CS计算机代考程序代写 pragma Warnings (Off);

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

————————————————————————-
— GL.Geometry – GL geometry primitives

— Copyright (c) Rod Kay 2007
— AUSTRALIA
— Permission granted to use this software, without any warranty,
— for any purpose, provided this copyright note remains attached
— and unmodified if sources are distributed further.
————————————————————————-

with Ada.Numerics.Generic_Elementary_functions;
with Ada.Text_IO; use Ada.Text_IO;

package body GL.geometry.Primitives is

procedure destroy (Self : in out Primitive)
is
begin
if self.owns_Vertices then
free (self.Vertices);
end if;

free (self.Indices);
end;

procedure free (Self : in out p_Primitive)
is
procedure deallocate is new ada.unchecked_Deallocation (Primitive’Class, p_Primitive);
begin
destroy (Self.all);
deallocate (Self);
end;

procedure Draw (Self : access Primitive’Class)
is
begin
GL.bindBuffer (gl.ARRAY_BUFFER, 0); — disable ‘vertex buffer objects’
GL.bindBuffer (gl.ELEMENT_ARRAY_BUFFER, 0); — disable ‘vertex buffer objects’ indices

GL.Enable_Client_State (gl.VERTEX_ARRAY);
GL.vertexPointer (3, GL_DOUBLE, 0, GL.to_Pointer (self.Vertices (1) (0)’Unchecked_Access));
GL.drawElements (primitive_Id (Self.all),
self.Indices’Length,
GL.UNSIGNED_INT,
to_void_Pointer (self.Indices (1)’Unchecked_Access));
end;

procedure set_Vertices (Self : in out Primitive; To : access GL.geometry.GL_Vertex_array)
is
begin
if self.Vertices = null then
self.Vertices := new GL_Vertex_array’ (To.all);
self.owns_Vertices := True;

elsif self.Vertices’Length = To’Length then
self.Vertices.all := To.all;
else
free (self.Vertices);
self.Vertices := new GL_Vertex_array’ (To.all);
self.owns_Vertices := True;
end if;
end;

procedure set_Indices (Self : in out Primitive; To : access GL.geometry.vertex_Id_array)
is
begin
if self.Indices = null then
self.Indices := new vertex_Id_array’ (To.all);

elsif self.Indices’Length = To’Length then
self.Indices.all := To.all;
else
free (self.Indices);
self.Indices := new vertex_Id_array’ (To.all);
end if;
end;

— ‘Points’

function create_Points (point_Count : in vertex_Id; Vertices : p_vertex_array := null) return Points
is
begin
if Vertices = null then
return (vertices => new GL_Vertex_array (1 .. point_Count),
owns_vertices => True,
indices => new vertex_Id_array (1 .. positive_uInt (point_Count)));
else
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. positive_uInt (point_Count)));
end if;
end;

function primitive_Id (Self : in Points) return GL.ObjectTypeEnm
is
begin
return GL.POINTS;
end;

— ‘Lines’

function create_Lines (line_Count : in Natural; Vertices : p_Vertex_array := null) return Lines
is
indices_Count : positive_uInt := positive_uInt (2 * line_Count);
begin
if Vertices = null then
return (vertices => new GL_Vertex_array (1 .. 2 * vertex_Id (line_Count)),
owns_vertices => True,
indices => new vertex_Id_array (1 .. indices_Count));
else
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. indices_Count));
end if;
end;

function primitive_Id (Self : in Lines) return GL.ObjectTypeEnm
is
begin
return GL.LINES;
end;

function get_vertex_Id (Self : in Lines; Line : in Positive;
Vertex : in Positive)
return vertex_Id
is
begin
return self.Indices (positive_uInt (2 * (Line – 1) + Vertex)) + 1;
end;

procedure set_vertex_Id (Self : in out Lines; Line : in Positive;
Vertex : in Positive;
To : in vertex_Id)
is
begin
self.Indices (positive_uInt (2 * (Line – 1) + Vertex)) := To – 1;
end;

— ‘line Strip’

function create_line_Strip (line_Count : in Natural; Vertices : p_Vertex_array := null) return line_Strip
is
indices_Count : positive_uInt := positive_uInt (line_Count + 1);
begin
if Vertices = null then
return (vertices => new GL_Vertex_array (1 .. vertex_Id (line_Count) + 1),
owns_vertices => True,
indices => new vertex_Id_array (1 .. indices_Count));
else
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. indices_Count));
end if;
end;

function primitive_Id (Self : in line_Strip) return GL.ObjectTypeEnm
is
begin
return GL.LINE_STRIP;
end;

function get_vertex_Id (Self : in line_Strip; Line : in Positive;
Vertex : in Positive)
return vertex_Id
is
begin
return self.Indices (positive_uInt (Line – 1 + Vertex)) + 1;
end;

procedure set_vertex_Id (Self : in out line_Strip; Line : in Positive;
Vertex : in Positive;
To : in vertex_Id)
is
begin
self.Indices (positive_uInt (Line – 1 + Vertex)) := To – 1;
end;

— ‘line Loop’

function create_line_Loop (line_Count : in Natural; Vertices : p_Vertex_array := null) return line_Loop
is
indices_Count : positive_uInt := positive_uInt (line_Count) + 1;
begin
if Vertices = null then
return (vertices => new GL_Vertex_array (1 .. vertex_Id (line_Count) + 1),
owns_vertices => True,
indices => new vertex_Id_array (1 .. indices_Count));
else
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. indices_Count));
end if;
end;

function primitive_Id (Self : in line_Loop) return GL.ObjectTypeEnm
is
begin
return GL.LINE_LOOP;
end;

function get_vertex_Id (Self : in line_Loop; Line : in Positive;
Vertex : in Positive)
return vertex_Id
is
begin
return self.Indices (positive_uInt (Line – 1 + Vertex)) + 1;
end;

procedure set_vertex_Id (Self : in out line_Loop; Line : in Positive;
Vertex : in Positive;
To : in vertex_Id)
is
begin
self.Indices (positive_uInt (Line – 1 + Vertex)) := To – 1;
end;

— ‘Triangles’

function create_Triangles (triangle_Count : in Natural; Vertices : p_Vertex_array) return Triangles
is
begin
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. 3 * positive_uInt (triangle_Count)));
end;

function new_Triangles (triangle_Count : in Natural; Vertices : in p_vertex_array) return p_Triangles
is
begin
return new Triangles’ (create_Triangles (triangle_Count, Vertices));
end;

function primitive_Id (Self : in Triangles) return GL.ObjectTypeEnm
is
begin
return GL.TRIANGLES;
end;

function get_vertex_Id (Self : in Triangles; Triangle : in Positive;
Vertex : in Positive)
return vertex_Id
is
begin
return self.Indices (positive_uInt (3 * (Triangle – 1) + Vertex)) + 1;
end;

procedure set_vertex_Id (Self : in out Triangles; Triangle : in Positive;
Vertex : in Positive;
To : in vertex_Id)
is
begin
self.Indices (positive_uInt (3 * (Triangle – 1) + Vertex)) := To – 1;
end;

— ‘triangle Strip’

function create_triangle_Strip (triangle_Count : in Natural; Vertices : p_Vertex_array) return triangle_Strip’Class
is
the_Strip : triangle_Strip; — (max_indices => positive_uInt (triangle_Count) + 2);
begin
the_Strip.Vertices := Vertices;
the_Strip.owns_Vertices := False;
the_Strip.Indices := new vertex_Id_array (1 .. positive_uInt (triangle_Count) + 2);

return the_Strip;
end;

function new_triangle_Strip (triangle_Count : in Natural; Vertices : p_Vertex_array) return p_triangle_Strip
is
begin
return new triangle_Strip’Class’ (create_triangle_Strip (triangle_Count, Vertices));
end;

function primitive_Id (Self : in triangle_Strip) return GL.ObjectTypeEnm
is
begin
return GL.TRIANGLE_STRIP;
end;

function get_vertex_Id (Self : in triangle_Strip; Triangle : in Positive;
Vertex : in Positive)
return vertex_Id
is
begin
return self.Indices (positive_uInt (Triangle + Vertex – 1)) + 1;
end;

procedure set_vertex_Id (Self : in out triangle_Strip; Triangle : in Positive;
Vertex : in Positive;
To : in vertex_Id)
is
begin
self.Indices (positive_uInt (Triangle + Vertex – 1)) := To – 1;
end;

— ‘triangle Fan’

function create_triangle_Fan (triangle_Count : in Natural; Vertices : p_Vertex_array) return triangle_Fan
is
begin
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. positive_uInt (triangle_Count) + 2));
end;

function primitive_Id (Self : in triangle_Fan) return GL.ObjectTypeEnm
is
begin
return GL.TRIANGLE_FAN;
end;

function get_vertex_Id (Self : in triangle_Fan; Triangle : in Positive;
Vertex : in Positive)
return vertex_Id
is
begin
if Vertex = 1 then
return self.Indices (1);
else
return self.Indices (positive_uInt (Triangle + Vertex – 1)) + 1;
end if;
end;

procedure set_vertex_Id (Self : in out triangle_Fan; Triangle : in Positive;
Vertex : in Positive;
To : in vertex_Id)
is
begin
if Vertex = 1 then
self.Indices (1) := To;
else
self.Indices (positive_uInt (Triangle + Vertex – 1)) := To – 1;
end if;
end;

— ‘Quads’

function create_Quads (quad_Count : in Natural; Vertices : p_Vertex_array := null) return Quads
is
indices_Count : positive_uInt := 4 * positive_uInt (quad_Count);
begin
if Vertices = null then
return (vertices => new GL_Vertex_array (1 .. vertex_Id (4 * quad_Count)),
owns_vertices => True,
indices => new vertex_Id_array (1 .. indices_Count));
else
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. indices_Count));
end if;

end;

function new_Quads (quad_Count : in Natural; Vertices : p_Vertex_array := null) return p_Quads
is
begin
return new Quads’ (create_Quads (quad_Count, Vertices));
end;

function primitive_Id (Self : in Quads) return GL.ObjectTypeEnm
is
begin
return GL.QUADS;
end;

function get_vertex_Id (Self : in Quads; Quad : in Positive;
Vertex : in Positive)
return vertex_Id
is
begin
return self.Indices (positive_uInt (4 * (Quad – 1) + Vertex)) + 1;
end;

procedure set_vertex_Id (Self : in out Quads; Quad : in Positive;
Vertex : in Positive;
To : in vertex_Id)
is
begin
self.Indices (positive_uInt (4 * (Quad – 1) + Vertex)) := To – 1;
end;

— ‘quad Strip’

function create_quad_Strip (quad_Count : in Natural; Vertices : p_Vertex_array) return quad_Strip
is
begin
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. 2 * positive_uInt (quad_Count) + 2));
end;

function primitive_Id (Self : in quad_Strip) return GL.ObjectTypeEnm
is
begin
return GL.QUAD_STRIP;
end;

function get_vertex_Id (Self : in quad_Strip; Quad : in Positive;
Vertex : in Positive)
return vertex_Id
is
begin
return self.Indices (positive_uInt (2 * (Quad – 1) + Vertex)) + 1;
end;

procedure set_vertex_Id (Self : in out quad_Strip; Quad : in Positive;
Vertex : in Positive;
To : in vertex_Id)
is
begin
self.Indices (positive_uInt (2 * (Quad – 1) + Vertex)) := To – 1;
end;

— ‘Polygon’

function create_Polygon (vertex_Count : in Natural; Vertices : p_Vertex_array) return Polygon
is
begin
return (vertices => Vertices,
owns_vertices => False,
indices => new vertex_Id_array (1 .. positive_uInt (vertex_Count)));
end;

function primitive_Id (Self : in Polygon) return GL.ObjectTypeEnm
is
begin
return GL.POLYGON;
end;

end GL.geometry.Primitives;