*
* Revision History:
*
+ * 10-Nov-14: jwz@jwz.org Night map. Better stars.
* 16-Jan-02: jwz@jwz.org gdk_pixbuf support.
* 21-Mar-01: jwz@jwz.org Broke sphere routine out into its own file.
*
*
* 8-Oct-98: Released initial version of "glplanet"
* (David Konerding, dek@cgl.ucsf.edu)
- *
- * BUGS:
- * -bounce is broken
- *
- * For even more spectacular results, grab the images from the "SSystem"
- * package (http://www.msu.edu/user/kamelkev/) and use its JPEGs!
*/
#define DEF_ROTATE "True"
#define DEF_ROLL "True"
#define DEF_WANDER "True"
+#define DEF_SPIN "0.03"
#define DEF_TEXTURE "True"
#define DEF_STARS "True"
-#define DEF_LIGHT "True"
#define DEF_RESOLUTION "128"
#define DEF_IMAGE "BUILTIN"
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+
static int do_rotate;
static int do_roll;
static int do_wander;
static int do_texture;
static int do_stars;
-static int do_light;
static char *which_image;
static int resolution;
{"+texture", ".glplanet.texture", XrmoptionNoArg, "false" },
{"-stars", ".glplanet.stars", XrmoptionNoArg, "true" },
{"+stars", ".glplanet.stars", XrmoptionNoArg, "false" },
- {"-light", ".glplanet.light", XrmoptionNoArg, "true" },
- {"+light", ".glplanet.light", XrmoptionNoArg, "false" },
+ {"-spin", ".glplanet.spin", XrmoptionSepArg, 0 },
{"-image", ".glplanet.image", XrmoptionSepArg, 0 },
{"-resolution", ".glplanet.resolution", XrmoptionSepArg, 0 },
};
{&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
{&do_stars, "stars", "Stars", DEF_STARS, t_Bool},
- {&do_light, "light", "Light", DEF_LIGHT, t_Bool},
{&which_image, "image", "Image", DEF_IMAGE, t_String},
{&resolution, "resolution","Resolution", DEF_RESOLUTION, t_Int},
};
the following XPM file... */
# endif
#include "../images/earth.xpm"
+#include "../images/earth_night.xpm"
#include "xpm-ximage.h"
#include "rotator.h"
* at the expense of rendering speed
*/
-#define NUM_STARS 1000
-
-/* radius of the sphere- fairly arbitrary */
-#define RADIUS 4
-
-/* distance away from the sphere model */
-#define DIST 40
-
-
-
/* structure for holding the planet data */
typedef struct {
GLuint platelist;
+ GLuint shadowlist;
GLuint latlonglist;
GLuint starlist;
+ int starcount;
int screen_width, screen_height;
GLXContext *glx_context;
Window window;
XColor fg, bg;
- GLfloat sunpos[4];
- double z;
+ GLfloat z;
+ GLfloat tilt;
rotator *rot;
trackball_state *trackball;
Bool button_down_p;
+ GLuint tex1, tex2;
+ int draw_axis;
+
} planetstruct;
static void
setup_texture(ModeInfo * mi)
{
-/* planetstruct *gp = &planets[MI_SCREEN(mi)];*/
-
- glEnable(GL_TEXTURE_2D);
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
if (!which_image ||
!*which_image ||
!strcmp(which_image, "BUILTIN"))
- setup_xpm_texture (mi, earth_xpm);
+ {
+ glGenTextures (1, &gp->tex1);
+ glBindTexture (GL_TEXTURE_2D, gp->tex1);
+ setup_xpm_texture (mi, earth_xpm);
+ glGenTextures (1, &gp->tex2);
+ glBindTexture (GL_TEXTURE_2D, gp->tex2);
+ setup_xpm_texture (mi, earth_night_xpm);
+ }
else
- setup_file_texture (mi, which_image);
+ {
+ glGenTextures (1, &gp->tex1);
+ glBindTexture (GL_TEXTURE_2D, gp->tex1);
+ setup_file_texture (mi, which_image);
+ }
check_gl_error("texture initialization");
static void
init_stars (ModeInfo *mi)
{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
int i, j;
- GLfloat max_size = 3;
- GLfloat inc = 0.5;
- int steps = max_size / inc;
int width = MI_WIDTH(mi);
int height = MI_HEIGHT(mi);
-
- planetstruct *gp = &planets[MI_SCREEN(mi)];
- Bool wire = MI_IS_WIREFRAME(mi);
-
- if (!wire)
- glEnable (GL_POINT_SMOOTH);
+ int size = (width > height ? width : height);
+ int nstars = size * size / 80;
+ int max_size = 3;
+ GLfloat inc = 0.5;
+ int steps = max_size / inc;
gp->starlist = glGenLists(1);
glNewList(gp->starlist, GL_COMPILE);
-
- glScalef (1.0/width, 1.0/height, 1);
-
for (j = 1; j <= steps; j++)
{
glPointSize(inc * j);
- glBegin(GL_POINTS);
- for (i = 0 ; i < NUM_STARS / steps; i++)
+ glBegin (GL_POINTS);
+ for (i = 0; i < nstars / steps; i++)
{
- glColor3f (0.6 + frand(0.3),
- 0.6 + frand(0.3),
- 0.6 + frand(0.3));
- glVertex2f ((GLfloat) (random() % width),
- (GLfloat) (random() % height));
+ GLfloat d = 0.1;
+ GLfloat r = 0.15 + frand(0.3);
+ GLfloat g = r + frand(d) - d;
+ GLfloat b = r + frand(d) - d;
+
+ GLfloat x = frand(1)-0.5;
+ GLfloat y = frand(1)-0.5;
+ GLfloat z = ((random() & 1)
+ ? frand(1)-0.5
+ : (BELLRAND(1)-0.5)/12); /* milky way */
+ d = sqrt (x*x + y*y + z*z);
+ x /= d;
+ y /= d;
+ z /= d;
+ glColor3f (r, g, b);
+ glVertex3f (x, y, z);
+ gp->starcount++;
}
- glEnd();
+ glEnd ();
}
- glEndList();
+ glEndList ();
check_gl_error("stars initialization");
}
-static void
-draw_stars (ModeInfo * mi)
-{
- int width = MI_WIDTH(mi);
- int height = MI_HEIGHT(mi);
-
- planetstruct *gp = &planets[MI_SCREEN(mi)];
-
- /* Sadly, this causes a stall of the graphics pipeline (as would the
- equivalent calls to glGet*.) But there's no way around this, short
- of having each caller set up the specific display matrix we need
- here, which would kind of defeat the purpose of centralizing this
- code in one file.
- */
- glPushAttrib(GL_TRANSFORM_BIT | /* for matrix contents */
- GL_ENABLE_BIT | /* for various glDisable calls */
- GL_CURRENT_BIT | /* for glColor3f() */
- GL_LIST_BIT); /* for glListBase() */
- {
- check_gl_error ("glPushAttrib");
-
- /* disable lighting and texturing when drawing stars!
- (glPopAttrib() restores these.)
- */
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_LIGHTING);
- glDisable(GL_DEPTH_TEST);
-
- /* glPopAttrib() does not restore matrix changes, so we must
- push/pop the matrix stacks to be non-intrusive there.
- */
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- {
- check_gl_error ("glPushMatrix");
- glLoadIdentity();
-
- /* Each matrix mode has its own stack, so we need to push/pop
- them separately. */
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- {
- check_gl_error ("glPushMatrix");
- glLoadIdentity();
-
- gluOrtho2D (0, width, 0, height);
- check_gl_error ("gluOrtho2D");
-
- /* Draw the stars */
- glScalef (width, height, 1);
- glCallList(gp->starlist);
- check_gl_error ("drawing stars");
- }
- glPopMatrix();
- }
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
-
- }
- /* clean up after our state changes */
- glPopAttrib();
- check_gl_error ("glPopAttrib");
-}
-
-
-
-/* Set up lighting */
-static void
-init_sun (ModeInfo * mi)
-{
- planetstruct *gp = &planets[MI_SCREEN(mi)];
-
- GLfloat lamb[4] = { 0.1, 0.1, 0.1, 1.0 };
- GLfloat ldif[4] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat spec[4] = { 1.0, 1.0, 1.0, 1.0 };
-
- GLfloat mamb[4] = { 0.5, 0.5, 0.5, 1.0 };
- GLfloat mdif[4] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat mpec[4] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat shiny = .4;
-
- {
- double h = 0.1 + frand(0.8); /* east-west position - screen-side. */
- double v = -0.3 + frand(0.6); /* north-south position */
-
- if (h > 0.3 && h < 0.8) /* avoid having the sun at the camera */
- h += (h > 0.5 ? 0.2 : -0.2);
-
- gp->sunpos[0] = cos(h * M_PI);
- gp->sunpos[1] = sin(h * M_PI);
- gp->sunpos[2] = sin(v * M_PI);
- gp->sunpos[3] = 0.00;
- }
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
- glLightfv (GL_LIGHT0, GL_POSITION, gp->sunpos);
- glLightfv (GL_LIGHT0, GL_AMBIENT, lamb);
- glLightfv (GL_LIGHT0, GL_DIFFUSE, ldif);
- glLightfv (GL_LIGHT0, GL_SPECULAR, spec);
-
- glMaterialfv (GL_FRONT, GL_AMBIENT, mamb);
- glMaterialfv (GL_FRONT, GL_DIFFUSE, mdif);
- glMaterialfv (GL_FRONT, GL_SPECULAR, mpec);
- glMaterialf (GL_FRONT, GL_SHININESS, shiny);
-
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glShadeModel(GL_SMOOTH);
-
- check_gl_error("lighting");
-}
-
-
-#define RANDSIGN() ((random() & 1) ? 1 : -1)
-
ENTRYPOINT void
reshape_planet (ModeInfo *mi, int width, int height)
{
glFrustum(-1.0, 1.0, -h, h, 5.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glTranslatef(0.0, 0.0, -DIST);
+ glTranslatef(0.0, 0.0, -40);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
{
planetstruct *gp = &planets[MI_SCREEN(mi)];
- if (event->xany.type == ButtonPress &&
- event->xbutton.button == Button1)
- {
- gp->button_down_p = True;
- gltrackball_start (gp->trackball,
- event->xbutton.x, event->xbutton.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
- else if (event->xany.type == ButtonRelease &&
- event->xbutton.button == Button1)
- {
- gp->button_down_p = False;
- return True;
- }
- else if (event->xany.type == ButtonPress &&
- (event->xbutton.button == Button4 ||
- event->xbutton.button == Button5 ||
- event->xbutton.button == Button6 ||
- event->xbutton.button == Button7))
- {
- gltrackball_mousewheel (gp->trackball, event->xbutton.button, 10,
- !!event->xbutton.state);
- return True;
- }
- else if (event->xany.type == MotionNotify &&
- gp->button_down_p)
- {
- gltrackball_track (gp->trackball,
- event->xmotion.x, event->xmotion.y,
- MI_WIDTH (mi), MI_HEIGHT (mi));
- return True;
- }
+ if (gltrackball_event_handler (event, gp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &gp->button_down_p))
+ return True;
return False;
}
}
{
- double spin_speed = 0.5;
- double wander_speed = 0.02;
+ double spin_speed = 0.1;
+ double wander_speed = 0.005;
gp->rot = make_rotator (do_roll ? spin_speed : 0,
do_roll ? spin_speed : 0,
0, 1,
do_wander ? wander_speed : 0,
True);
gp->z = frand (1.0);
- gp->trackball = gltrackball_init ();
+ gp->tilt = frand (23.4);
+ gp->trackball = gltrackball_init (True);
}
if (wire)
- {
- do_texture = False;
- do_light = False;
- glEnable (GL_LINE_SMOOTH);
- }
+ do_texture = False;
if (do_texture)
setup_texture (mi);
- if (do_light)
- init_sun (mi);
-
if (do_stars)
init_stars (mi);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
-
/* construct the polygons of the planet
*/
gp->platelist = glGenLists(1);
glNewList (gp->platelist, GL_COMPILE);
- glColor3f (1,1,1);
- glPushMatrix ();
- glScalef (RADIUS, RADIUS, RADIUS);
+ glFrontFace(GL_CCW);
+ glPushMatrix();
glRotatef (90, 1, 0, 0);
unit_sphere (resolution, resolution, wire);
- mi->polygon_count += resolution*resolution;
- glPopMatrix ();
+ glPopMatrix();
+ glEndList();
+
+ gp->shadowlist = glGenLists(1);
+ glNewList (gp->shadowlist, GL_COMPILE);
+ glFrontFace(GL_CCW);
+ unit_dome (resolution, resolution, wire);
glEndList();
/* construct the polygons of the latitude/longitude/axis lines.
gp->latlonglist = glGenLists(1);
glNewList (gp->latlonglist, GL_COMPILE);
glPushMatrix ();
- if (do_texture) glDisable (GL_TEXTURE_2D);
- if (do_light) glDisable (GL_LIGHTING);
- glColor3f (0.1, 0.3, 0.1);
- glScalef (RADIUS, RADIUS, RADIUS);
- glScalef (1.01, 1.01, 1.01);
glRotatef (90, 1, 0, 0);
unit_sphere (12, 24, 1);
glBegin(GL_LINES);
glVertex3f(0, -2, 0);
glVertex3f(0, 2, 0);
glEnd();
- if (do_light) glEnable(GL_LIGHTING);
- if (do_texture) glEnable(GL_TEXTURE_2D);
glPopMatrix ();
glEndList();
}
+
ENTRYPOINT void
draw_planet (ModeInfo * mi)
{
planetstruct *gp = &planets[MI_SCREEN(mi)];
- Display *display = MI_DISPLAY(mi);
- Window window = MI_WINDOW(mi);
+ int wire = MI_IS_WIREFRAME(mi);
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
double x, y, z;
if (!gp->glx_context)
glDrawBuffer(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glXMakeCurrent (display, window, *(gp->glx_context));
+ glXMakeCurrent (dpy, window, *(gp->glx_context));
- if (do_stars)
- draw_stars (mi);
+ mi->polygon_count = 0;
+
+ if (gp->button_down_p)
+ gp->draw_axis = 60;
+ else if (!gp->draw_axis && !(random() % 1000))
+ gp->draw_axis = 60 + (random() % 90);
+
+ if (do_rotate && !gp->button_down_p)
+ {
+ gp->z -= 0.001; /* the sun sets in the west */
+ if (gp->z < 0) gp->z += 1;
+ }
+
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_POINT_SMOOTH);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
glPushMatrix();
get_position (gp->rot, &x, &y, &z, !gp->button_down_p);
- glTranslatef((x - 0.5) * 15,
- (y - 0.5) * 15,
- (z - 0.5) * 8);
+ x = (x - 0.5) * 6;
+ y = (y - 0.5) * 6;
+ z = (z - 0.5) * 3;
+ glTranslatef(x, y, z);
gltrackball_rotate (gp->trackball);
- glRotatef (90,1,0,0);
-
if (do_roll)
{
get_rotation (gp->rot, &x, &y, 0, !gp->button_down_p);
glRotatef (x * 360, 1.0, 0.0, 0.0);
glRotatef (y * 360, 0.0, 1.0, 0.0);
}
+ else
+ glRotatef (current_device_rotation(), 0, 0, 1);
- glLightfv (GL_LIGHT0, GL_POSITION, gp->sunpos);
+ if (do_stars)
+ {
+ glDisable(GL_TEXTURE_2D);
+ glPushMatrix();
+ glTranslatef(-x, -y, -z);
+ glScalef (40, 40, 40);
+ glRotatef (90, 1, 0, 0);
+ glRotatef (35, 1, 0, 0);
+ glCallList (gp->starlist);
+ mi->polygon_count += gp->starcount;
+ glPopMatrix();
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
- glRotatef (gp->z * 360, 0.0, 0.0, 1.0);
- if (do_rotate && !gp->button_down_p)
+ glRotatef (90, 1, 0, 0);
+ glRotatef (35, 1, 0, 0);
+ glRotatef (10, 0, 1, 0);
+ glRotatef (120, 0, 0, 1);
+
+ glScalef (3, 3, 3);
+
+# ifdef USE_IPHONE
+ glScalef (2, 2, 2);
+# endif
+
+ if (wire)
+ glColor3f (0.5, 0.5, 1);
+ else
+ glColor3f (1, 1, 1);
+
+ if (do_texture)
{
- gp->z -= 0.005; /* the sun sets in the west */
- if (gp->z < 0) gp->z += 1;
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture (GL_TEXTURE_2D, gp->tex1);
}
+ glPushMatrix();
+ glRotatef (gp->z * 360, 0, 0, 1);
glCallList (gp->platelist);
- if (gp->button_down_p)
- glCallList (gp->latlonglist);
+ mi->polygon_count += resolution*resolution;
+ glPopMatrix();
+
+ /* Originally we just used GL_LIGHT0 to produce the day/night sides of
+ the planet, but that always looked crappy, even with a vast number of
+ polygons, because the day/night terminator didn't exactly line up with
+ the polygon edges.
+
+ So instead, draw the full "day" sphere; clear the depth buffer; draw
+ a rotated/tilted half-sphere into the depth buffer only; then draw
+ the "night" sphere. That lets us divide the sphere into the two maps,
+ and the dividing line can be at any angle, regardless of polygon layout.
+
+ The half-sphere is scaled slightly larger to avoid polygon fighting,
+ since those triangles won't exactly line up because of the rotation.
+
+ The downside of this is that the day/night terminator is 100% sharp.
+ It would be nice if it was a little blurry.
+ */
+
+ if (wire)
+ {
+ glPushMatrix();
+ glRotatef (gp->tilt, 1, 0, 0);
+ glColor3f(0, 0, 0);
+ glLineWidth(4);
+ glCallList (gp->shadowlist);
+ glLineWidth(1);
+ mi->polygon_count += resolution*(resolution/2);
+ glPopMatrix();
+ }
+ else if (do_texture && gp->tex2)
+ {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glDisable(GL_TEXTURE_2D);
+ glColorMask (0, 0, 0, 0);
+ glPushMatrix();
+ glRotatef (gp->tilt, 1, 0, 0);
+ glScalef (1.01, 1.01, 1.01);
+ glCallList (gp->shadowlist);
+ mi->polygon_count += resolution*(resolution/2);
+ glPopMatrix();
+ glColorMask (1, 1, 1, 1);
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture (GL_TEXTURE_2D, gp->tex2);
+ glPushMatrix();
+ glRotatef (gp->z * 360, 0, 0, 1);
+ glCallList (gp->platelist);
+ mi->polygon_count += resolution*resolution;
+ glPopMatrix();
+ }
+
+ if (gp->draw_axis)
+ {
+ glPushMatrix();
+ glRotatef (gp->z * 360, 0.0, 0.0, 1.0);
+ glScalef (1.02, 1.02, 1.02);
+ glDisable (GL_TEXTURE_2D);
+ glDisable (GL_LIGHTING);
+ glDisable (GL_LINE_SMOOTH);
+ glColor3f (0.1, 0.3, 0.1);
+ glCallList (gp->latlonglist);
+ mi->polygon_count += 24*24;
+ glPopMatrix();
+ if (gp->draw_axis) gp->draw_axis--;
+ }
glPopMatrix();
if (mi->fps_p) do_fps (mi);
glFinish();
- glXSwapBuffers(display, window);
+ glXSwapBuffers(dpy, window);
}