Data update

This commit is contained in:
Ingy döt Net 2026-02-01 16:33:20 -08:00
parent 5150844a7d
commit 4bb20c9b71
7735 changed files with 38060 additions and 199180 deletions

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with Lumen.Image;
package Noise is
function Create_Image (Width, Height : Natural) return Lumen.Image.Descriptor;
end Noise;

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with Ada.Numerics.Discrete_Random;
package body Noise is
type Color is (Black, White);
package Color_Random is new Ada.Numerics.Discrete_Random (Color);
Color_Gen : Color_Random.Generator;
function Create_Image (Width, Height : Natural) return Lumen.Image.Descriptor is
Result : Lumen.Image.Descriptor;
begin
Color_Random.Reset (Color_Gen);
Result.Width := Width;
Result.Height := Height;
Result.Complete := True;
Result.Values := new Lumen.Image.Pixel_Matrix (1 .. Width, 1 .. Height);
for X in 1 .. Width loop
for Y in 1 .. Height loop
if Color_Random.Random (Color_Gen) = Black then
Result.Values (X, Y) := (R => 0, G => 0, B => 0, A => 0);
else
Result.Values (X, Y) := (R => 255, G => 255, B => 255, A => 0);
end if;
end loop;
end loop;
return Result;
end Create_Image;
end Noise;

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with Ada.Calendar;
with Ada.Text_IO;
with System.Address_To_Access_Conversions;
with Lumen.Window;
with Lumen.Image;
with Lumen.Events.Animate;
with GL;
with Noise;
procedure Test_Noise is
package Float_IO is new Ada.Text_IO.Float_IO (Float);
Program_End : exception;
Win : Lumen.Window.Handle;
Image : Lumen.Image.Descriptor;
Tx_Name : aliased GL.GLuint;
Wide : Natural := 320;
High : Natural := 240;
First_Frame : Ada.Calendar.Time;
Frame_Count : Natural := 0;
-- Create a texture and bind a 2D image to it
procedure Create_Texture is
use GL;
package GLB is new System.Address_To_Access_Conversions (GLubyte);
IP : GLpointer;
begin -- Create_Texture
-- Allocate a texture name
glGenTextures (1, Tx_Name'Unchecked_Access);
-- Bind texture operations to the newly-created texture name
glBindTexture (GL_TEXTURE_2D, Tx_Name);
-- Select modulate to mix texture with color for shading
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-- Wrap textures at both edges
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-- How the texture behaves when minified and magnified
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-- Create a pointer to the image. This sort of horror show is going to
-- be disappearing once Lumen includes its own OpenGL bindings.
IP := GLB.To_Pointer (Image.Values.all'Address).all'Unchecked_Access;
-- Build our texture from the image we loaded earlier
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, GLsizei (Image.Width), GLsizei (Image.Height), 0,
GL_RGBA, GL_UNSIGNED_BYTE, IP);
end Create_Texture;
-- Set or reset the window view parameters
procedure Set_View (W, H : in Natural) is
use GL;
begin -- Set_View
GL.glEnable (GL.GL_TEXTURE_2D);
glClearColor (0.8, 0.8, 0.8, 1.0);
glMatrixMode (GL_PROJECTION);
glLoadIdentity;
glViewport (0, 0, GLsizei (W), GLsizei (H));
glOrtho (0.0, GLdouble (W), GLdouble (H), 0.0, -1.0, 1.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity;
end Set_View;
-- Draw our scene
procedure Draw is
use GL;
begin -- Draw
-- clear the screen
glClear (GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
GL.glBindTexture (GL.GL_TEXTURE_2D, Tx_Name);
-- fill with a single textured quad
glBegin (GL_QUADS);
begin
glTexCoord2f (1.0, 0.0);
glVertex2i (GLint (Wide), 0);
glTexCoord2f (0.0, 0.0);
glVertex2i (0, 0);
glTexCoord2f (0.0, 1.0);
glVertex2i (0, GLint (High));
glTexCoord2f (1.0, 1.0);
glVertex2i (GLint (Wide), GLint (High));
end;
glEnd;
-- flush rendering pipeline
glFlush;
-- Now show it
Lumen.Window.Swap (Win);
end Draw;
-- Simple event handler routine for keypresses and close-window events
procedure Quit_Handler (Event : in Lumen.Events.Event_Data) is
begin -- Quit_Handler
raise Program_End;
end Quit_Handler;
-- Simple event handler routine for Exposed events
procedure Expose_Handler (Event : in Lumen.Events.Event_Data) is
pragma Unreferenced (Event);
begin -- Expose_Handler
Draw;
end Expose_Handler;
-- Simple event handler routine for Resized events
procedure Resize_Handler (Event : in Lumen.Events.Event_Data) is
begin -- Resize_Handler
Wide := Event.Resize_Data.Width;
High := Event.Resize_Data.Height;
Set_View (Wide, High);
Draw;
end Resize_Handler;
procedure Next_Frame (Frame_Delta : in Duration) is
pragma Unreferenced (Frame_Delta);
use type Ada.Calendar.Time;
begin
Frame_Count := Frame_Count + 1;
if Ada.Calendar.Clock >= First_Frame + 1.0 then
Ada.Text_IO.Put ("FPS: ");
Float_IO.Put (Float (Frame_Count), 5, 1, 0);
Ada.Text_IO.New_Line;
First_Frame := Ada.Calendar.Clock;
Frame_Count := 0;
end if;
Image := Noise.Create_Image (Width => Wide, Height => High);
Create_Texture;
Draw;
end Next_Frame;
begin
-- Create Lumen window, accepting most defaults; turn double buffering off
-- for simplicity
Lumen.Window.Create (Win => Win,
Name => "Noise fractal",
Width => Wide,
Height => High,
Events => (Lumen.Window.Want_Exposure => True,
Lumen.Window.Want_Key_Press => True,
others => False));
-- Set up the viewport and scene parameters
Set_View (Wide, High);
-- Now create the texture and set up to use it
Image := Noise.Create_Image (Width => Wide, Height => High);
Create_Texture;
First_Frame := Ada.Calendar.Clock;
-- Enter the event loop
declare
use Lumen.Events;
begin
Animate.Select_Events (Win => Win,
Calls => (Key_Press => Quit_Handler'Unrestricted_Access,
Exposed => Expose_Handler'Unrestricted_Access,
Resized => Resize_Handler'Unrestricted_Access,
Close_Window => Quit_Handler'Unrestricted_Access,
others => No_Callback),
FPS => Animate.Flat_Out,
Frame => Next_Frame'Unrestricted_Access);
end;
exception
when Program_End =>
null;
end Test_Noise;