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+/* -*- Mode: C; tab-width: 4 -*- */
+/* 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
+ * both that copyright notice and this permission notice appear in
+ * supporting documentation.
+ *
+ * This file is provided AS IS with no warranties of any kind. The author
+ * shall have no liability with respect to the infringement of copyrights,
+ * trade secrets or any patents by this file or any part thereof. In no
+ * event will the author be liable for any lost revenue or profits or
+ * 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.
+ * Made it possible to load XPM or XBM files.
+ * Made the planet bounce and roll around.
+ *
+ * 8-Oct-98: Released initial version of "glplanet"
+ * (David Konerding, dek@cgl.ucsf.edu)
+ */
+
+
+#ifdef STANDALONE
+#define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*imageForeground: Green \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 */
+#endif /* !STANDALONE */
+
+#ifdef USE_GL /* whole file */
+
+#include "sphere.h"
+
+#ifdef HAVE_XMU
+# ifndef VMS
+# include <X11/Xmu/Drawing.h>
+#else /* VMS */
+# include <Xmu/Drawing.h>
+# endif /* VMS */
+#endif
+
+#define DEF_ROTATE "True"
+#define DEF_ROLL "True"
+#define DEF_WANDER "True"
+#define DEF_SPIN "1.0"
+#define DEF_TEXTURE "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_wander;
+static int do_texture;
+static int do_stars;
+static char *which_image;
+static char *which_image2;
+static int resolution;
+static GLfloat spin_arg;
+
+static XrmOptionDescRec opts[] = {
+ {"-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[] = {
+ {&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},
+};
+
+ENTRYPOINT ModeSpecOpt planet_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+#ifdef USE_MODULES
+ModStruct planet_description =
+{"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/gen/earth_png.h"
+#include "images/gen/earth_night_png.h"
+
+#include "ximage-loader.h"
+#include "rotator.h"
+#include "gltrackball.h"
+
+
+/*-
+ * slices and stacks are used in the sphere parameterization routine.
+ * more slices and stacks will increase the quality of the sphere,
+ * at the expense of rendering speed
+ */
+
+/* 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;
+ GLfloat z;
+ GLfloat tilt;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+ GLuint tex1, tex2;
+ int draw_axis;
+
+} planetstruct;
+
+
+static planetstruct *planets = NULL;
+
+
+/* Set up and enable texturing on our object */
+static void
+setup_xpm_texture (ModeInfo *mi, const unsigned char *data, unsigned long size)
+{
+ XImage *image = image_data_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi),
+ data, size);
+ 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, GL_UNSIGNED_BYTE, image->data);
+ sprintf (buf, "builtin texture (%dx%d)", image->width, image->height);
+ check_gl_error(buf);
+}
+
+
+static Bool
+setup_file_texture (ModeInfo *mi, char *filename)
+{
+ Display *dpy = mi->dpy;
+ Visual *visual = mi->xgwa.visual;
+ char buf[1024];
+
+ XImage *image = file_to_ximage (dpy, visual, 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);
+ sprintf (buf, "texture: %.100s (%dx%d)",
+ filename, image->width, image->height);
+ check_gl_error(buf);
+ return True;
+}
+
+
+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);
+
+ if (!which_image ||
+ !*which_image ||
+ !strcmp(which_image, "BUILTIN"))
+ {
+ BUILTIN1:
+ setup_xpm_texture (mi, earth_png, sizeof(earth_png));
+ }
+ else
+ {
+ if (! setup_file_texture (mi, which_image))
+ goto BUILTIN1;
+ }
+
+ check_gl_error("texture 1 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_png, sizeof(earth_night_png));
+ }
+ 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);
+ glScalef (1, -1, 1);
+ glMatrixMode (GL_MODELVIEW);
+}
+
+
+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;
+ GLfloat scale = 1;
+
+ if (MI_WIDTH(mi) > 2560) { /* Retina displays */
+ scale *= 2;
+ nstars /= 2;
+ }
+
+ 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");
+}
+
+
+#ifdef BLENDED_TERMINATOR
+static void
+terminator_tube (ModeInfo *mi, int resolution)
+{
+ 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 };
+
+ 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();
+
+ /* 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();
+
+ 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 */
+
+ glPopMatrix();
+}
+#endif /* BLENDED_TERMINATOR */
+
+
+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, 200.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ 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);
+}
+
+
+ENTRYPOINT Bool
+planet_handle_event (ModeInfo *mi, XEvent *event)
+{
+ 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);
+
+ MI_INIT (mi, planets);
+ 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(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");
+
+ for (s = f + strlen(f)-1; s > f; s--)
+ if (*s == ' ' || *s == '\t')
+ *s = 0;
+ for (s = b + strlen(b)-1; s > b; s--)
+ if (*s == ' ' || *s == '\t')
+ *s = 0;
+
+ free (f);
+ free (b);
+ }
+
+ {
+ 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();
+}
+
+
+ENTRYPOINT void
+draw_planet (ModeInfo * mi)
+{
+ planetstruct *gp = &planets[MI_SCREEN(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 (dpy, window, *(gp->glx_context));
+
+ 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 * 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);
+
+ glPushMatrix();
+
+ 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(dpy, window);
+}
+
+
+ENTRYPOINT void
+free_planet (ModeInfo * mi)
+{
+ 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);
+ }
+}
+
+
+XSCREENSAVER_MODULE_2 ("GLPlanet", glplanet, planet)
+
+#endif