X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fglplanet.c;fp=hacks%2Fglx%2Fglplanet.c;h=8c9dec8fff6ce1342d333d7d5182ceb112dbd567;hp=1c20b2b996d0dc48f2f63d6368e08a113863a535;hb=d5186197bc394e10a4402f7f6d23fbb14103bc50;hpb=6afd6db0ae9396cd7ff897ade597cd5483f49b0e diff --git a/hacks/glx/glplanet.c b/hacks/glx/glplanet.c index 1c20b2b9..8c9dec8f 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. * @@ -26,12 +27,6 @@ * * 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! */ @@ -65,22 +60,22 @@ #define DEF_SPIN "0.03" #define DEF_TEXTURE "True" #define DEF_STARS "True" -#define DEF_LIGHT "True" #define DEF_RESOLUTION "128" #define DEF_IMAGE "BUILTIN" #undef countof #define countof(x) (sizeof((x))/sizeof((*x))) +#undef BELLRAND +#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3) + static int do_rotate; static int do_roll; static int do_wander; static int do_texture; static int do_stars; -static int do_light; static char *which_image; static int resolution; -static float star_spin; static XrmOptionDescRec opts[] = { {"-rotate", ".glplanet.rotate", XrmoptionNoArg, "true" }, @@ -94,8 +89,6 @@ static XrmOptionDescRec opts[] = { {"-stars", ".glplanet.stars", XrmoptionNoArg, "true" }, {"+stars", ".glplanet.stars", XrmoptionNoArg, "false" }, {"-spin", ".glplanet.spin", XrmoptionSepArg, 0 }, - {"-light", ".glplanet.light", XrmoptionNoArg, "true" }, - {"+light", ".glplanet.light", XrmoptionNoArg, "false" }, {"-image", ".glplanet.image", XrmoptionSepArg, 0 }, {"-resolution", ".glplanet.resolution", XrmoptionSepArg, 0 }, }; @@ -106,10 +99,8 @@ 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}, {&resolution, "resolution","Resolution", DEF_RESOLUTION, t_Int}, - {&star_spin, "spin", "Float", DEF_SPIN, t_Float}, }; ENTRYPOINT ModeSpecOpt planet_opts = {countof(opts), opts, countof(vars), vars, NULL}; @@ -128,6 +119,7 @@ ModStruct planet_description = the following XPM file... */ # endif #include "../images/earth.xpm" +#include "../images/earth_night.xpm" #include "xpm-ximage.h" #include "rotator.h" @@ -140,31 +132,25 @@ 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; - double star_theta; Bool button_down_p; + GLuint tex1, tex2; + int draw_axis; + } planetstruct; @@ -234,16 +220,25 @@ setup_file_texture (ModeInfo *mi, char *filename) static void setup_texture(ModeInfo * mi) { -/* planetstruct *gp = &planets[MI_SCREEN(mi)];*/ - - glEnable(GL_TEXTURE_2D); + planetstruct *gp = &planets[MI_SCREEN(mi)]; if (!which_image || !*which_image || !strcmp(which_image, "BUILTIN")) - setup_xpm_texture (mi, earth_xpm); + { + glGenTextures (1, &gp->tex1); + glBindTexture (GL_TEXTURE_2D, gp->tex1); + setup_xpm_texture (mi, earth_xpm); + glGenTextures (1, &gp->tex2); + glBindTexture (GL_TEXTURE_2D, gp->tex2); + setup_xpm_texture (mi, earth_night_xpm); + } else - setup_file_texture (mi, which_image); + { + glGenTextures (1, &gp->tex1); + glBindTexture (GL_TEXTURE_2D, gp->tex1); + setup_file_texture (mi, which_image); + } check_gl_error("texture initialization"); @@ -262,27 +257,36 @@ init_stars (ModeInfo *mi) int width = MI_WIDTH(mi); int height = MI_HEIGHT(mi); int size = (width > height ? width : height); - int nstars = size * size / 320; + 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); - - glEnable(GL_POINT_SMOOTH); - for (j = 1; j <= steps; j++) { glPointSize(inc * j); 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 (2 * size * (0.5 - frand(1.0)), - 2 * size * (0.5 - frand(1.0))); + 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 (); } @@ -292,93 +296,6 @@ init_stars (ModeInfo *mi) } -static void -draw_stars (ModeInfo *mi) -{ - planetstruct *gp = &planets[MI_SCREEN(mi)]; - - glDisable(GL_TEXTURE_2D); - glDisable(GL_LIGHTING); - glDisable(GL_DEPTH_TEST); - - glMatrixMode (GL_PROJECTION); - glPushMatrix (); - { - glLoadIdentity (); - - glMatrixMode (GL_MODELVIEW); - glPushMatrix (); - { - glLoadIdentity (); - glOrtho (-0.5 * MI_WIDTH(mi), 0.5 * MI_WIDTH(mi), - -0.5 * MI_HEIGHT(mi), 0.5 * MI_HEIGHT(mi), - -100.0, 100.0); - glRotatef (gp->star_theta, 0.0, 0.0, 1.0); - glCallList (gp->starlist); - } - glPopMatrix (); - } - glMatrixMode (GL_PROJECTION); - glPopMatrix (); - - glMatrixMode (GL_MODELVIEW); -} - - - -/* 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); - - check_gl_error("sun"); - glMaterialfv (GL_FRONT, GL_AMBIENT, mamb); - glMaterialfv (GL_FRONT, GL_DIFFUSE, mdif); - glMaterialfv (GL_FRONT, GL_SPECULAR, mpec); - glMaterialf (GL_FRONT, GL_SHININESS, shiny); - - -/* glEnable(GL_BLEND);*/ -/* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);*/ - glShadeModel(GL_SMOOTH); - - check_gl_error("lighting"); -} - - -#define RANDSIGN() ((random() & 1) ? 1 : -1) - ENTRYPOINT void reshape_planet (ModeInfo *mi, int width, int height) { @@ -390,7 +307,7 @@ reshape_planet (ModeInfo *mi, int width, int height) glFrustum(-1.0, 1.0, -h, h, 5.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glTranslatef(0.0, 0.0, -DIST); + glTranslatef(0.0, 0.0, -40); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } @@ -458,46 +375,42 @@ 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->tilt = frand (23.4); gp->trackball = gltrackball_init (True); } if (wire) - { - do_texture = False; - do_light = False; - } + do_texture = False; if (do_texture) setup_texture (mi); - if (do_light) - init_sun (mi); - if (do_stars) init_stars (mi); - if (random() & 1) - star_spin = -star_spin; - /* construct the polygons of the planet */ gp->platelist = glGenLists(1); glNewList (gp->platelist, GL_COMPILE); - glColor3f (1,1,1); - glPushMatrix (); - glScalef (RADIUS, RADIUS, RADIUS); - glRotatef (90, 1, 0, 0); glFrontFace(GL_CCW); + glPushMatrix(); + glRotatef (90, 1, 0, 0); unit_sphere (resolution, resolution, wire); - 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. @@ -505,12 +418,6 @@ init_planet (ModeInfo * mi) gp->latlonglist = glGenLists(1); glNewList (gp->latlonglist, GL_COMPILE); glPushMatrix (); - glDisable (GL_TEXTURE_2D); - glDisable (GL_LIGHTING); - glDisable (GL_LINE_SMOOTH); - glColor3f (0.1, 0.3, 0.1); - glScalef (RADIUS, RADIUS, RADIUS); - glScalef (1.01, 1.01, 1.01); glRotatef (90, 1, 0, 0); unit_sphere (12, 24, 1); glBegin(GL_LINES); @@ -521,12 +428,14 @@ init_planet (ModeInfo * mi) glEndList(); } + ENTRYPOINT void draw_planet (ModeInfo * mi) { planetstruct *gp = &planets[MI_SCREEN(mi)]; - Display *display = MI_DISPLAY(mi); - Window window = MI_WINDOW(mi); + int wire = MI_IS_WIREFRAME(mi); + Display *dpy = MI_DISPLAY(mi); + Window window = MI_WINDOW(mi); double x, y, z; if (!gp->glx_context) @@ -535,20 +444,23 @@ 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) + 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) { - draw_stars (mi); - mi->polygon_count += NUM_STARS; + gp->z -= 0.001; /* the sun sets in the west */ + if (gp->z < 0) gp->z += 1; } - if (do_light) glEnable(GL_LIGHTING); - if (do_texture) glEnable(GL_TEXTURE_2D); - - glEnable (GL_LINE_SMOOTH); + glEnable(GL_LINE_SMOOTH); + glEnable(GL_POINT_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); @@ -556,45 +468,133 @@ draw_planet (ModeInfo * mi) 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(); + glTranslatef(-x, -y, -z); + glScalef (40, 40, 40); + glRotatef (90, 1, 0, 0); + glRotatef (35, 1, 0, 0); + glCallList (gp->starlist); + mi->polygon_count += gp->starcount; + glPopMatrix(); + glClear(GL_DEPTH_BUFFER_BIT); + } - 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 USE_IPHONE + glScalef (2, 2, 2); +# endif + + if (wire) + glColor3f (0.5, 0.5, 1); + else + glColor3f (1, 1, 1); + + if (do_texture) { - gp->z -= 0.005; /* the sun sets in the west */ - if (gp->z < 0) gp->z += 1; + glEnable(GL_TEXTURE_2D); + glBindTexture (GL_TEXTURE_2D, gp->tex1); } + glPushMatrix(); + glRotatef (gp->z * 360, 0, 0, 1); glCallList (gp->platelist); mi->polygon_count += resolution*resolution; + glPopMatrix(); - if (gp->button_down_p) + /* 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); - - gp->star_theta += star_spin; + glXSwapBuffers(dpy, window); }