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18f0d7e871
Makes it easier to edit the files. So if we press 'end of line' we are really at the end of line.
76 lines
1.7 KiB
C
76 lines
1.7 KiB
C
#if ( __APPLE__ )
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# include <GLUT/glut.h>
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#else
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# include <GL/glut.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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#include "earth_texture.i"
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static GLuint earthTextureID = 0;
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static GLuint BallListID = 0;
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void Ball_initialize() {
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int n_lats = 90;
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int n_lons = 180;
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int ii,jj;
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earthTextureID = MakeTexture(Earth_texture, EARTH_TEXTURE_WIDTH, EARTH_TEXTURE_HEIGHT);
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if (BallListID == 0) {
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BallListID = glGenLists(1);
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glNewList( BallListID, GL_COMPILE);
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glEnable(GL_LIGHTING);
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glBindTexture(GL_TEXTURE_2D, earthTextureID);
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glEnable(GL_TEXTURE_2D);
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for(ii = 0; ii <= n_lats; ii++) {
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double lat0 = PI * (-0.5 + (double) (ii - 1) / n_lats);
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double z0 = sin(lat0);
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double zr0 = cos(lat0);
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double lat1 = PI * (-0.5 + (double) ii / n_lats);
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double z1 = sin(lat1);
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double zr1 = cos(lat1);
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glBegin(GL_QUAD_STRIP);
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for(jj = 0; jj <= n_lons; jj++) {
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double lon = 2 * PI * (double) (jj - 1) / n_lons;
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double x = cos(lon);
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double y = sin(lon);
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glTexCoord2d( 0.0, 0.0);
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glNormal3d(x * zr0, y * zr0, z0);
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glVertex3d(x * zr0, y * zr0, z0);
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glTexCoord2d( 1.0, 1.0);
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glNormal3d(x * zr1, y * zr1, z1);
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glVertex3d(x * zr1, y * zr1, z1);
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}
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glEnd();
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}
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glEndList();
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}
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}
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void Ball_display(void) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glScaled(6367500.0, 6367500.0, 6367500.0);
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glCallList(BallListID);
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glPopMatrix();
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}
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