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.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;