Add initial prototype.
This commit is contained in:
510
3-mid/opengl/source/lean/geometry/opengl-geometry.adb
Normal file
510
3-mid/opengl/source/lean/geometry/opengl-geometry.adb
Normal file
@@ -0,0 +1,510 @@
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with
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openGL.Primitive.indexed,
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openGL.Primitive.long_indexed,
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ada.unchecked_Deallocation,
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ada.unchecked_Conversion;
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package body openGL.Geometry
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is
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---------
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-- Forge
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--
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procedure destroy (Self : in out Item)
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is
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use openGL.Buffer;
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begin
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free (Self.Vertices);
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Self.free_Primitives;
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end destroy;
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procedure free (Self : in out View)
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is
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procedure deallocate is new ada.unchecked_Deallocation (Item'Class, View);
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begin
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if Self = null then
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return;
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end if;
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Self.destroy;
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deallocate (Self);
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end free;
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procedure free_Primitives (Self : in out Item)
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is
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begin
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for Each in 1 .. Self.primitive_Count
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loop
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Primitive.free (Self.Primitives (Each));
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end loop;
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Self.primitive_Count := 0;
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end free_Primitives;
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--------------
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-- Attributes
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--
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function Label (Self : in Item'Class) return String
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is
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begin
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return to_String (Self.Label);
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end Label;
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procedure Label_is (Self : in out Item'Class; Now : in String)
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is
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begin
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overwrite (Self.Label, 1, Now);
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end Label_is;
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procedure Indices_are (Self : in out Item; Now : in Indices;
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for_Facia : in Positive)
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is
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the_Primitive : constant Primitive.indexed.view
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:= Primitive.indexed.view (Self.Primitives (Index_t (for_Facia)));
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begin
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the_Primitive.Indices_are (Now);
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end Indices_are;
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procedure Indices_are (Self : in out Item; Now : in long_Indices;
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for_Facia : in Positive)
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is
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the_Primitive : constant Primitive.long_indexed.view
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:= Primitive.long_indexed.view (Self.Primitives (Index_t (for_Facia)));
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begin
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the_Primitive.Indices_are (Now);
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end Indices_are;
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function Primitives (Self : in Item'Class) return Primitive.views
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is
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begin
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return Self.Primitives (1 .. Self.primitive_Count);
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end Primitives;
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function Texture (Self : in Item'Class) return openGL.Texture.Object
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is
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begin
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return Self.Texture;
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end Texture;
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procedure Texture_is (Self : in out Item'Class; Now : in openGL.Texture.Object)
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is
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begin
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Self.Texture := Now;
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Self.is_Transparent := Self.is_Transparent
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or Now .is_Transparent;
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end Texture_is;
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procedure Program_is (Self : in out Item; Now : in openGL.Program.view)
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is
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begin
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Self.Program := Now;
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end Program_is;
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function Program (Self : in Item) return openGL.Program.view
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is
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begin
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return Self.Program;
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end Program;
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function Bounds (self : in Item'Class) return openGL.Bounds
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is
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begin
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return Self.Bounds;
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end Bounds;
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procedure Bounds_are (Self : in out Item'Class; Now : in openGL.Bounds)
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is
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begin
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Self.Bounds := Now;
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end Bounds_are;
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function is_Transparent (Self : in Item) return Boolean
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is
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begin
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return Self.is_Transparent
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or Self.Texture.is_Transparent;
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end is_Transparent;
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procedure is_Transparent (Self : in out Item; Now : in Boolean := True)
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is
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begin
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Self.is_Transparent := Now;
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end is_Transparent;
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--------------
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-- Operations
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--
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procedure add (Self : in out Item'Class; the_Primitive : in Primitive.view)
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is
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begin
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Self.primitive_Count := Self.primitive_Count + 1;
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Self.Primitives (self.primitive_Count) := the_Primitive;
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end add;
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procedure render (Self : in out Item'Class)
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is
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begin
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if Self.primitive_Count = 0
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then
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raise Error with "Unable to render geometry with no primitives.";
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end if;
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Self .enable_Texture;
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Self.Program .set_Uniforms;
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Self.Vertices.enable;
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Self.Program .enable_Attributes;
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for Each in 1 .. self.primitive_Count -- Render each primitive.
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loop
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Self.Primitives (Each).render;
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end loop;
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end render;
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-----------
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-- Normals
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--
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generic
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type any_Index_t is range <>;
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type any_Indices is array (long_Index_t range <>) of any_Index_t;
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function any_vertex_Id_in (face_Kind : in primitive.facet_Kind;
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Indices : in any_Indices;
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for_Facet : in long_Index_t;
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for_Point : in long_Index_t) return any_Index_t;
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function any_vertex_Id_in (face_Kind : in Primitive.facet_Kind;
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Indices : in any_Indices;
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for_Facet : in long_Index_t;
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for_Point : in long_Index_t) return any_Index_t
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is
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use openGL.Primitive;
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begin
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case face_Kind
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is
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when Triangles =>
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return Indices (3 * (for_Facet - 1) + for_Point);
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when triangle_Strip =>
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return Indices (for_Facet - 1 + for_Point);
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when triangle_Fan =>
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if for_Point = 1
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then return 1;
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else return Indices (for_Facet - 1 + for_Point);
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end if;
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when others =>
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raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
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end case;
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end any_vertex_Id_in;
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generic
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type any_Index_t is range <>;
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type any_Indices is array (long_Index_t range <>) of any_Index_t;
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function any_facet_Count_in (face_Kind : in primitive.facet_Kind;
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Indices : in any_Indices) return long_Index_t;
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--
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-- Returns the maximum possible facet count, which includes redundant facets.
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function any_facet_Count_in (face_Kind : in primitive.facet_Kind;
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Indices : in any_Indices) return long_Index_t
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is
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use Primitive;
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begin
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case face_Kind
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is
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when Triangles =>
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return Indices'Length / 3;
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when triangle_Strip
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return Indices'Length - 2;
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when others =>
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raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
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end case;
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end any_facet_Count_in;
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function facet_Count_in is new any_facet_Count_in (any_Index_t => Index_t,
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any_Indices => Indices);
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pragma Unreferenced (facet_Count_in);
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----------
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-- Facets
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--
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type Facet is array ( Index_t range 1 .. 3) of Index_t; -- An 'indexed' triangle.
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type Facets is array (long_Index_t range <> ) of Facet;
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type Facets_view is access all Facets;
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procedure free is new ada.unchecked_Deallocation (Facets, Facets_view);
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generic
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type any_Index_t is range <>;
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type any_Indices is array (long_Index_t range <>) of any_Index_t;
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function any_Facets_of (face_Kind : in primitive.facet_Kind;
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Indices : in any_Indices) return access Facets;
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--
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-- 'Facets_of' returns all non-redundant facets.
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function any_Facets_of (face_Kind : in primitive.facet_Kind;
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Indices : in any_Indices) return access Facets
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is
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use openGL.Primitive;
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function facet_Count_in is new any_facet_Count_in (any_Index_t => any_Index_t,
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any_Indices => any_Indices);
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function vertex_Id_in is new any_vertex_Id_in (any_Index_t => any_Index_t,
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any_Indices => any_Indices);
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the_Facets : Facets_view := new Facets (1 .. facet_Count_in (face_Kind, Indices));
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Count : long_Index_t := 0;
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begin
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for Each in the_Facets'Range
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loop
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declare
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P1 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 1));
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P2 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 2));
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P3 : constant Index_t := Index_t (vertex_Id_in (face_Kind, Indices, Each, 3));
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begin
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if not ( P1 = P2
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or P1 = P3
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or P2 = P3)
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then
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Count := Count + 1;
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case face_Kind
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is
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when Triangles
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the_Facets (Count) := [P1, P2, P3];
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when triangle_Strip =>
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if Each mod 2 = 0
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then -- Is an even facet.
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the_Facets (Count) := [P1, P3, P2];
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else
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the_Facets (Count) := [P1, P2, P3];
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end if;
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when others =>
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raise Error with "openGL primitive " & face_Kind'Image & " not yet supported.";
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end case;
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end if;
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end;
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end loop;
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declare
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Result : constant Facets_view := new Facets' (the_Facets (1 .. Count));
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begin
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free (the_Facets);
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return Result;
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end;
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end any_Facets_of;
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function Facets_of is new any_Facets_of (Index_t,
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Indices);
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pragma Unreferenced (Facets_of);
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-----------
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-- Normals
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--
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type Normals_view is access Normals;
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generic
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type any_Index_t is range <>;
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type any_Indices is array (long_Index_t range <>) of any_Index_t;
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function any_Normals_of (face_Kind : in primitive.facet_Kind;
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Indices : in any_Indices;
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Sites : in openGL.Sites) return access Normals;
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function any_Normals_of (face_Kind : in primitive.facet_Kind;
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Indices : in any_Indices;
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Sites : in openGL.Sites) return access Normals
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is
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function Facets_of is new any_Facets_of (any_Index_t,
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any_Indices);
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the_Normals : constant Normals_view := new Normals (Sites'Range);
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the_Facets : Facets_view := Facets_of (face_Kind,
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Indices).all'unchecked_Access;
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type facet_Normals is array (long_Index_t range 1 .. the_Facets'Length) of Normal;
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type facet_Normals_view is access all facet_Normals;
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procedure free is new ada.unchecked_Deallocation (facet_Normals, facet_Normals_view); -- TODO: Should not be needed since freeing will occur when 'facet_Normals_view' goes out of scope ?
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the_facet_Normals : facet_Normals_view := new facet_Normals;
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N : Vector_3;
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length_N : Real;
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begin
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-- Calculate normal at each facet.
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--
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for Each in the_Facets'Range
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loop
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N := (Sites (the_Facets (Each)(2)) - Sites (the_Facets (Each)(1)))
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* (Sites (the_Facets (Each)(3)) - Sites (the_Facets (Each)(1)));
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length_N := abs (N);
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if almost_Zero (length_N)
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then the_facet_Normals (Each) := N; -- 0 vector !
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else the_facet_Normals (Each) := (1.0 / length_N) * N;
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end if;
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end loop;
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-- Calculate normal at each vertex.
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--
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declare
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Id : Index_t;
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Length : Real;
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begin
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for Each in the_Normals'Range
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loop
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the_Normals (Each) := Origin_3D;
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end loop;
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for f in the_Facets'Range
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loop
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for p in Index_t' (1) .. 3
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loop
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Id := the_Facets (f) (p);
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the_Normals (Id) := the_Normals (Id) + the_facet_Normals (f);
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end loop;
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end loop;
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for p in the_Normals'Range
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loop
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Length := abs (the_Normals (p));
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if almost_Zero (Length)
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then the_Normals (p) := [0.0, -1.0, 0.0];
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else the_Normals (p) := (1.0 / Length) * the_Normals (p);
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end if;
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end loop;
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end;
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free (the_Facets);
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free (the_facet_Normals);
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return the_Normals.all'Unchecked_Access;
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end any_Normals_of;
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function Normals_of (face_Kind : in primitive.facet_Kind;
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Indices : in openGL.Indices;
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Sites : in openGL.Sites) return access Normals
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is
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function my_Normals_of is new any_Normals_of (any_Index_t => Index_t,
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any_Indices => openGL.Indices);
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begin
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return my_Normals_of (face_Kind,
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Indices,
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Sites).all'unchecked_Access;
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end Normals_of;
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function Normals_of (face_Kind : in primitive.facet_Kind;
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Indices : in openGL.long_Indices;
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Sites : in openGL.Sites) return access Normals
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is
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function my_Normals_of is new any_Normals_of (any_Index_t => long_Index_t,
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any_Indices => openGL.long_Indices);
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begin
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return my_Normals_of (face_Kind,
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Indices,
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Sites).all'unchecked_Access;
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end Normals_of;
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---------
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-- Bounds
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--
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function get_Bounds (Count : in Natural) return openGL.Bounds
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is
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use Geometry_3D;
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the_Bounds : openGL.Bounds := null_Bounds;
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begin
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for i in 1 .. any_Index_t (Count)
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loop
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the_Bounds.Box := the_Bounds.Box
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or get_Site (i);
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the_Bounds.Ball := Real'Max (the_Bounds.Ball,
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abs (get_Site (i)));
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end loop;
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return the_Bounds;
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end get_Bounds;
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---------------
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-- Transparency
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--
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function get_Transparency (Count : in Natural) return Boolean
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is
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use type color_Value;
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begin
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for i in 1 .. any_Index_t (Count)
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loop
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if get_Color (i).Alpha /= opaque_Value
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then
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return True;
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end if;
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end loop;
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return False;
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end get_Transparency;
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end openGL.Geometry;
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Reference in New Issue
Block a user