Add initial prototype.
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with
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openGL.Visual,
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openGL.Model.Arrow.colored,
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openGL.Demo;
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procedure launch_render_Arrows
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--
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-- Exercise the render of arrow 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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begin
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Demo.print_Usage;
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Demo.define ("openGL 'Render Arrows' 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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-- The Models.
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--
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the_Arrow_Model : constant Model.Arrow.colored.view
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:= Model.Arrow.colored.new_Arrow (End_2 => [0.0, 5.0, 0.0]);
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the_spinner_Arrow_Model : constant Model.Arrow.colored.view
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:= Model.Arrow.colored.new_Arrow (End_1 => [0.0, -2.5, 0.0],
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End_2 => [0.0, 2.5, 0.0]);
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-- The Sprites.
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--
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use openGL.Visual.Forge;
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the_Sprites : constant openGL.Visual.views := [new_Visual ( the_Arrow_Model.all'Access),
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new_Visual (the_spinner_Arrow_Model.all'Access)];
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Angle : Radians := 0.0;
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Site : openGL.Vector_2;
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use openGL.Geometry_2d;
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begin
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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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Site := to_Site (polar_Site' (Angle => Angle,
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Extent => 5.0));
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the_Arrow_Model.End_Site_is (Now => math.Vector_3 (Site & 0.0),
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for_End => 2);
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the_Sprites (2).Spin_is (to_Rotation (Axis => [0.0, 0.0, 1.0],
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Angle => Angle));
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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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-- Render the sprites.
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--
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Demo.Camera.render (the_Sprites);
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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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Angle := Angle + 0.001;
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if Angle >= to_Radians (Degrees' (360.0))
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then
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Angle := 0.0;
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end if;
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end loop;
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end;
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Demo.destroy;
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end launch_render_Arrows;
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@@ -0,0 +1,20 @@
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with
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"opengl_demo",
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"lace_shared";
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project render_Arrows
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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_arrows.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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package Linker is
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for Default_Switches ("ada") use ("-g", "-lX11", "-lGL");
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end Linker;
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end render_Arrows;
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