X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fglplanet.c;h=4b21dd118e591ee570706ba959ec2ec2c6a151bf;hb=4361b69d3178d7fc98d0388f9a223af6c2651aba;hp=e81199956d56fe22f00d4b17329297fd1ea059e0;hpb=ffd8c0873576a9e3065696a624dce6b766b77062;p=xscreensaver diff --git a/hacks/glx/glplanet.c b/hacks/glx/glplanet.c index e8119995..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. * @@ -26,36 +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! */ #ifdef STANDALONE -# define PROGCLASS "Planet" -# define HACK_INIT init_planet -# define HACK_DRAW draw_planet -# define HACK_RESHAPE reshape_planet -# define HACK_HANDLE_EVENT planet_handle_event -# define EVENT_MASK PointerMotionMask -# define planet_opts xlockmore_opts #define DEFAULTS "*delay: 20000 \n" \ "*showFPS: False \n" \ - "*rotate: True \n" \ - "*roll: True \n" \ - "*wander: 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 */ @@ -73,28 +57,29 @@ # endif /* VMS */ #endif - -#include - #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" +#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_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[] = { @@ -108,9 +93,9 @@ static XrmOptionDescRec opts[] = { {"+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" }, - {"-image", ".glplanet.image", XrmoptionSepArg, 0 }, + {"-spin", ".glplanet.spin", XrmoptionSepArg, 0 }, + {"-image", ".glplanet.image", XrmoptionSepArg, 0 }, + {"-image2", ".glplanet.image2", XrmoptionSepArg, 0 }, {"-resolution", ".glplanet.resolution", XrmoptionSepArg, 0 }, }; @@ -120,16 +105,16 @@ static argtype vars[] = { {&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}, + {&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}; @@ -141,6 +126,7 @@ ModStruct planet_description = the following XPM file... */ # endif #include "../images/earth.xpm" +#include "../images/earth_night.xpm" #include "xpm-ximage.h" #include "rotator.h" @@ -153,55 +139,31 @@ ModStruct planet_description = * 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 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_xpm_texture (ModeInfo *mi, char **xpm_data) @@ -210,6 +172,10 @@ setup_xpm_texture (ModeInfo *mi, char **xpm_data) MI_COLORMAP (mi), xpm_data); char buf[1024]; clear_gl_error(); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + /* iOS invalid enum: + glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width); + */ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->height, 0, GL_RGBA, @@ -218,18 +184,10 @@ setup_xpm_texture (ModeInfo *mi, char **xpm_data) image->data); sprintf (buf, "builtin texture (%dx%d)", image->width, image->height); check_gl_error(buf); - - /* 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); } -static void +static Bool setup_file_texture (ModeInfo *mi, char *filename) { Display *dpy = mi->dpy; @@ -238,8 +196,11 @@ setup_file_texture (ModeInfo *mi, char *filename) 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, @@ -249,34 +210,64 @@ setup_file_texture (ModeInfo *mi, char *filename) sprintf (buf, "texture: %.100s (%dx%d)", filename, image->width, image->height); check_gl_error(buf); - - /* setup parameters for texturing */ - glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width); - - 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); + return True; } static void setup_texture(ModeInfo * mi) { -/* planetstruct *gp = &planets[MI_SCREEN(mi)];*/ + planetstruct *gp = &planets[MI_SCREEN(mi)]; - glEnable(GL_TEXTURE_2D); + 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); if (!which_image || !*which_image || !strcmp(which_image, "BUILTIN")) - setup_xpm_texture (mi, earth_xpm); + { + BUILTIN1: + setup_xpm_texture (mi, earth_xpm); + } else - setup_file_texture (mi, which_image); + { + if (! setup_file_texture (mi, which_image)) + goto BUILTIN1; + } + + check_gl_error("texture 1 initialization"); - check_gl_error("texture initialization"); + 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 (!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; + } + + check_gl_error("texture 2 initialization"); /* Need to flip the texture top for bottom for some reason. */ glMatrixMode (GL_TEXTURE); @@ -285,236 +276,117 @@ setup_texture(ModeInfo * mi) } -void +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"); } -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) - -void +ENTRYPOINT void reshape_planet (ModeInfo *mi, int width, int height) { + planetstruct *gp = &planets[MI_SCREEN(mi)]; GLfloat h = (GLfloat) height / (GLfloat) width; + glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context)); + 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, -DIST); + glTranslatef(0.0, 0.0, -40); + +# 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 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } -Bool +ENTRYPOINT Bool planet_handle_event (ModeInfo *mi, XEvent *event) { 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 == 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; } -void +static void free_planet (ModeInfo * mi); + + +ENTRYPOINT void init_planet (ModeInfo * 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]; + 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"); @@ -542,48 +414,42 @@ init_planet (ModeInfo * mi) } { - 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. @@ -591,29 +457,26 @@ init_planet (ModeInfo * mi) 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); + 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(); - if (do_light) glEnable(GL_LIGHTING); - if (do_texture) glEnable(GL_TEXTURE_2D); glPopMatrix (); glEndList(); } -void + +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) @@ -622,74 +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)); - 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); + + 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); + } - glLightfv (GL_LIGHT0, GL_POSITION, gp->sunpos); + glRotatef (90, 1, 0, 0); + glRotatef (35, 1, 0, 0); + glRotatef (10, 0, 1, 0); + glRotatef (120, 0, 0, 1); - glRotatef (gp->z * 360, 0.0, 0.0, 1.0); - if (do_rotate && !gp->button_down_p) + 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) { - 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); } -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