CS计算机代考程序代写 cache pragma Warnings (Off);

pragma Warnings (Off);
pragma Style_Checks (Off);

with GLOBE_3D.Textures,
GLOBE_3D.Math;

package body GLOBE_3D.Sprite is

package G3DT renames GLOBE_3D.Textures;
package G3DM renames GLOBE_3D.Math;

function skinned_Geometrys (o : in Sprite) return GL.skinned_geometry.skinned_Geometrys
is
begin
return o.skinned_Geometrys (1 .. o.skinned_geometry_Count);
end;

procedure add (o : in out Sprite; Geometry : access GL.geometry.Geometry_t’Class;
Skin : access GL.skins.Skin’Class)
is
new_skinned_Geometry : access GL.skinned_Geometry.Skinned_Geometry_t := new GL.skinned_Geometry.Skinned_Geometry_t;
begin
o.skinned_geometry_Count := o.skinned_geometry_Count + 1;
o.skinned_Geometrys (o.skinned_geometry_Count) := (geometry => Geometry.all’Access,
skin => Skin.all’Access,
veneer => Skin.new_Veneer (for_geometry => Geometry.all));
end;

procedure Pre_calculate (o : in out Sprite)
is
use GL, GL.Geometry, G3DM;
begin
–vertex_cache_optimise (o); — tbd : doesn’t seem to help !! . .. : (
— at least with terrain . .. (terrain dataset may already naturally be in optimal order ?)
— so need to test with other dataset

o.Bounds := null_Bounds;
o.face_Count := 0;

for Each in 1 .. o.skinned_geometry_Count loop
o.Bounds := max (o.Bounds, o.skinned_Geometrys (Each).geometry.Bounds);
o.face_Count := o.face_Count + o.skinned_Geometrys (Each).geometry.face_Count;
end loop;

— setup bounding_sphere (for debug)

— declare
— use GLU;
— begin
— if o.bounding_sphere_Quadric /= null then
— glu.quadricDrawStyle (o.bounding_sphere_Quadric, glu.glu_LINE);
— end if;
— end;

— Ooof. Now we can certify:
–o.pre_calculated := True;
end Pre_calculate;

procedure destroy (o : in out Sprite)
is
begin
null;
end;

function face_Count (o : in Sprite) return Natural
is
begin
return o.face_Count;
end;

function Bounds (o : in Sprite) return GL.geometry.Bounds_record
is
begin
return o.Bounds;
end;

procedure Display (o : in out Sprite;
clip : in Clipping_data)
is
begin
null; — actual display is done by the renderer (ie glut.Windows), which requests all skinned Geometry’s
— and then applies ‘gl state’ sorting for performance, before drawing.
end Display;

procedure set_Alpha (o : in out Sprite; Alpha : in GL.Double)
is
begin
null; — tbd
end;

function is_Transparent (o : in Sprite) return Boolean
is
begin
return o.is_Transparent; — tbd : ensure this is updated when new primitives (with possible transparent appearance’ are added.
end;

end GLOBE_3D.Sprite;