X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fglplanet.c;h=4b21dd118e591ee570706ba959ec2ec2c6a151bf;hb=4361b69d3178d7fc98d0388f9a223af6c2651aba;hp=0685386f3710d20f72520485f04cac0082178da5;hpb=a94197e76a5dea5cb60542840809d6c20d0abbf3;p=xscreensaver diff --git a/hacks/glx/glplanet.c b/hacks/glx/glplanet.c index 0685386f..4b21dd11 100644 --- a/hacks/glx/glplanet.c +++ b/hacks/glx/glplanet.c @@ -15,6 +15,7 @@ * * 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. * @@ -26,41 +27,19 @@ * * 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! - */ - - -/*- - * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock. - * otherwise caddr_t is not defined correctly */ -#include #ifdef STANDALONE -# define PROGCLASS "Planet" -# define HACK_INIT init_planet -# define HACK_DRAW draw_planet -# define HACK_RESHAPE reshape_planet -# define planet_opts xlockmore_opts -#define DEFAULTS "*delay: 15000 \n" \ +#define DEFAULTS "*delay: 20000 \n" \ "*showFPS: False \n" \ - "*rotate: True \n" \ - "*roll: True \n" \ - "*bounce: True \n" \ "*wireframe: False \n" \ - "*light: True \n" \ - "*texture: True \n" \ - "*stars: True \n" \ - "*image: BUILTIN \n" \ "*imageForeground: Green \n" \ - "*imageBackground: Blue \n" + "*imageBackground: Blue \n" \ + "*suppressRotationAnimation: True\n" \ +# define refresh_planet 0 +# define release_planet 0 # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ @@ -78,65 +57,80 @@ # endif /* VMS */ #endif - -#include - #define DEF_ROTATE "True" #define DEF_ROLL "True" -#define DEF_BOUNCE "True" +#define DEF_WANDER "True" +#define DEF_SPIN "0.03" #define DEF_TEXTURE "True" -#define DEF_STARS "True" -#define DEF_LIGHT "True" +#define DEF_STARS "True" +#define DEF_RESOLUTION "128" #define DEF_IMAGE "BUILTIN" +#define DEF_IMAGE2 "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_bounce; +static int do_wander; static int do_texture; static int do_stars; -static int do_light; static char *which_image; +static char *which_image2; +static int resolution; + static XrmOptionDescRec opts[] = { - {"-rotate", ".glplanet.rotate", XrmoptionNoArg, (caddr_t) "true" }, - {"+rotate", ".glplanet.rotate", XrmoptionNoArg, (caddr_t) "false" }, - {"-roll", ".glplanet.roll", XrmoptionNoArg, (caddr_t) "true" }, - {"+roll", ".glplanet.roll", XrmoptionNoArg, (caddr_t) "false" }, - {"-bounce", ".glplanet.bounce", XrmoptionNoArg, (caddr_t) "true" }, - {"+bounce", ".glplanet.bounce", XrmoptionNoArg, (caddr_t) "false" }, - {"-texture", ".glplanet.texture", XrmoptionNoArg, (caddr_t) "true" }, - {"+texture", ".glplanet.texture", XrmoptionNoArg, (caddr_t) "false" }, - {"-stars", ".glplanet.stars", XrmoptionNoArg, (caddr_t) "true" }, - {"+stars", ".glplanet.stars", XrmoptionNoArg, (caddr_t) "false" }, - {"-light", ".glplanet.light", XrmoptionNoArg, (caddr_t) "true" }, - {"+light", ".glplanet.light", XrmoptionNoArg, (caddr_t) "false" }, - {"-image", ".glplanet.image", XrmoptionSepArg, (caddr_t) 0 }, + {"-rotate", ".glplanet.rotate", XrmoptionNoArg, "true" }, + {"+rotate", ".glplanet.rotate", XrmoptionNoArg, "false" }, + {"-roll", ".glplanet.roll", XrmoptionNoArg, "true" }, + {"+roll", ".glplanet.roll", XrmoptionNoArg, "false" }, + {"-wander", ".glplanet.wander", XrmoptionNoArg, "true" }, + {"+wander", ".glplanet.wander", XrmoptionNoArg, "false" }, + {"-texture", ".glplanet.texture", XrmoptionNoArg, "true" }, + {"+texture", ".glplanet.texture", XrmoptionNoArg, "false" }, + {"-stars", ".glplanet.stars", XrmoptionNoArg, "true" }, + {"+stars", ".glplanet.stars", XrmoptionNoArg, "false" }, + {"-spin", ".glplanet.spin", XrmoptionSepArg, 0 }, + {"-image", ".glplanet.image", XrmoptionSepArg, 0 }, + {"-image2", ".glplanet.image2", XrmoptionSepArg, 0 }, + {"-resolution", ".glplanet.resolution", XrmoptionSepArg, 0 }, }; static argtype vars[] = { - {(caddr_t *) &do_rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool}, - {(caddr_t *) &do_roll, "roll", "Roll", DEF_ROLL, t_Bool}, - {(caddr_t *) &do_bounce, "bounce", "Bounce", DEF_BOUNCE, t_Bool}, - {(caddr_t *) &do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool}, - {(caddr_t *) &do_stars, "stars", "Stars", DEF_STARS, t_Bool}, - {(caddr_t *) &do_light, "light", "Light", DEF_LIGHT, t_Bool}, - {(caddr_t *) &which_image, "image", "Image", DEF_IMAGE, t_String}, + {&do_rotate, "rotate", "Rotate", DEF_ROTATE, t_Bool}, + {&do_roll, "roll", "Roll", DEF_ROLL, t_Bool}, + {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool}, + {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool}, + {&do_stars, "stars", "Stars", DEF_STARS, t_Bool}, + {&which_image, "image", "Image", DEF_IMAGE, t_String}, + {&which_image2,"image2", "Image", DEF_IMAGE2, t_String}, + {&resolution, "resolution","Resolution", DEF_RESOLUTION, t_Int}, }; -ModeSpecOpt planet_opts = {countof(opts), opts, countof(vars), vars, NULL}; +ENTRYPOINT ModeSpecOpt planet_opts = {countof(opts), opts, countof(vars), vars, NULL}; #ifdef USE_MODULES ModStruct planet_description = -{"planet", "init_planet", "draw_planet", "release_planet", +{"planet", "init_planet", "draw_planet", NULL, "draw_planet", "init_planet", NULL, &planet_opts, 1000, 1, 2, 1, 4, 1.0, "", "Animates texture mapped sphere (planet)", 0, NULL}; #endif -#include "../images/earth.xbm" +# ifdef __GNUC__ + __extension__ /* don't warn about "string length is greater than the length + ISO C89 compilers are required to support" when including + the following XPM file... */ +# endif +#include "../images/earth.xpm" +#include "../images/earth_night.xpm" + #include "xpm-ximage.h" +#include "rotator.h" +#include "gltrackball.h" /*- @@ -145,33 +139,24 @@ ModStruct planet_description = * at the expense of rendering speed */ -#define NUM_STARS 1000 -#define SLICES 32 -#define STACKS 32 - -/* 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 tx, ty, tz; - GLfloat dtx, dty, dtz; - GLfloat xpos, ypos, zpos; - GLfloat dx, dy, dz; - GLfloat box_width, box_height, box_depth; + GLfloat z; + GLfloat tilt; + rotator *rot; + trackball_state *trackball; + Bool button_down_p; + GLuint tex1, tex2; + int draw_axis; } planetstruct; @@ -179,371 +164,229 @@ typedef struct { static planetstruct *planets = NULL; -static inline void -normalize(GLfloat v[3]) -{ - GLfloat d = (GLfloat) sqrt((double) (v[0] * v[0] + v[1] * v[1] + v[2] * v[2])); - - if (d != 0) { - v[0] /= d; - v[1] /= d; - v[2] /= d; - } else { - v[0] = v[1] = v[2] = 0; - } -} - - /* Set up and enable texturing on our object */ static void -setup_xbm_texture (char *bits, int width, int height, - XColor *fgc, XColor *bgc) +setup_xpm_texture (ModeInfo *mi, char **xpm_data) { - unsigned int fg = (((fgc->red >> 8) << 16) | - ((fgc->green >> 8) << 8) | - ((fgc->blue >> 8))); - unsigned int bg = (((bgc->red >> 8) << 16) | - ((bgc->green >> 8) << 8) | - ((bgc->blue >> 8))); - - unsigned char *data = (unsigned char *) - malloc ((width * height * 24) / 8); - unsigned char *out = data; - int x, y; - - for (y = 0; y < height; y++) - for (x = 0; x < width; x++) - { - unsigned char byte = bits [(y * (width / 8) + (x / 8))]; - unsigned char bit = (byte & (1 << (x % 8))) >> (x % 8); - unsigned int word = (bit ? bg : fg); - *out++ = (word & 0xFF0000) >> 16; - *out++ = (word & 0x00FF00) >> 8; - *out++ = (word & 0x0000FF); - } - + XImage *image = xpm_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi), + MI_COLORMAP (mi), xpm_data); + char buf[1024]; clear_gl_error(); - glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, - GL_RGB, GL_UNSIGNED_BYTE, data); - check_gl_error("texture"); - - /* setup parameters for texturing */ glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + /* iOS invalid enum: + glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width); + */ + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, + image->width, image->height, 0, + GL_RGBA, + /* GL_UNSIGNED_BYTE, */ + GL_UNSIGNED_INT_8_8_8_8_REV, + image->data); + sprintf (buf, "builtin texture (%dx%d)", image->width, image->height); + check_gl_error(buf); } -static void +static Bool setup_file_texture (ModeInfo *mi, char *filename) { Display *dpy = mi->dpy; Visual *visual = mi->xgwa.visual; + char buf[1024]; Colormap cmap = mi->xgwa.colormap; XImage *image = xpm_file_to_ximage (dpy, visual, cmap, filename); + if (!image) return False; clear_gl_error(); + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->height, 0, - GL_RGBA, GL_UNSIGNED_BYTE, image->data); - check_gl_error("texture"); + GL_RGBA, + /* GL_UNSIGNED_BYTE, */ + GL_UNSIGNED_INT_8_8_8_8_REV, + image->data); + sprintf (buf, "texture: %.100s (%dx%d)", + filename, image->width, image->height); + check_gl_error(buf); + return True; +} - /* setup parameters for texturing */ - glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width); +static void +setup_texture(ModeInfo * mi) +{ + planetstruct *gp = &planets[MI_SCREEN(mi)]; + + glGenTextures (1, &gp->tex1); + glBindTexture (GL_TEXTURE_2D, gp->tex1); + + /* Must be after glBindTexture */ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); -} - -static void -setup_texture(ModeInfo * mi) -{ - planetstruct *gp = &planets[MI_SCREEN(mi)]; if (!which_image || !*which_image || !strcmp(which_image, "BUILTIN")) - setup_xbm_texture (earth_bits, earth_width, earth_height, - &gp->fg, &gp->bg); + { + BUILTIN1: + setup_xpm_texture (mi, earth_xpm); + } else - setup_file_texture (mi, which_image); -} - - -/* Set up and enable lighting */ -static void -setup_light(void) -{ - /* set a number of parameters which make the scene look much nicer */ - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glShadeModel(GL_SMOOTH); -} + { + if (! setup_file_texture (mi, which_image)) + goto BUILTIN1; + } + check_gl_error("texture 1 initialization"); -/* Set up and enable face culling so we don't see the inside of the sphere */ -static void -setup_face(void) -{ - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); -} + glGenTextures (1, &gp->tex2); + glBindTexture (GL_TEXTURE_2D, gp->tex2); + /* Must be after glBindTexture */ + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); -#if 0 -/* Function for determining points on the surface of the sphere */ -static void inline ParametricSphere(float theta, float rho, GLfloat *vector) -{ - vector[0] = -sin(theta) * sin(rho); - vector[1] = cos(theta) * sin(rho); - vector[2] = cos(rho); + if (!which_image2 || + !*which_image2 || + !strcmp(which_image2, "BUILTIN")) + { + BUILTIN2: + setup_xpm_texture (mi, earth_night_xpm); + } + else + { + if (! setup_file_texture (mi, which_image2)) + goto BUILTIN2; + } -#if DO_HELIX - vector[0] = -(1- cos(theta)) * cos(rho); - vector[1] = -(1- cos(theta)) * sin(rho); - vector[2] = -(sin(theta) + rho); -#endif /* DO_HELIX */ + check_gl_error("texture 2 initialization"); - return; + /* Need to flip the texture top for bottom for some reason. */ + glMatrixMode (GL_TEXTURE); + glScalef (1, -1, 1); + glMatrixMode (GL_MODELVIEW); } -#endif -/* lame way to generate some random stars */ -void generate_stars(int width, int height) +static void +init_stars (ModeInfo *mi) { + planetstruct *gp = &planets[MI_SCREEN(mi)]; int i, j; + int width = MI_WIDTH(mi); + int height = MI_HEIGHT(mi); + int size = (width > height ? width : height); + int nstars = size * size / 80; int max_size = 3; GLfloat inc = 0.5; int steps = max_size / inc; - planetstruct *gp = &planets[MI_SCREEN(mi)]; - gp->starlist = glGenLists(1); glNewList(gp->starlist, GL_COMPILE); - - /* this hackery makes the viewport map one-to-one with Vertex arguments */ - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - gluOrtho2D(0, width, 0, height); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - /* disable depth testing for the stars, so they don't obscure the planet */ - glDisable(GL_DEPTH_TEST); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glColor3f(1,1,1); - - glEnable(GL_POINT_SMOOTH); - 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 (); - /* return to original PROJECT and MODELVIEW */ - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - - - glEndList(); - + check_gl_error("stars initialization"); } -/* Set up lighting */ -static void -init_sun (ModeInfo * mi) -{ - GLfloat light[4]; - light[0] = frand(2.0) - 1.0; - light[1] = frand(2.0) - 1.0; - light[2] = 1.0; - light[3] = 0; - glLightfv(GL_LIGHT0, GL_POSITION, light); -} - - -/* Initialization function for screen saver */ -static void -pinit(ModeInfo * mi) +ENTRYPOINT void +reshape_planet (ModeInfo *mi, int width, int height) { - Bool wire = MI_IS_WIREFRAME(mi); planetstruct *gp = &planets[MI_SCREEN(mi)]; + GLfloat h = (GLfloat) height / (GLfloat) width; - if (wire) { - glEnable(GL_LINE_SMOOTH); - do_texture = False; - } + glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context)); - /* turn on various options we like */ - if (do_texture) - setup_texture(mi); - if (do_light) - setup_light(); - - setup_face(); + glViewport(0, 0, (GLint) width, (GLint) height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -h, h, 5.0, 100.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -40); - if (do_stars) { - glEnable(GL_POINT_SMOOTH); - generate_stars(MI_WIDTH(mi), MI_HEIGHT(mi)); +# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */ + { + int o = (int) current_device_rotation(); + if (o != 0 && o != 180 && o != -180) + glScalef (h, h, h); } +# endif - gp->platelist=glGenLists(1); - glNewList(gp->platelist, GL_COMPILE); - glPushMatrix (); - glScalef (RADIUS, RADIUS, RADIUS); - unit_sphere (STACKS, SLICES, wire); - glPopMatrix (); - glEndList(); - - init_sun (mi); -} - -static void -draw_sphere(ModeInfo * mi) -{ - planetstruct *gp = &planets[MI_SCREEN(mi)]; - - glEnable(GL_DEPTH_TEST); - - /* turn on the various attributes for making the sphere look nice */ - if (do_texture) - glEnable(GL_TEXTURE_2D); - - if (do_light) - { - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); - glEnable(GL_COLOR_MATERIAL); - } - - glCallList(gp->platelist); - + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } -#define RANDSIGN() ((random() & 1) ? 1 : -1) - -static void -pick_velocity (ModeInfo * mi) +ENTRYPOINT Bool +planet_handle_event (ModeInfo *mi, XEvent *event) { planetstruct *gp = &planets[MI_SCREEN(mi)]; - gp->box_width = 15.0; - gp->box_height = 15.0; - gp->box_depth = 5.0; - - gp->tx = 0.0; - gp->ty = 0.0; - gp->tz = frand(360); - - gp->dtx = (frand(0.4) + frand(0.3)) * RANDSIGN(); - gp->dty = (frand(0.4) + frand(0.3)) * RANDSIGN(); - gp->dtz = (frand(5.0) + frand(5.0)); /* the sun sets in the west */ + if (gltrackball_event_handler (event, gp->trackball, + MI_WIDTH (mi), MI_HEIGHT (mi), + &gp->button_down_p)) + return True; - gp->dx = (frand(0.2) + frand(0.2)) * RANDSIGN(); - gp->dy = (frand(0.2) + frand(0.2)) * RANDSIGN(); - gp->dz = (frand(0.2) + frand(0.2)) * RANDSIGN(); + return False; } -static void -rotate_and_move (ModeInfo * mi) -{ - planetstruct *gp = &planets[MI_SCREEN(mi)]; - - if (do_roll) - { - gp->tx += gp->dtx; - while (gp->tx < 0) gp->tx += 360; - while (gp->tx > 360) gp->tx -= 360; - - gp->ty += gp->dty; - while (gp->ty < 0) gp->ty += 360; - while (gp->ty > 360) gp->ty -= 360; - } - - if (do_rotate) - { - gp->tz += gp->dtz; - while (gp->tz < 0) gp->tz += 360; - while (gp->tz > 360) gp->tz -= 360; - } - - if (do_bounce) - { - static int frame = 0; -# define SINOID(SCALE,SIZE) \ - ((((1 + sin((frame * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2) - gp->xpos = SINOID(0.031, gp->box_width); - gp->ypos = SINOID(0.023, gp->box_height); - gp->zpos = SINOID(0.017, gp->box_depth); - frame++; - } -} +static void free_planet (ModeInfo * mi); -/* Standard reshape function */ -void -reshape_planet(ModeInfo *mi, int width, int height) +ENTRYPOINT void +init_planet (ModeInfo * mi) { - GLfloat h = (GLfloat) height / (GLfloat) width; - - glViewport(0, 0, (GLint) width, (GLint) height); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-1.0, 1.0, -h, h, 5.0, 100.0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glTranslatef(0.0, 0.0, -DIST); -} - - -void -init_planet(ModeInfo * mi) -{ - int screen = MI_SCREEN(mi); - planetstruct *gp; + int screen = MI_SCREEN(mi); + Bool wire = MI_IS_WIREFRAME(mi); - if (planets == NULL) { - if ((planets = (planetstruct *) calloc(MI_NUM_SCREENS(mi), - sizeof (planetstruct))) == NULL) - return; - } + MI_INIT (mi, planets, free_planet); gp = &planets[screen]; - pick_velocity (mi); + gp->window = MI_WINDOW(mi); + + if ((gp->glx_context = init_GL(mi)) != NULL) { + reshape_planet(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); + } { - char *f = get_string_resource("imageForeground", "Foreground"); - char *b = get_string_resource("imageBackground", "Background"); + char *f = get_string_resource(mi->dpy, "imageForeground", "Foreground"); + char *b = get_string_resource(mi->dpy, "imageBackground", "Background"); char *s; if (!f) f = strdup("white"); if (!b) b = strdup("black"); @@ -570,22 +413,71 @@ init_planet(ModeInfo * mi) free (b); } - - gp->window = MI_WINDOW(mi); - if ((gp->glx_context = init_GL(mi)) != NULL) { - reshape_planet(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); - pinit(mi); - } else { - MI_CLEARWINDOW(mi); + { + 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->tilt = frand (23.4); + gp->trackball = gltrackball_init (True); } + + if (wire) + do_texture = False; + + if (do_texture) + setup_texture (mi); + + if (do_stars) + init_stars (mi); + + /* construct the polygons of the planet + */ + gp->platelist = glGenLists(1); + glNewList (gp->platelist, GL_COMPILE); + glFrontFace(GL_CCW); + glPushMatrix(); + glRotatef (90, 1, 0, 0); + unit_sphere (resolution, resolution, wire); + 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 (); + glRotatef (90, 1, 0, 0); /* unit_sphere is off by 90 */ + glRotatef (8, 0, 1, 0); /* line up the time zones */ + unit_sphere (12, 24, 1); + unit_sphere (12, 24, 1); + glBegin(GL_LINES); + glVertex3f(0, -2, 0); + glVertex3f(0, 2, 0); + glEnd(); + glPopMatrix (); + glEndList(); } -void -draw_planet(ModeInfo * mi) + +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) return; @@ -593,68 +485,175 @@ draw_planet(ModeInfo * mi) glDrawBuffer(GL_BACK); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glXMakeCurrent(display, window, *(gp->glx_context)); + glXMakeCurrent (dpy, window, *(gp->glx_context)); + mi->polygon_count = 0; - if (do_stars) { - /* protect our modelview matrix and attributes */ - glPushMatrix(); - glCallList(gp->starlist); - glPopMatrix(); - } + 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); - /* protect our modelview matrix and attributes */ glPushMatrix(); - glPushAttrib(GL_ALL_ATTRIB_BITS); - { - /* this pair of rotations seem to be necessary to orient the earth correctly */ - glRotatef(90,0,0,1); - glRotatef(90,0,1,0); - - glTranslatef(gp->xpos, gp->ypos, gp->zpos); - glRotatef(gp->tx, 1, 0, 0); - glRotatef(gp->ty, 0, 1, 0); - glRotatef(gp->tz, 0, 0, 1); - /* draw the sphere */ - draw_sphere(mi); - } + + get_position (gp->rot, &x, &y, &z, !gp->button_down_p); + x = (x - 0.5) * 6; + y = (y - 0.5) * 6; + z = (z - 0.5) * 3; + glTranslatef(x, y, z); + + gltrackball_rotate (gp->trackball); + + 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); + + if (do_stars) + { + glDisable(GL_TEXTURE_2D); + glPushMatrix(); + glScalef (60, 60, 60); + 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 (90, 1, 0, 0); + glRotatef (35, 1, 0, 0); + glRotatef (10, 0, 1, 0); + glRotatef (120, 0, 0, 1); + + glScalef (3, 3, 3); + +# ifdef HAVE_MOBILE + glScalef (2, 2, 2); +# endif + + if (wire) + glColor3f (0.5, 0.5, 1); + else + glColor3f (1, 1, 1); + + if (do_texture) + { + glEnable(GL_TEXTURE_2D); + glBindTexture (GL_TEXTURE_2D, gp->tex1); + } + + glPushMatrix(); + glRotatef (gp->z * 360, 0, 0, 1); + glCallList (gp->platelist); + mi->polygon_count += resolution*resolution; glPopMatrix(); - glPopAttrib(); + /* 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); - - rotate_and_move (mi); + glXSwapBuffers(dpy, window); } -void -release_planet(ModeInfo * mi) + +static void +free_planet (ModeInfo * mi) { - if (planets != NULL) { - int screen; - - for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) { - planetstruct *gp = &planets[screen]; - - if (gp->glx_context) { - /* Display lists MUST be freed while their glXContext is current. */ - glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context)); - - if (glIsList(gp->platelist)) - glDeleteLists(gp->platelist, 1); - if (glIsList(gp->starlist)) - glDeleteLists(gp->starlist, 1); - } - } - (void) free((void *) planets); - planets = NULL; + planetstruct *gp = &planets[MI_SCREEN(mi)]; + + if (gp->glx_context) { + glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context)); + + if (glIsList(gp->platelist)) + glDeleteLists(gp->platelist, 1); + if (glIsList(gp->starlist)) + glDeleteLists(gp->starlist, 1); } - FreeAllGL(mi); } -#endif +XSCREENSAVER_MODULE_2 ("GLPlanet", glplanet, planet) +#endif