/* -*- Mode: C; tab-width: 4 -*- */
-/* glplanet --- 3D rotating planet, e.g., Earth. */
-
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)plate.c 4.07 97/11/24 xlockmore";
-
-#endif
-
-/*-
+/* glplanet --- 3D rotating planet, e.g., Earth.
+ *
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* other special, indirect and consequential damages.
*
* 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.
+ *
* 9-Oct-98: dek@cgl.ucsf.edu Added stars.
*
* 8-Oct-98: jwz@jwz.org Made the 512x512x1 xearth image be built in.
*
* 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 "SSysten"
- * package (http://www.msu.edu/user/kamelkev/) and do this:
- *
- * cd ssystem-1.4/hires/
- * foreach f ( *.jpg )
- * djpeg $f | ppmquant 254 | ppmtoxpm > /tmp/$f:r.xpm
- * end
- *
- * cd /tmp
- * foreach f ( *.xpm )
- * glplanet -image $f
- * end
- */
-
-
-/*-
- * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
- * otherwise caddr_t is not defined correctly
*/
-#include <X11/Intrinsic.h>
#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 release_planet 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#ifdef USE_GL /* whole file */
-#ifdef HAVE_XPM
-# include <X11/xpm.h>
-# ifndef PIXEL_ALREADY_TYPEDEFED
-# define PIXEL_ALREADY_TYPEDEFED /* Sigh, Xmu/Drawing.h needs this... */
-# endif
-#endif
+#include "sphere.h"
#ifdef HAVE_XMU
# ifndef VMS
# endif /* VMS */
#endif
-
-#include <GL/glu.h>
-
#define DEF_ROTATE "True"
#define DEF_ROLL "True"
-#define DEF_BOUNCE "True"
+#define DEF_WANDER "True"
+#define DEF_SPIN "1.0"
#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"
+
+#define BLENDED_TERMINATOR
#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 GLfloat spin_arg;
+
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", ".rotate", XrmoptionNoArg, "true" },
+ {"+rotate", ".rotate", XrmoptionNoArg, "false" },
+ {"-roll", ".roll", XrmoptionNoArg, "true" },
+ {"+roll", ".roll", XrmoptionNoArg, "false" },
+ {"-wander", ".wander", XrmoptionNoArg, "true" },
+ {"+wander", ".wander", XrmoptionNoArg, "false" },
+ {"-texture", ".texture", XrmoptionNoArg, "true" },
+ {"+texture", ".texture", XrmoptionNoArg, "false" },
+ {"-stars", ".stars", XrmoptionNoArg, "true" },
+ {"+stars", ".stars", XrmoptionNoArg, "false" },
+ {"-spin", ".spin", XrmoptionSepArg, 0 },
+ {"-image", ".image", XrmoptionSepArg, 0 },
+ {"-image2", ".image2", XrmoptionSepArg, 0 },
+ {"-resolution", ".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},
+ {&spin_arg, "spin", "Spin", DEF_SPIN, t_Float},
+ {&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",
- "draw_planet", "init_planet", NULL, &planet_opts,
+{"planet", "init_planet", "draw_planet", NULL,
+ "draw_planet", "init_planet", "free_planet", &planet_opts,
1000, 1, 2, 1, 4, 1.0, "",
"Animates texture mapped sphere (planet)", 0, NULL};
#endif
-#include "../images/earth.xbm"
-#include "xpm-ximage.h"
+#include "images/gen/earth_png.h"
+#include "images/gen/earth_night_png.h"
+
+#include "ximage-loader.h"
+#include "rotator.h"
+#include "gltrackball.h"
/*-
* 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;
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, const unsigned char *data, unsigned long size)
{
- 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 = image_data_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi),
+ data, size);
+ 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, 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;
- Colormap cmap = mi->xgwa.colormap;
+ char buf[1024];
-#ifdef HAVE_XPM
- {
- char **xpm_data = 0;
- int result = XpmReadFileToData (filename, &xpm_data);
- switch (result) {
- case XpmSuccess:
- {
- XImage *image = xpm_to_ximage (dpy, visual, cmap, xpm_data);
-
- clear_gl_error();
- 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 */
- 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;
- }
- break;
-
- case XpmOpenFailed:
- fprintf (stderr, "%s: file %s doesn't exist.\n", progname, filename);
- exit (-1);
- break;
-
- case XpmFileInvalid:
- /* Fall through and try it as an XBM. */
- break;
-
- case XpmNoMemory:
- fprintf (stderr, "%s: XPM: out of memory\n", progname);
- exit (-1);
- break;
-
- default:
- fprintf (stderr, "%s: XPM: unknown error code %d\n", progname, result);
- exit (-1);
- break;
- }
- }
-#endif /* HAVE_XPM */
+ XImage *image = file_to_ximage (dpy, visual, filename);
+ if (!image) return False;
-#ifdef HAVE_XMU
- {
- planetstruct *gp = &planets[MI_SCREEN(mi)];
- unsigned int width = 0;
- unsigned int height = 0;
- unsigned char *data = 0;
- int xhot, yhot;
- int status = XmuReadBitmapDataFromFile (filename, &width, &height, &data,
- &xhot, &yhot);
- if (status != Success)
- {
-# ifdef HAVE_XPM
- fprintf (stderr, "%s: not an XPM file: %s\n", progname, filename);
-# endif
- fprintf (stderr, "%s: not an XBM file: %s\n", progname, filename);
- exit (1);
- }
-
- setup_xbm_texture ((char *) data, width, height, &gp->fg, &gp->bg);
- }
-#else /* !XMU */
-
-# ifdef HAVE_XPM
- fprintf (stderr, "%s: not an XPM file: %s\n", progname, filename);
-# endif
- fprintf (stderr, "%s: your vendor doesn't ship the standard Xmu library.\n",
- progname);
- fprintf (stderr, "%s: we can't load XBM files without it.\n",progname);
- exit (1);
-#endif /* !XMU */
+ 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);
+ sprintf (buf, "texture: %.100s (%dx%d)",
+ filename, image->width, image->height);
+ check_gl_error(buf);
+ return True;
}
static void
-setup_texture(ModeInfo * mi)
+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);
+
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_png, sizeof(earth_png));
+ }
else
- setup_file_texture (mi, which_image);
-}
-
+ {
+ if (! setup_file_texture (mi, which_image))
+ goto BUILTIN1;
+ }
-/* 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);
-}
+ check_gl_error("texture 1 initialization");
+ glGenTextures (1, &gp->tex2);
+ glBindTexture (GL_TEXTURE_2D, gp->tex2);
-/* 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);
-}
-
+ /* 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);
-/* 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_png, sizeof(earth_night_png));
+ }
+ 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);
}
-/* lame way to generate some random stars */
-void generate_stars(int width, int height)
-{
- int i;
-/* GLfloat size_range[2], size;*/
- GLfloat x, y;
-
- planetstruct *gp = &planets[MI_SCREEN(mi)];
-
-/* glGetFloatv(GL_POINT_SIZE_RANGE, size_range); */
-
-/* printf("size range: %f\t%f\n", size_range[0], size_range[1]); */
- 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_POINT_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glBegin(GL_POINTS);
- for(i = 0 ; i < NUM_STARS ; i++)
- {
-/* size = ((random()%size_range[0])) * size_range[1]/2.; */
-/* glPointSize(size); */
- x = random() % width;
- y = random() % height;
- glVertex2f(x,y);
- }
- glEnd();
-
- /* return to original PROJECT and MODELVIEW */
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
-
-
- glEndList();
-
-}
-
-/* Initialization function for screen saver */
static void
-pinit(ModeInfo * mi)
+init_stars (ModeInfo *mi)
{
- Bool wire = MI_IS_WIREFRAME(mi);
planetstruct *gp = &planets[MI_SCREEN(mi)];
int i, j;
- int stacks=STACKS, slices=SLICES;
- float radius=RADIUS;
-
- float drho, dtheta;
- float rho, theta;
- GLfloat vector[3];
- GLfloat ds, dt, t, s;;
-
- if (wire) {
- glEnable(GL_LINE_SMOOTH);
- do_texture = False;
- }
-
- /* turn on various options we like */
- if (do_texture)
- setup_texture(mi);
- if (do_light)
- setup_light();
-
- setup_face();
-
- if (do_stars) {
- glEnable(GL_POINT_SMOOTH);
- generate_stars(MI_WIDTH(mi), MI_HEIGHT(mi));
- }
-
-
- /*-
- * Generate a sphere with quadrilaterals.
- * Quad vertices are determined using a parametric sphere function.
- * For fun, you could generate practically any parameteric surface and
- * map an image onto it.
- */
-
- drho = M_PI / stacks;
- dtheta = 2.0 * M_PI / slices;
- ds = 1.0 / slices;
- dt = 1.0 / stacks;
-
-
- gp->platelist=glGenLists(1);
- glNewList(gp->platelist, GL_COMPILE);
-
- glColor3f(1,1,1);
- glBegin( wire ? GL_LINE_LOOP : GL_QUADS );
-
- t = 0.0;
- for(i=0; i<stacks; i++) {
- rho = i * drho;
- s = 0.0;
- for(j=0; j<slices; j++) {
- theta = j * dtheta;
-
-
- glTexCoord2f(s,t);
- ParametricSphere(theta, rho, vector);
- normalize(vector);
- glNormal3fv(vector);
- ParametricSphere(theta, rho, vector);
- glVertex3f( vector[0]*radius, vector[1]*radius, vector[2]*radius );
-
- glTexCoord2f(s,t+dt);
- ParametricSphere(theta, rho+drho, vector);
- normalize(vector);
- glNormal3fv(vector);
- ParametricSphere(theta, rho+drho, vector);
- glVertex3f( vector[0]*radius, vector[1]*radius, vector[2]*radius );
-
- glTexCoord2f(s+ds,t+dt);
- ParametricSphere(theta + dtheta, rho+drho, vector);
- normalize(vector);
- glNormal3fv(vector);
- ParametricSphere(theta + dtheta, rho+drho, vector);
- glVertex3f( vector[0]*radius, vector[1]*radius, vector[2]*radius );
-
- glTexCoord2f(s+ds, t);
- ParametricSphere(theta + dtheta, rho, vector);
- normalize(vector);
- glNormal3fv(vector);
- ParametricSphere(theta + dtheta, rho, vector);
- glVertex3f( vector[0]*radius, vector[1]*radius, vector[2]*radius );
-
- s = s + ds;
-
- }
- t = t + dt;
+ 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;
+ GLfloat scale = 1;
+
+ if (MI_WIDTH(mi) > 2560) { /* Retina displays */
+ scale *= 2;
+ nstars /= 2;
}
- glEnd();
- glEndList();
-
-
- }
-
-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);
+ gp->starlist = glGenLists(1);
+ glNewList(gp->starlist, GL_COMPILE);
+ for (j = 1; j <= steps; j++)
+ {
+ glPointSize(inc * j * scale);
+ glBegin (GL_POINTS);
+ for (i = 0; i < nstars / steps; i++)
+ {
+ 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 ();
+ }
+ glEndList ();
+
+ check_gl_error("stars initialization");
}
-#define RANDSIGN() ((random() & 1) ? 1 : -1)
-
+#ifdef BLENDED_TERMINATOR
static void
-pick_velocity (ModeInfo * mi)
+terminator_tube (ModeInfo *mi, int resolution)
{
- planetstruct *gp = &planets[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+ GLfloat th;
+ GLfloat step = M_PI*2 / resolution;
+ GLfloat thickness = 0.1; /* Dusk is about an hour wide. */
+ GLfloat c1[] = { 0, 0, 0, 1 };
+ GLfloat c2[] = { 0, 0, 0, 0 };
- gp->box_width = 15.0;
- gp->box_height = 15.0;
- gp->box_depth = 5.0;
+ glPushMatrix();
+ if (wire)
+ {
+ c1[0] = c1[1] = 0.5;
+ c2[2] = 0.5;
+ glLineWidth (4);
+ }
+ glRotatef (90, 1, 0, 0);
+ glScalef (1.02, 1.02, 1.02);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (th = 0; th < M_PI*2 + step; th += step)
+ {
+ GLfloat x = cos(th);
+ GLfloat y = sin(th);
+ glColor4fv (c1);
+ if (!do_texture)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c1);
+ glNormal3f (x, y, 0);
+ glVertex3f (x, y, thickness);
+ glColor4fv (c2);
+ if (!do_texture)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c2);
+ glVertex3f (x, y, -thickness);
+ }
+ glEnd();
- gp->tx = 0.0;
- gp->ty = 0.0;
- gp->tz = frand(360);
+ /* There's a bit of a spike in the shading where the tube overlaps
+ the sphere, so extend the sphere a lot to try and avoid that. */
+# if 0 /* Nope, that doesn't help. */
+ glColor4fv (c1);
+ if (!do_texture)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c1);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (th = 0; th < M_PI*2 + step; th += step)
+ {
+ GLfloat x = cos(th);
+ GLfloat y = sin(th);
+ glNormal3f (x, y, 0);
+ glVertex3f (x, y, thickness);
+ glVertex3f (x, y, thickness + 10);
+ }
+ glEnd();
- 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 */
+ glColor4fv (c2);
+ if (!do_texture)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c2);
+ glBegin (wire ? GL_LINES : GL_QUAD_STRIP);
+ for (th = 0; th < M_PI*2 + step; th += step)
+ {
+ GLfloat x = cos(th);
+ GLfloat y = sin(th);
+ glNormal3f (x, y, 0);
+ glVertex3f (x, y, -thickness);
+ glVertex3f (x, y, -thickness - 10);
+ }
+ glEnd();
+# endif /* 0 */
- 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();
+ glPopMatrix();
}
+#endif /* BLENDED_TERMINATOR */
-static void
-rotate_and_move (ModeInfo * mi)
+ENTRYPOINT void
+reshape_planet (ModeInfo *mi, int width, int height)
{
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++;
- }
-}
-
-
-/* Standard reshape function */
-void
-reshape_planet(ModeInfo *mi, int width, int height)
-{
- GLfloat light[4];
GLfloat h = (GLfloat) height / (GLfloat) width;
- light[0] = -1;
- light[1] = (int) (((random() % 3) & 0xFF) - 1);
- light[2] = (int) (((random() % 3) & 0xFF) - 1);
- light[3] = 0;
+ 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);
+ glFrustum(-1.0, 1.0, -h, h, 5.0, 200.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glTranslatef(0.0, 0.0, -DIST);
- glLightfv(GL_LIGHT0, GL_POSITION, light);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ 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);
}
-void
-init_planet(ModeInfo * mi)
+ENTRYPOINT Bool
+planet_handle_event (ModeInfo *mi, XEvent *event)
{
- int screen = MI_SCREEN(mi);
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, gp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &gp->button_down_p))
+ return True;
+
+ return False;
+}
+
+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);
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");
if (*s == ' ' || *s == '\t')
*s = 0;
- if (!XParseColor(mi->dpy, mi->xgwa.colormap, f, &gp->fg))
- {
- fprintf(stderr, "%s: unparsable color: \"%s\"\n", progname, f);
- exit(1);
- }
- if (!XParseColor(mi->dpy, mi->xgwa.colormap, b, &gp->bg))
- {
- fprintf(stderr, "%s: unparsable color: \"%s\"\n", progname, f);
- exit(1);
- }
-
free (f);
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)
+ {
+ GLfloat pos[4] = {1, 1, 1, 0};
+ GLfloat amb[4] = {0, 0, 0, 1};
+ GLfloat dif[4] = {1, 1, 1, 1};
+ GLfloat spc[4] = {0, 1, 1, 1};
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+ }
+
+ 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);
+
+ if (wire)
+ glColor4f (0.5, 0.5, 0, 1);
+# ifdef BLENDED_TERMINATOR
+ else
+ {
+ GLfloat c[] = { 0, 0, 0, 1 };
+ glColor4fv (c);
+ if (!do_texture)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c);
+ }
+# endif
+
+ glPushMatrix();
+ glScalef (1.01, 1.01, 1.01);
+ unit_dome (resolution, resolution, wire);
+
+# ifdef BLENDED_TERMINATOR
+ terminator_tube (mi, resolution);
+ if (!wire)
+ {
+ /* We have to draw the transparent side of the mask too,
+ though I'm not sure why. */
+ GLfloat c[] = { 0, 0, 0, 0 };
+ glColor4fv (c);
+ if (!do_texture)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c);
+ glRotatef (180, 1, 0, 0);
+ unit_dome (resolution, resolution, wire);
+ }
+# endif
+
+ glPopMatrix();
+ 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;
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();
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- {
- glColor3f(1,1,1);
- /* draw the star field. */
- glCallList(gp->starlist);
+ if (gp->button_down_p)
+ gp->draw_axis = 60;
+ else if (!gp->draw_axis && !(random() % 1000))
+ gp->draw_axis = 60 + (random() % 90);
- }
- glPopMatrix();
- glPopAttrib();
- }
+ if (do_rotate && !gp->button_down_p)
+ {
+ gp->z -= 0.001 * spin_arg; /* 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);
- }
- glPopMatrix();
- glPopAttrib();
+ 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, 0, 0.5);
+ else if (do_texture)
+ {
+ glColor4f (1, 1, 1, 1);
+ glEnable (GL_TEXTURE_2D);
+ glBindTexture (GL_TEXTURE_2D, gp->tex1);
+ }
+ else
+ {
+ GLfloat c[] = { 0, 0.5, 0, 1 };
+ glColor4fv (c);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c);
+ }
+
+ glPushMatrix();
+ glRotatef (gp->z * 360, 0, 0, 1);
+ glCallList (gp->platelist);
+ mi->polygon_count += resolution*resolution;
+ glPopMatrix();
+ if (wire)
+ {
+ glPushMatrix();
+ glRotatef (gp->tilt, 1, 0, 0);
+ glColor3f(1, 0, 0);
+ glLineWidth(4);
+ glCallList (gp->shadowlist);
+ glLineWidth(1);
+ mi->polygon_count += resolution*(resolution/2);
+ glPopMatrix();
+ }
+
+ else if (!do_texture || gp->tex2)
+ {
+ /* 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.
+ */
+
+#ifndef BLENDED_TERMINATOR
+
+ /* Method 1, use the depth buffer as a stencil.
+
+ - Draw the full "day" sphere;
+ - Clear the depth buffer;
+ - Draw a rotated/tilted half-sphere into the depth buffer only,
+ on the Eastern hemisphere, putting non-zero depth only on the
+ sunlit side;
+ - Draw the full "night" sphere, which will clip to dark parts only.
+
+ 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.
+ */
+ glClear (GL_DEPTH_BUFFER_BIT);
+ glColorMask (0, 0, 0, 0);
+ glDisable (GL_TEXTURE_2D);
+ glPushMatrix();
+ glRotatef (gp->tilt, 1, 0, 0);
+ glScalef (1.01, 1.01, 1.01);
+ glCallList (gp->shadowlist); /* Fill in depth on sunlit side */
+ mi->polygon_count += resolution*(resolution/2);
+ glPopMatrix();
+ glColorMask (1, 1, 1, 1);
+
+ if (do_texture)
+ {
+ glEnable (GL_TEXTURE_2D);
+ glBindTexture (GL_TEXTURE_2D, gp->tex2);
+ }
+ else
+ {
+ GLfloat c[] = { 0, 0, 0.5, 1 };
+ glColor4fv (c);
+ if (! do_texture)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c);
+ }
+
+ glPushMatrix();
+ glRotatef (gp->z * 360, 0, 0, 1);
+ glCallList (gp->platelist); /* Fill in color on night side */
+ mi->polygon_count += resolution*resolution;
+ glPopMatrix();
+
+#else /* BLENDED_TERMINATOR */
+
+ /* Method 2, use the alpha buffer as a stencil.
+ - Draw the full "day" sphere;
+ - Clear the depth buffer;
+ - Clear the alpha buffer;
+ - Draw a rotated/tilted half-sphere into the alpha buffer only,
+ on the Eastern hemisphere, putting non-zero alpha only on the
+ sunlit side;
+ - Also draw a fuzzy terminator ring into the alpha buffer;
+ - Clear the depth buffer again;
+ - Draw the full "night" sphere, which will blend to dark parts only.
+ */
+ glColorMask (0, 0, 0, 1);
+ glClear (GL_COLOR_BUFFER_BIT);
+ glClear (GL_DEPTH_BUFFER_BIT);
+ glDisable (GL_TEXTURE_2D);
+
+ glPushMatrix();
+ glRotatef (gp->tilt, 1, 0, 0);
+ glScalef (1.01, 1.01, 1.01);
+ glCallList (gp->shadowlist); /* Fill in alpha on sunlit side */
+ mi->polygon_count += resolution*(resolution/2);
+ glPopMatrix();
+
+ glClear (GL_DEPTH_BUFFER_BIT);
+
+ glColorMask (1, 1, 1, 1);
+ {
+ GLfloat c[] = { 1, 1, 1, 1 };
+ glColor4fv (c);
+ if (! do_texture)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c);
+ }
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+
+ if (do_texture)
+ {
+ glEnable (GL_TEXTURE_2D);
+ glBindTexture (GL_TEXTURE_2D, gp->tex2);
+ }
+ else
+ {
+ GLfloat c[] = { 0, 0, 0.5, 1 };
+ glColor4fv (c);
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, c);
+ glEnable (GL_LIGHTING);
+ }
+
+ glPushMatrix();
+ glRotatef (gp->z * 360, 0, 0, 1);
+ glCallList (gp->platelist); /* Fill in color on night side */
+ mi->polygon_count += resolution*resolution;
+ glPopMatrix();
+ glDisable (GL_BLEND);
+ glBlendFunc (GL_ONE, GL_ZERO);
+
+#endif /* BLENDED_TERMINATOR */
+ }
+
+ 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 (!wire && !do_texture)
+ glEnable (GL_LIGHTING);
+ 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)
+
+ENTRYPOINT 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