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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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;