Add initial prototype.
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with
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openGL.Light,
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openGL.Visual,
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openGL.Model.Sphere.lit_colored_textured,
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openGL.Model.Sphere.lit_colored,
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openGL.Palette,
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openGL.Demo;
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procedure launch_render_Lighting
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--
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-- Exercise the rendering of lit models.
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--
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is
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use openGL,
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openGL.Model,
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openGL.Math,
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openGL.linear_Algebra_3d;
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the_Texture : constant asset_Name := to_Asset ("assets/opengl/texture/Face1.bmp");
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begin
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Demo.print_Usage ("To see the light move, disable 'Sync to VBlank'.");
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Demo.define ("openGL 'render Lighting' Demo");
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Demo.Camera.Position_is ([0.0, 0.0, 10.0],
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y_Rotation_from (to_Radians (0.0)));
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declare
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use openGL.Palette;
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-- The Models.
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--
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the_Ball_1_Model : constant Model.Sphere.lit_colored_textured.view
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:= openGL.Model.Sphere.lit_colored_textured.new_Sphere (Radius => 1.0,
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Image => the_Texture);
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the_Ball_2_Model : constant Model.Sphere.lit_colored.view
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:= openGL.Model.Sphere.lit_colored.new_Sphere (Radius => 1.0,
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Color => (light_Apricot, Opaque));
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-- The Visuals.
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--
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use openGL.Visual.Forge;
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the_Visuals : constant openGL.Visual.views := [1 => new_Visual (the_Ball_1_Model.all'Access),
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2 => new_Visual (the_Ball_2_Model.all'Access)];
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the_Light : openGL.Light.item := Demo.Renderer.new_Light;
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-- Light movement.
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--
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initial_Site : constant openGL.Vector_3 := [-10_000.0, 0.0, 10_000.0];
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site_Delta : openGL.Vector_3 := [ 1.0, 0.0, 0.0];
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begin
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the_Visuals (1).Site_is ([0.0, 1.0, 0.0]);
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the_Visuals (2).Site_is ([0.0, -1.0, 0.0]);
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-- Set the lights initial position to far behind and far to the left.
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--
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the_Light.Site_is (initial_Site);
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Demo.Renderer.set (the_Light);
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-- Main loop.
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--
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while not Demo.Done
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loop
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-- Handle user commands.
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--
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Demo.Dolly.evolve;
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Demo.Done := Demo.Dolly.quit_Requested;
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-- Move the light.
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--
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if the_Light.Site (1) > 10_000.0
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then
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site_Delta (1) := -1.0;
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the_Light.Color_is (Palette.dark_Green);
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elsif the_Light.Site (1) < -10_000.0
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then
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site_Delta (1) := 1.0;
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the_Light.Color_is (openGL.Palette.dark_Red);
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end if;
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the_Light.Site_is (the_Light.Site + site_Delta);
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Demo.Renderer.set (the_Light);
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-- Render the sprites.
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--
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Demo.Camera.render (the_Visuals);
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while not Demo.Camera.cull_Completed
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loop
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delay Duration'Small;
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end loop;
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Demo.Renderer.render;
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Demo.FPS_Counter.increment; -- Frames per second display.
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end loop;
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end;
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Demo.destroy;
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end launch_render_Lighting;
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@@ -0,0 +1,16 @@
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with
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"opengl_demo",
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"lace_shared";
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project render_Lighting
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is
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for Object_Dir use "build";
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for Exec_Dir use ".";
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for Main use ("launch_render_lighting.adb");
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package Ide renames Lace_shared.Ide;
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package Builder renames Lace_shared.Builder;
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package Compiler renames Lace_shared.Compiler;
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package Binder renames Lace_shared.Binder;
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end render_Lighting;
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