque));
--
-- Light.Position_is (initial_Site);
-- Light.cone_Direction_is (cone_Direction);
--
-- Demo.Renderer.Light_is (Id => 1, Now => Light);
-- end;
declare
-- The models.
--
the_Models : constant openGL.Model.views := openGL.Demo.Models;
-- The visuals.
--
use openGL.Visual.Forge;
the_Visuals : openGL.Visual.views (the_Models'Range);
Current : Integer := the_Visuals'First;
begin
for i in the_Visuals'Range
loop
the_Visuals (i) := new_Visual (the_Models (i));
end loop;
the_Visuals (3).Site_is ([0.0, 0.0, -50.0]);
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
declare
Command : Character;
Avail : Boolean;
begin
Demo.Dolly.get_last_Character (Command, Avail);
if Avail
then
case Command
is
when ' ' =>
if Current = the_Visuals'Last
then Current := the_Visuals'First;
else Current := Current + 1;
end if;
when others =>
null;
end case;
end if;
end;
-- Render all visuals.
--
Demo.Camera.render ([1 => the_Visuals (Current)]);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
delay 1.0 / 60.0;
end loop;
end;
Demo.destroy;
end launch_render_Models;

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with
"opengl_demo",
"lace_shared";
project render_Models
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_models.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end render_Models;

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with
openGL.Model,
openGL.Visual,
openGL.Light,
openGL.Demo;
procedure launch_render_Screenshot
--
-- Take a screenshot.
--
is
use openGL,
openGL.Math,
openGL.linear_Algebra_3d;
begin
Demo.print_Usage ("Use 't' or 'T' to take a screenshot.");
Demo.define ("openGL 'Render Screenshot' Demo");
Demo.Camera.Position_is ([0.0, 2.0, 10.0],
y_Rotation_from (to_Radians (0.0)));
declare
the_Light : openGL.Light.item := Demo.Renderer.new_Light;
begin
the_Light.Site_is ([5_000.0, 2_000.0, 5_000.0]);
Demo.Renderer.set (the_Light);
end;
declare
-- The models.
--
the_Models : constant openGL.Model.views := openGL.Demo.Models;
-- The visuals.
--
use openGL.Visual.Forge;
the_Visuals : openGL.Visual.views (the_Models'Range);
Current : Integer := the_Visuals'First;
begin
for i in the_Visuals'Range
loop
the_Visuals (i) := new_Visual (the_Models (i));
end loop;
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
declare
Command : Character;
Avail : Boolean;
begin
Demo.Dolly.get_last_Character (Command, Avail);
if Avail
then
case Command
is
when ' ' =>
if Current = the_Visuals'Last
then
Current := the_Visuals'First;
else
Current := Current + 1;
end if;
when 't' | 'T' =>
Demo.Renderer.Screenshot ("sshot.bmp");
when others =>
null;
end case;
end if;
end;
-- Render all visuals.
--
Demo.Camera.render ([1 => the_Visuals (Current)]);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_render_Screenshot;

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with
"opengl_demo",
"lace_shared";
project render_Screenshot
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_screenshot.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end render_Screenshot;

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with
openGL.Visual,
openGL.Palette,
openGL.Font,
openGL.Model.Text.lit_colored,
openGL.Demo;
procedure launch_render_Text
--
-- Render updated text.
--
is
use openGL,
openGL.Palette,
openGL.Math,
openGL.linear_Algebra_3d;
the_font_Id : constant openGL.Font.font_Id := (to_Asset ("assets/opengl/font/LiberationMono-Regular.ttf"), 24);
begin
Demo.print_Usage ("Use space ' ' to cycle the text.");
openGL.Demo.define ("openGL 'Render Text' Demo");
-- Setup the camera.
--
Demo.Camera.Position_is ([3.0, 0.0, 10.0],
y_Rotation_from (to_Radians (0.0)));
Demo.Renderer.add_Font (the_font_Id);
declare
-- The model.
--
the_Text_Model : constant Model.Text.lit_colored.view
:= Model.Text.lit_colored.new_Text (Text => "Howdy",
Font => the_font_Id,
Color => (Red, Opaque),
Centered => False);
-- The sprites.
--
use openGL.Visual.Forge;
the_Sprites : constant openGL.Visual.views := [1 => new_Visual (the_Text_Model.all'Access)];
Current : constant Integer := the_Sprites'First;
begin
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
declare
Command : Character;
Avail : Boolean;
begin
Demo.Dolly.get_last_Character (Command, Avail);
if Avail
then
case Command
is
when ' ' =>
if the_Text_Model.Text = "Howdy"
then
the_Text_Model.Text_is ("Doody");
else
the_Text_Model.Text_is ("Howdy");
end if;
when others =>
null;
end case;
end if;
end;
-- Render all sprites.
--
Demo.Camera.render ([1 => the_Sprites (Current)]);
while not Demo.Camera.cull_Completed
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
end launch_render_Text;

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with
"opengl_demo",
"lace_shared";
project render_Text
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_render_text.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end render_Text;

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with
openGL.Camera,
openGL.Palette,
openGL.Model.Box .lit_colored_textured,
openGL.Model.Sphere.lit_colored_textured,
openGL.Visual,
openGL.Demo;
procedure launch_two_Cameras_Demo
--
-- Exercise the culler with two cameras.
--
is
use openGL,
openGL.Model,
openGL.Model.Box,
openGL.Palette,
openGL.Math,
openGL.linear_Algebra_3d;
Camera_2 : openGL.Camera.item;
begin
Demo.print_Usage;
openGL.Demo.define ("openGL 'Two Cameras' Demo");
-- Setup the extra camera.
--
Camera_2.define;
Camera_2.Renderer_is (Demo.Renderer'unchecked_Access);
Camera_2.Position_is ([0.0, 20.0, 0.0],
y_Rotation_from (to_Radians (0.0)));
Camera_2.Viewport_is (width => 1000,
height => 1000);
-- Create the sprites.
--
declare
use openGL.Math.Functions;
-- The Models.
--
the_Face : constant asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
the_box_Model : constant Model.box.lit_colored_textured.view
:= Model.box.lit_colored_textured.new_Box
(size => [0.5, 0.5, 0.5],
faces => [front => (colors => [others => (White, Opaque)], texture_name => the_Face),
rear => (colors => [others => (Blue, Opaque)], texture_name => the_Face),
upper => (colors => [others => (Green, Opaque)], texture_name => the_Face),
lower => (colors => [others => (Green, Opaque)], texture_name => the_Face),
left => (colors => [others => (Dark_Red, Opaque)], texture_name => the_Face),
right => (colors => [others => (Red, Opaque)], texture_name => the_Face)]);
the_ball_Model : constant Model.Sphere.lit_colored_textured.view
:= Model.Sphere.lit_colored_textured.new_Sphere (radius => 0.5);
-- The Sprites.
--
the_Sprites : constant Visual.views (1 .. 4_000) := [others => Visual.Forge.new_Visual (Model.view ( the_box_Model))];
the_Sprites_2 : constant Visual.views (1 .. 4_000) := [others => Visual.Forge.new_Visual (Model.view (the_ball_Model))];
grid_Size : constant openGL.Real := SqRt (openGL.Real (the_Sprites'Length));
x : openGL.Real := -grid_Size / 2.0;
z : openGL.Real := 0.0;
begin
Demo.Dolly.Speed_is (0.1);
for i in the_Sprites'Range
loop
x := x + 1.0;
if i mod Integer (SqRt (openGL.Real (the_Sprites'Length))) = 0
then
z := z - 1.0;
x := -grid_Size / 2.0;
end if;
the_Sprites (i).Site_is ([x, 0.0, z]);
end loop;
for i in the_Sprites_2'Range
loop
x := x + 1.2;
if i mod Integer (SqRt (openGL.Real (the_Sprites_2'Length))) = 0
then
z := z - 1.0;
x := -grid_Size / 2.0;
end if;
the_Sprites_2 (i).Site_is ([x, 0.0, z]);
end loop;
-- Main loop.
--
while not Demo.Done
loop
Demo.Dolly.evolve;
Demo.Done := Demo.Dolly.quit_Requested;
Demo.Camera.render (the_Sprites);
Camera_2 .render (the_Sprites_2);
while not ( Demo.Camera.cull_Completed
and Camera_2 .cull_Completed)
loop
delay Duration'Small;
end loop;
Demo.Renderer.render;
Demo.FPS_Counter.increment; -- Frames per second display.
end loop;
end;
Demo.destroy;
Camera_2.destroy;
end launch_two_Cameras_Demo;

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with
"opengl_demo",
"lace_shared";
project two_cameras_Demo
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_two_cameras_demo.adb");
package Ide renames Lace_shared.Ide;
package Builder renames Lace_shared.Builder;
package Compiler renames Lace_shared.Compiler;
package Binder renames Lace_shared.Binder;
end two_cameras_Demo;

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with
"opengl",
"swig",
"lace_shared";
project Egl_linkage_Test
is
for Object_Dir use "build";
for Exec_Dir use ".";
for Main use ("launch_egl_linkage_test.adb");
package Linker is
for Default_Switches ("ada") use ("-g", "-lEGL");
end Linker;
end Egl_linkage_Test;

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with
eGL.Binding,
Swig,
interfaces.C.Strings,
System;
procedure launch_egl_linkage_Test
--
-- Tests linkage to eGL functions.
-- Is not meant to be run.
--
is
use eGL,
eGL.Binding,
System;
an_EGLint : EGLint;
an_EGLdisplay : EGLdisplay;
an_EGLboolean : EGLboolean;
an_EGLsurface : EGLsurface;
an_EGLcontext : EGLcontext;
a_chars_ptr : interfaces.C.strings.chars_ptr;
a_void_ptr : swig.void_ptr;
an_EGLdisplay_pointer : access EGLdisplay;
begin
an_EGLint := eglGetError;
an_EGLdisplay := eglGetDisplay (null);
an_EGLboolean := eglInitialize (null_Address, null, null);
an_EGLboolean := eglTerminate (null_Address);
a_chars_ptr := eglQueryString (null_Address, 0);
an_EGLboolean := eglGetConfigs (null_Address, null, 0, null);
an_EGLboolean := eglChooseConfig (null_Address, null, null, 0, null);
an_EGLboolean := eglGetConfigAttrib (null_Address, null_Address, 0, null);
an_EGLsurface := eglCreateWindowSurface (null_Address, null_Address, 0, null);
an_EGLsurface := eglCreatePbufferSurface (null_Address, null_Address, null);
an_EGLsurface := eglCreatePixmapSurface (null_Address, null_Address, 0, null);
an_EGLboolean := eglDestroySurface (null_Address, null_Address);
an_EGLboolean := eglQuerySurface (null_Address, null_Address, 0, null);
an_EGLboolean := eglBindAPI (0);
an_EGLboolean := eglQueryAPI;
an_EGLboolean := eglWaitClient;
an_EGLboolean := eglReleaseThread;
an_EGLsurface := eglCreatePbufferFromClientBuffer
(null_Address, 0, null_Address, null_Address, null);
an_EGLboolean := eglSurfaceAttrib (null_Address, null_Address, 0, 0);
an_EGLboolean := eglBindTexImage (null_Address, null_Address, 0);
an_EGLboolean := eglReleaseTexImage (null_Address, null_Address, 0);
an_EGLboolean := eglSwapInterval (null_Address, 0);
an_EGLcontext := eglCreateContext (null_Address, null_Address, null_Address, null);
an_EGLboolean := eglDestroyContext (null_Address, null_Address);
an_EGLboolean := eglMakeCurrent (null_Address, null_Address, null_Address, null_Address);
an_EGLcontext := eglGetCurrentContext;
an_EGLsurface := eglGetCurrentSurface (0);
an_EGLdisplay := eglGetCurrentDisplay;
an_EGLboolean := eglQueryContext (null_Address, null_Address, 0, null);
an_EGLboolean := eglWaitGL;
an_EGLboolean := eglWaitNative (0);
an_EGLboolean := eglSwapBuffers (null_Address, null_Address);
an_EGLboolean := eglCopyBuffers (null_Address, null_Address, 0);
a_void_ptr := eglGetProcAddress (Interfaces.C.Strings.null_ptr);
an_EGLdisplay_pointer
:= egl_DEFAULT_DISPLAY;
an_EGLcontext := egl_NO_CONTEXT;
an_EGLdisplay := egl_NO_DISPLAY;
an_EGLsurface := egl_NO_SURFACE;
an_EGLint := egl_DONT_CARE;
end launch_egl_linkage_Test;