"*showFPS: False \n" \
"*rotate: True \n" \
"*roll: True \n" \
- "*bounce: True \n" \
+ "*wander: True \n" \
"*wireframe: False \n" \
"*light: True \n" \
"*texture: True \n" \
#define DEF_ROTATE "True"
#define DEF_ROLL "True"
-#define DEF_BOUNCE "True"
+#define DEF_WANDER "True"
#define DEF_TEXTURE "True"
-#define DEF_STARS "True"
+#define DEF_STARS "True"
#define DEF_LIGHT "True"
#define DEF_IMAGE "BUILTIN"
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;
{"+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" },
+ {"-wander", ".glplanet.wander", XrmoptionNoArg, (caddr_t) "true" },
+ {"+wander", ".glplanet.wander", 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" },
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_wander, "wander", "Wander", DEF_WANDER, 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},
"Animates texture mapped sphere (planet)", 0, NULL};
#endif
-#include "../images/earth.xbm"
+#include "../images/earth.xpm"
#include "xpm-ximage.h"
GLfloat dx, dy, dz;
GLfloat box_width, box_height, box_depth;
+ GLfloat sunpos[4];
+
} planetstruct;
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;
+ 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);
clear_gl_error();
- glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
- GL_RGB, GL_UNSIGNED_BYTE, data);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ image->width, image->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, image->data);
check_gl_error("texture");
/* setup parameters for texturing */
static void
setup_texture(ModeInfo * mi)
{
- planetstruct *gp = &planets[MI_SCREEN(mi)];
+/* planetstruct *gp = &planets[MI_SCREEN(mi)];*/
+
+ glEnable(GL_TEXTURE_2D);
+
if (!which_image ||
!*which_image ||
!strcmp(which_image, "BUILTIN"))
- setup_xbm_texture (earth_bits, earth_width, earth_height,
- &gp->fg, &gp->bg);
+ 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);
-}
-
-/* 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);
+ check_gl_error("texture initialization");
}
-#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 DO_HELIX
- vector[0] = -(1- cos(theta)) * cos(rho);
- vector[1] = -(1- cos(theta)) * sin(rho);
- vector[2] = -(sin(theta) + rho);
-#endif /* DO_HELIX */
-
- return;
-}
-#endif
-
-
-/* lame way to generate some random stars */
-void generate_stars(int width, int height)
+void
+init_stars (ModeInfo *mi)
{
int i, j;
- int max_size = 3;
+ 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);
+
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);
+ 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++)
+ for (i = 0 ; i < NUM_STARS / steps; i++)
{
glColor3f (0.6 + frand(0.3),
0.6 + frand(0.3),
}
glEnd();
}
-
- /* return to original PROJECT and MODELVIEW */
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
-
-
glEndList();
-}
-
-/* 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);
+ check_gl_error("stars initialization");
}
-/* Initialization function for screen saver */
-static void
-pinit(ModeInfo * mi)
+void
+draw_stars (ModeInfo * mi)
{
- Bool wire = MI_IS_WIREFRAME(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();
- if (wire) {
- glEnable(GL_LINE_SMOOTH);
- do_texture = False;
- }
+ /* Each matrix mode has its own stack, so we need to push/pop
+ them separately. */
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ {
+ check_gl_error ("glPushMatrix");
+ glLoadIdentity();
- /* turn on various options we like */
- if (do_texture)
- setup_texture(mi);
- if (do_light)
- setup_light();
+ gluOrtho2D (0, width, 0, height);
+ check_gl_error ("gluOrtho2D");
- setup_face();
+ /* Draw the stars */
+ glScalef (width, height, 1);
+ glCallList(gp->starlist);
+ check_gl_error ("drawing stars");
+ }
+ glPopMatrix();
+ }
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
- if (do_stars) {
- glEnable(GL_POINT_SMOOTH);
- generate_stars(MI_WIDTH(mi), MI_HEIGHT(mi));
}
+ /* clean up after our state changes */
+ glPopAttrib();
+ check_gl_error ("glPopAttrib");
+}
- gp->platelist=glGenLists(1);
- glNewList(gp->platelist, GL_COMPILE);
- glPushMatrix ();
- glScalef (RADIUS, RADIUS, RADIUS);
- unit_sphere (STACKS, SLICES, wire);
- glPopMatrix ();
- glEndList();
- init_sun (mi);
-}
+/* Set up lighting */
static void
-draw_sphere(ModeInfo * mi)
+init_sun (ModeInfo * mi)
{
planetstruct *gp = &planets[MI_SCREEN(mi)];
- glEnable(GL_DEPTH_TEST);
+ GLfloat lamb[4] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat ldif[4] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat spec[4] = { 1.0, 1.0, 1.0, 1.0 };
- /* turn on the various attributes for making the sphere look nice */
- if (do_texture)
- glEnable(GL_TEXTURE_2D);
+ 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;
- if (do_light)
- {
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
- }
+ gp->sunpos[0] = 1.00 - frand(2.00);
+ gp->sunpos[1] = 0.25 - frand(0.50);
+ gp->sunpos[2] = -1.00;
+ 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);
- glCallList(gp->platelist);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glShadeModel(GL_SMOOTH);
+
+ check_gl_error("lighting");
}
while (gp->tz > 360) gp->tz -= 360;
}
- if (do_bounce)
+ if (do_wander)
{
static int frame = 0;
# define SINOID(SCALE,SIZE) \
}
-/* Standard reshape function */
void
-reshape_planet(ModeInfo *mi, int width, int height)
+reshape_planet (ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
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);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void
-init_planet(ModeInfo * mi)
+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),
pick_velocity (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");
free (b);
}
+ if (wire)
+ {
+ do_texture = False;
+ do_light = False;
+ glEnable (GL_LINE_SMOOTH);
+ }
- 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);
- }
+ 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);
+
+ gp->platelist = glGenLists(1);
+ glNewList (gp->platelist, GL_COMPILE);
+ glColor3f (1,1,1);
+ glPushMatrix ();
+ glScalef (RADIUS, RADIUS, RADIUS);
+ unit_sphere (STACKS, SLICES, wire);
+ glPopMatrix ();
+ glEndList();
}
void
-draw_planet(ModeInfo * mi)
+draw_planet (ModeInfo * mi)
{
planetstruct *gp = &planets[MI_SCREEN(mi)];
Display *display = MI_DISPLAY(mi);
glDrawBuffer(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glXMakeCurrent(display, window, *(gp->glx_context));
-
+ glXMakeCurrent (display, window, *(gp->glx_context));
- if (do_stars) {
- /* protect our modelview matrix and attributes */
- glPushMatrix();
- glCallList(gp->starlist);
- glPopMatrix();
- }
+ if (do_stars)
+ draw_stars (mi);
- /* 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);
- }
- glPopMatrix();
- glPopAttrib();
+ glRotatef (90,1,0,0);
+ 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);
+ glLightfv (GL_LIGHT0, GL_POSITION, gp->sunpos);
+ glCallList (gp->platelist);
+ glPopMatrix();
if (mi->fps_p) do_fps (mi);
glFinish();
rotate_and_move (mi);
}
+
void
-release_planet(ModeInfo * mi)
+release_planet (ModeInfo * mi)
{
if (planets != NULL) {
- int screen;
+ int screen;
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
planetstruct *gp = &planets[screen];