Creating an generated Earth AVI with C++
Creating an generated Earth AVI with C++
EarthGenerator.cpp
/*
EarthGenerator.cpp
An example on how to use AviMemDC.cpp
Copyright (c) 1998-2003 Torben AE. Mogensen
Copyright (c) 2004,2005 René Nyffenegger
All algorithms and source code pertaining to generating a random earth surface
are Copyright by Torben AE. Mogensen
The rest, that is the movie functionality, was added by René Nyffenegger
This source code is provided 'as-is', without any express or implied
warranty. In no event will the author be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this source code must not be misrepresented; you must not
claim that you wrote the original source code. If you use this source code
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original source code.
3. This notice may not be removed or altered from any source distribution.
René Nyffenegger rene.nyffenegger@adp-gmbh.ch
*/
#include <stdio.h>
#include <errno.h>
#include <math.h>
#include <string.h>
#include <stdlib.h>
#include <windows.h>
#include "AviMemDC.h"
int planet0(double x,double y,double z);
double planet1(double x,double y,double z);
double log_2(double x) { return(log(x)/log(2.0)); }
double rand2(double p,double q);
#define BLACK 0
#define WHITE 1
#define BLUE0 2
int altColors = 0;
int BLUE1, LAND0, LAND1, LAND2, LAND4;
int GREEN1, BROWN0, GREY0;
int BACK = BLACK;
int black_r = 0, black_g = 0, black_b = 0;
int white_r = 255, white_g = 255, white_b = 255;
#define MAXCOL 9
typedef int CTable[MAXCOL][3];
CTable colors =
{{0,0,255}, /* Dark blue depths */
{0,128,255}, /* Light blue shores */
{0,255,0}, /* Light green lowlands */
{64,192,16}, /* Dark green highlands */
{64,192,16}, /* Dark green Mountains */
{128,128,32}, /* Brown stoney peaks */
{255,255,255}, /* White - peaks */
{0,0,0}, /* Black - Space */
{0,0,0}}; /* Black - Lines */
int nocols = 256;
int rtable[256], gtable[256], btable[256];
int lighter = 0; /* specifies lighter colours */
typedef enum ftype { bmp, ppm, xpm } ftype;
ftype file_type = bmp;
char* file_ext(ftype file_type) {
switch (file_type)
{
case bmp:
return (".bmp");
case ppm:
return (".ppm");
case xpm:
return (".xpm");
default:
return ("");
}
}
/* Character table for XPM output */
char letters[64] = {
'@','$','.',',',':',';','-','+','=','#','*','&','A','B','C','D',
'E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T',
'U','V','W','X','Y','Z','a','b','c','d','e','f','g','h','i','j',
'k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z'};
#define PI 3.14159265358979
#define DEG2RAD 0.0174532918661 /* pi/180 */
/* these three values can be changed to change world characteristica */
double M = -.02; /* initial altitude (slightly below sea level) */
double dd1 = 0.4; /* weight for altitude difference */
double dd2 = 0.03; /* weight for distance */
double POW = 0.47; /* power for distance function */
int Depth; /* depth of subdivisions */
double r1,r2,r3,r4; /* seeds */
double longi,lat,scale;
double vgrid, hgrid;
int latic = 0; /* flag for latitude based colour */
int Width = 80, Height = 60;
unsigned char **col;
int **heights;
int cl0[60][30];
int do_bw = 0;
int *outx, *outy;
int doshade = 0;
int shade;
unsigned char **shades;
double shade_angle = 150.0; /* angle of "light" on bumpmap */
double moll_table[] = {0.0, 0.0685055811, 0.1368109534, 0.2047150027,
0.2720147303, 0.3385041213, 0.4039727534,
0.4682040106, 0.5309726991, 0.5920417499,
0.6511575166, 0.7080428038, 0.7623860881,
0.8138239166, 0.8619100185, 0.9060553621,
0.9453925506, 0.9783738403, 1.0};
double cla, sla, clo, slo;
int best = 500000;
int weight[30];
int min(int x, int y) { return(x<y ? x : y); }
int max(int x, int y) { return(x<y ? y : x); }
double fmin(double x,double y) { return(x<y ? x : y); }
double fmax(double x,double y) { return(x<y ? y : x); }
void setcolours() {
int i;
if (altColors) {
if (nocols < 8)
nocols = 8;
/*
* This color table tries to follow the coloring conventions of
* several atlases.
*
* The first two colors are reserved for black and white
* 1/4 of the colors are blue for the sea, dark being deep
* 3/4 of the colors are land, divided as follows:
* nearly 1/2 of the colors are greens, with the low being dark
* 1/8 of the colors shade from green through brown to grey
* 1/8 of the colors are shades of grey for the highest altitudes
*
* The minimum color table is:
* 0 Black
* 1 White
* 2 Blue
* 3 Dark Green
* 4 Green
* 5 Light Green
* 6 Brown
* 7 Grey
* and doesn't look very good. Somewhere between 24 and 32 colors
* is where this scheme starts looking good. 256, of course, is best.
*/
LAND0 = max(nocols / 4, BLUE0 + 1);
BLUE1 = LAND0 - 1;
GREY0 = nocols - (nocols / 8);
GREEN1 = min(LAND0 + (nocols / 2), GREY0 - 2);
BROWN0 = (GREEN1 + GREY0) / 2;
LAND1 = nocols - 1;
rtable[BLACK] = colors[7][0];
gtable[BLACK] = colors[7][0];
btable[BLACK] = colors[7][0];
rtable[WHITE] = colors[6][0];
gtable[WHITE] = colors[6][1];
btable[WHITE] = colors[6][2];
rtable[BLUE0] = colors[0][0];
gtable[BLUE0] = colors[0][1];
btable[BLUE0] = colors[0][2];
for (i=BLUE0+1;i<=BLUE1;i++) {
rtable[i] = (colors[0][0]*(BLUE1-i)+colors[1][0]*(i-BLUE0))/(BLUE1-BLUE0);
gtable[i] = (colors[0][1]*(BLUE1-i)+colors[1][1]*(i-BLUE0))/(BLUE1-BLUE0);
btable[i] = (colors[0][2]*(BLUE1-i)+colors[1][2]*(i-BLUE0))/(BLUE1-BLUE0);
}
for (i=LAND0;i<GREEN1;i++) {
rtable[i] = (colors[2][0]*(GREEN1-i)+colors[3][0]*(i-LAND0))/(GREEN1-LAND0);
gtable[i] = (colors[2][1]*(GREEN1-i)+colors[3][1]*(i-LAND0))/(GREEN1-LAND0);
btable[i] = (colors[2][2]*(GREEN1-i)+colors[3][2]*(i-LAND0))/(GREEN1-LAND0);
}
for (i=GREEN1;i<BROWN0;i++) {
rtable[i] = (colors[3][0]*(BROWN0-i)+colors[4][0]*(i-GREEN1))/(BROWN0-GREEN1);
gtable[i] = (colors[3][1]*(BROWN0-i)+colors[4][1]*(i-GREEN1))/(BROWN0-GREEN1);
btable[i] = (colors[3][2]*(BROWN0-i)+colors[4][2]*(i-GREEN1))/(BROWN0-GREEN1);
}
for (i=BROWN0;i<GREY0;i++) {
rtable[i] = (colors[4][0]*(GREY0-i)+colors[5][0]*(i-BROWN0))/(GREY0-BROWN0);
gtable[i] = (colors[4][1]*(GREY0-i)+colors[5][1]*(i-BROWN0))/(GREY0-BROWN0);
btable[i] = (colors[4][2]*(GREY0-i)+colors[5][2]*(i-BROWN0))/(GREY0-BROWN0);
}
for (i=GREY0;i<nocols;i++) {
rtable[i] = (colors[5][0]*(nocols-i)+(colors[6][0]+1)*(i-GREY0))/(nocols-GREY0);
gtable[i] = (colors[5][1]*(nocols-i)+(colors[6][1]+1)*(i-GREY0))/(nocols-GREY0);
btable[i] = (colors[5][2]*(nocols-i)+(colors[6][2]+1)*(i-GREY0))/(nocols-GREY0);
}
} else {
rtable[BLACK] = 0;
gtable[BLACK] = 0;
btable[BLACK] = 0;
rtable[WHITE] = 255;
gtable[WHITE] = 255;
btable[WHITE] = 255;
while (lighter-->0) {
int r, c;
double x;
for (r = 0; r < 7; r++)
for (c = 0; c < 3; c++) {
x = sqrt((double)colors[r][c]/256.0);
colors[r][c] = (int)(240.0*x+16);
}
}
BLUE1 = (nocols-4)/2+BLUE0;
if (BLUE1==BLUE0) {
rtable[BLUE0] = colors[0][0];
gtable[BLUE0] = colors[0][1];
btable[BLUE0] = colors[0][2];
} else
for (i=BLUE0;i<=BLUE1;i++) {
rtable[i] = (colors[0][0]*(BLUE1-i)+colors[1][0]*(i-BLUE0))/(BLUE1-BLUE0);
gtable[i] = (colors[0][1]*(BLUE1-i)+colors[1][1]*(i-BLUE0))/(BLUE1-BLUE0);
btable[i] = (colors[0][2]*(BLUE1-i)+colors[1][2]*(i-BLUE0))/(BLUE1-BLUE0);
}
LAND0 = BLUE1+1; LAND2 = nocols-2; LAND1 = (LAND0+LAND2+1)/2;
for (i=LAND0;i<LAND1;i++) {
rtable[i] = (colors[2][0]*(LAND1-i)+colors[3][0]*(i-LAND0))/(LAND1-LAND0);
gtable[i] = (colors[2][1]*(LAND1-i)+colors[3][1]*(i-LAND0))/(LAND1-LAND0);
btable[i] = (colors[2][2]*(LAND1-i)+colors[3][2]*(i-LAND0))/(LAND1-LAND0);
}
if (LAND1==LAND2) {
rtable[LAND1] = colors[4][0];
gtable[LAND1] = colors[4][1];
btable[LAND1] = colors[4][2];
} else
for (i=LAND1;i<=LAND2;i++) {
rtable[i] = (colors[4][0]*(LAND2-i)+colors[5][0]*(i-LAND1))/(LAND2-LAND1);
gtable[i] = (colors[4][1]*(LAND2-i)+colors[5][1]*(i-LAND1))/(LAND2-LAND1);
btable[i] = (colors[4][2]*(LAND2-i)+colors[5][2]*(i-LAND1))/(LAND2-LAND1);
}
LAND4 = nocols-1;
rtable[LAND4] = colors[6][0];
gtable[LAND4] = colors[6][1];
btable[LAND4] = colors[6][2];
}
}
void makeoutline(int do_bw) {
int i,j,k;
outx = (int*)calloc(Width*Height,sizeof(int));
outy = (int*)calloc(Width*Height,sizeof(int));
k=0;
for (i=1; i<Width-1; i++)
for (j=1; j<Height-1; j++)
if ((col[i][j] >= BLUE0 && col[i][j] <= BLUE1) &&
(col[i-1][j] >= LAND0 || col[i+1][j] >= LAND0 ||
col[i][j-1] >= LAND0 || col[i][j+1] >= LAND0 ||
col[i-1][j-1] >= LAND0 || col[i-1][j+1] >= LAND0 ||
col[i+1][j-1] >= LAND0 || col[i+1][j+1] >= LAND0)) {
outx[k] = i; outy[k++] =j;
}
if (do_bw)
for (i=0; i<Width; i++)
for (j=0; j<Height; j++)
if (col[i][j] != BLACK) col[i][j] = WHITE;
while (k-->0) col[outx[k]][outy[k]] = BLACK;
}
void readmap()
{
int i,j;
double y;
char c;
Width = 47; Height = 21;
for (j = 0; j < Height; j++) {
y = 0.5*7.5*(2.0*j-Height+1);
y = cos(DEG2RAD*y);
weight[j] = (int)(100.0*y+0.5);
}
for (j = 0; j < Height; j+=2) {
for(i = 0; i < Width ; i+=2) {
c = getchar();
switch (c) {
case '.': cl0[i][j] = -8;
break;
case ',': cl0[i][j] = -4;
break;
case ':': cl0[i][j] = -2;
break;
case ';': cl0[i][j] = -1;
break;
case '-': cl0[i][j] = 0;
break;
case '*': cl0[i][j] = 1;
break;
case 'o': cl0[i][j] = 2;
break;
case 'O': cl0[i][j] = 4;
break;
case '@': cl0[i][j] = 8;
break;
default: printf("Wrong map symbol: %c\n",c);
}
if (i>0) cl0[i-1][j] = (cl0[i][j]+cl0[i-2][j])/2;
}
c = getchar(); if (c!='\n') printf("Wrong map format: %c\n",c);
}
for (j = 1; j < Height; j+=2)
for(i = 0; i < Width ; i++)
cl0[i][j] = (cl0[i][j-1]+cl0[i][j+1])/2;
}
void smoothshades() {
int i,j;
for (i=0; i<Width-2; i++)
for (j=0; j<Height-2; j++)
shades[i][j] = (4*shades[i][j]+2*shades[i][j+1]
+2*shades[i+1][j]+shades[i+1][j+2]+4)/9;
}
void orthographic() {
double x,y,z,x1,y1,z1,ymin,ymax,theta1,theta2,zz;
int i,j;
ymin = 2.0;
ymax = -2.0;
for (j = 0; j < Height; j++) {
printf(".");
for (i = 0; i < Width ; i++) {
x = (2.0*i-Width)/Height/scale;
y = (2.0*j-Height)/Height/scale;
if (x*x+y*y>1.0) {
col[i][j] = BACK;
if (doshade) shades[i][j] = 255;
}
else {
z = sqrt(1.0-x*x-y*y);
x1 = clo*x+slo*sla*y+slo*cla*z;
y1 = cla*y-sla*z;
z1 = -slo*x+clo*sla*y+clo*cla*z;
if (y1 < ymin) ymin = y1;
if (y1 > ymax) ymax = y1;
col[i][j] = planet0(x1,y1,z1);
if (doshade) shades[i][j] = shade;
}
}
}
if (hgrid != 0.0) { /* draw horisontal gridlines */
for (theta1 = 0.0; theta1>-90.0; theta1-=hgrid);
for (theta1 = theta1; theta1<90.0; theta1+=hgrid) {
y = sin(DEG2RAD*theta1);
if (ymin <= y && y <= ymax) {
zz = sqrt(1-y*y);
for (theta2=-PI; theta2<PI; theta2+=0.5/Width/scale) {
x = sin(theta2)*zz;
z = cos(theta2)*zz;
x1 = clo*x+slo*z;
y1 = slo*sla*x+cla*y-clo*sla*z;
z1 = -slo*cla*x+sla*y+clo*cla*z;
if (0.0>=z1){
i = static_cast<int> (0.5*(Height*scale*x1+Width));
j = static_cast<int> (0.5*(Height*scale*y1+Height));
if (0<=i && i<Width && 0<=j && j<Height) col[i][j] = BLACK;
}
}
}
}
}
if (vgrid != 0.0) { /* draw vertical gridlines */
for (theta2=-PI; theta2<PI; theta2+=0.5/Width/scale) {
y = sin(theta2);
if (ymin <= y && y <= ymax) {
for (theta1 = 0.0; theta1<360.0; theta1+=vgrid) {
x = sin(DEG2RAD*theta1)*cos(theta2);
z = cos(DEG2RAD*theta1)*cos(theta2);
x1 = clo*x+slo*z;
y1 = slo*sla*x+cla*y-clo*sla*z;
z1 = -slo*cla*x+sla*y+clo*cla*z;
if (0.0>=z1){
i = static_cast<int> (0.5*(Height*scale*x1+Width));
j = static_cast<int> (0.5*(Height*scale*y1+Height));
if (0<=i && i<Width && 0<=j && j<Height) col[i][j] = BLACK;
}
}
}
}
}
}
int planet0(double x,double y,double z) {
double alt;
int colour;
alt = planet1(x,y,z);
if (altColors) {
double snow = .125;
double tree = snow * 0.5;
double bare = (tree + snow) / 2.;
if (latic) {
snow -= (.13 * (y*y*y*y*y*y));
bare -= (.12 * (y*y*y*y*y*y));
tree -= (.11 * (y*y*y*y*y*y));
}
if (alt > 0) { /* Land */
if (alt > snow) { /* Snow: White */
colour = WHITE;
} else if (alt > bare) { /* Snow: Grey - White */
colour = GREY0+(int)((1+LAND1-GREY0) *
(alt-bare)/(snow-bare));
if (colour > LAND1) colour = LAND1;
} else if (alt > tree) { /* Bare: Brown - Grey */
colour = GREEN1+(int)((1+GREY0-GREEN1) *
(alt-tree)/(bare-tree));
if (colour > GREY0) colour = GREY0;
} else { /* Green: Green - Brown */
colour = LAND0+(int)((1+GREEN1-LAND0) *
(alt)/(tree));
if (colour > GREEN1) colour = GREEN1;
}
} else { /* Sea */
alt = alt/2;
if (alt > snow) { /* Snow: White */
colour = WHITE;
} else if (alt > bare) {
colour = GREY0+(int)((1+LAND1-GREY0) *
(alt-bare)/(snow-bare));
if (colour > LAND1) colour = LAND1;
} else {
colour = BLUE1+(int)((BLUE1-BLUE0+1)*(25*alt));
if (colour<BLUE0) colour = BLUE0;
}
}
} else {
/* calculate colour */
if (alt <=0.) { /* if below sea level then */
if (latic && y*y+alt >= 0.98)
colour = LAND4; /* white if close to poles */
else {
colour = BLUE1+(int)((BLUE1-BLUE0+1)*(10*alt)); /* blue scale otherwise */
if (colour<BLUE0) colour = BLUE0;
}
}
else {
if (latic) alt += 0.10204*y*y; /* altitude adjusted with latitude */
if (alt >= 0.1) /* if high then */
colour = LAND4;
else {
colour = LAND0+(int)((LAND2-LAND0+1)*(10*alt));
/* else green to brown scale */
if (colour>LAND2) colour = LAND2;
}
}
}
return(colour);
}
double ssa,ssb,ssc,ssd, ssas,ssbs,sscs,ssds, ssax,ssay,ssaz, ssbx,ssby,ssbz, sscx,sscy,sscz, ssdx,ssdy,ssdz;
double planet(double a,double b,double c,double d, double as,double bs,double cs,double ds,
double ax,double ay,double az, double bx,double by,double bz, double cx,double cy,double cz, double dx,double dy,double dz,
double x,double y,double z, int level)
{
double abx,aby,abz, acx,acy,acz, adx,ady,adz;
double bcx,bcy,bcz, bdx,bdy,bdz, cdx,cdy,cdz;
double lab, lac, lad, lbc, lbd, lcd;
double ex, ey, ez, e, es, es1, es2, es3;
double eax,eay,eaz, epx,epy,epz;
double ecx,ecy,ecz, edx,edy,edz;
double x1,y1,z1,x2,y2,z2,l1,tmp;
if (level>0) {
if (level==11) {
ssa=a; ssb=b; ssc=c; ssd=d; ssas=as; ssbs=bs; sscs=cs; ssds=ds;
ssax=ax; ssay=ay; ssaz=az; ssbx=bx; ssby=by; ssbz=bz;
sscx=cx; sscy=cy; sscz=cz; ssdx=dx; ssdy=dy; ssdz=dz;
}
abx = ax-bx; aby = ay-by; abz = az-bz;
acx = ax-cx; acy = ay-cy; acz = az-cz;
lab = abx*abx+aby*aby+abz*abz;
lac = acx*acx+acy*acy+acz*acz;
if (lab<lac)
return(planet(a,c,b,d, as,cs,bs,ds,
ax,ay,az, cx,cy,cz, bx,by,bz, dx,dy,dz,
x,y,z, level));
else {
adx = ax-dx; ady = ay-dy; adz = az-dz;
lad = adx*adx+ady*ady+adz*adz;
if (lab<lad)
return(planet(a,d,b,c, as,ds,bs,cs,
ax,ay,az, dx,dy,dz, bx,by,bz, cx,cy,cz,
x,y,z, level));
else {
bcx = bx-cx; bcy = by-cy; bcz = bz-cz;
lbc = bcx*bcx+bcy*bcy+bcz*bcz;
if (lab<lbc)
return(planet(b,c,a,d, bs,cs,as,ds,
bx,by,bz, cx,cy,cz, ax,ay,az, dx,dy,dz,
x,y,z, level));
else {
bdx = bx-dx; bdy = by-dy; bdz = bz-dz;
lbd = bdx*bdx+bdy*bdy+bdz*bdz;
if (lab<lbd)
return(planet(b,d,a,c, bs,ds,as,cs,
bx,by,bz, dx,dy,dz, ax,ay,az, cx,cy,cz,
x,y,z, level));
else {
cdx = cx-dx; cdy = cy-dy; cdz = cz-dz;
lcd = cdx*cdx+cdy*cdy+cdz*cdz;
if (lab<lcd)
return(planet(c,d,a,b, cs,ds,as,bs,
cx,cy,cz, dx,dy,dz, ax,ay,az, bx,by,bz,
x,y,z, level));
else {
es = rand2(as,bs);
es1 = rand2(es,es);
es2 = 0.5+0.1*rand2(es1,es1);
es3 = 1.0-es2;
if (ax==bx) { /* very unlikely to ever happen */
ex = 0.5*ax+0.5*bx; ey = 0.5*ay+0.5*by; ez = 0.5*az+0.5*bz;
} else if (ax<bx) {
ex = es2*ax+es3*bx; ey = es2*ay+es3*by; ez = es2*az+es3*bz;
} else {
ex = es3*ax+es2*bx; ey = es3*ay+es2*by; ez = es3*az+es2*bz;
}
if (lab>1.0) lab = pow(lab,0.75);
e = 0.5*(a+b)+es*dd1*fabs(a-b)+es1*dd2*pow(lab,POW);
eax = ax-ex; eay = ay-ey; eaz = az-ez;
epx = x-ex; epy = y-ey; epz = z-ez;
ecx = cx-ex; ecy = cy-ey; ecz = cz-ez;
edx = dx-ex; edy = dy-ey; edz = dz-ez;
if ((eax*ecy*edz+eay*ecz*edx+eaz*ecx*edy
-eaz*ecy*edx-eay*ecx*edz-eax*ecz*edy)*
(epx*ecy*edz+epy*ecz*edx+epz*ecx*edy
-epz*ecy*edx-epy*ecx*edz-epx*ecz*edy)>0.0)
return(planet(c,d,a,e, cs,ds,as,es,
cx,cy,cz, dx,dy,dz, ax,ay,az, ex,ey,ez,
x,y,z, level-1));
else
return(planet(c,d,b,e, cs,ds,bs,es,
cx,cy,cz, dx,dy,dz, bx,by,bz, ex,ey,ez,
x,y,z, level-1));
}
}
}
}
}
}
else {
if (doshade) {
x1 = 0.25*(ax+bx+cx+dx);
x1 = a*(x1-ax)+b*(x1-bx)+c*(x1-cx)+d*(x1-dx);
y1 = 0.25*(ay+by+cy+dy);
y1 = a*(y1-ay)+b*(y1-by)+c*(y1-cy)+d*(y1-dy);
z1 = 0.25*(az+bz+cz+dz);
z1 = a*(z1-az)+b*(z1-bz)+c*(z1-cz)+d*(z1-dz);
l1 = sqrt(x1*x1+y1*y1+z1*z1);
if (l1==0.0) l1 = 1.0;
tmp = sqrt(1.0-y*y);
if (tmp<0.0001) tmp = 0.0001;
x2 = x*x1+y*y1+z*z1;
y2 = -x*y/tmp*x1+tmp*y1-z*y/tmp*z1;
z2 = -z/tmp*x1+x/tmp*z1;
shade =
(int)((-sin(PI*shade_angle/180.0)*y2-cos(PI*shade_angle/180.0)*z2)
/l1*48.0+128.0);
if (shade<10) shade = 10;
if (shade>255) shade = 255;
}
return((a+b+c+d)/4);
}
}
double planet1(double x,double y,double z) {
double abx,aby,abz, acx,acy,acz, adx,ady,adz, apx,apy,apz;
double bax,bay,baz, bcx,bcy,bcz, bdx,bdy,bdz, bpx,bpy,bpz;
abx = ssbx-ssax; aby = ssby-ssay; abz = ssbz-ssaz;
acx = sscx-ssax; acy = sscy-ssay; acz = sscz-ssaz;
adx = ssdx-ssax; ady = ssdy-ssay; adz = ssdz-ssaz;
apx = x-ssax; apy = y-ssay; apz = z-ssaz;
if ((adx*aby*acz+ady*abz*acx+adz*abx*acy
-adz*aby*acx-ady*abx*acz-adx*abz*acy)*
(apx*aby*acz+apy*abz*acx+apz*abx*acy
-apz*aby*acx-apy*abx*acz-apx*abz*acy)>0.0){
/* p is on same side of abc as d */
if ((acx*aby*adz+acy*abz*adx+acz*abx*ady
-acz*aby*adx-acy*abx*adz-acx*abz*ady)*
(apx*aby*adz+apy*abz*adx+apz*abx*ady
-apz*aby*adx-apy*abx*adz-apx*abz*ady)>0.0){
/* p is on same side of abd as c */
if ((abx*ady*acz+aby*adz*acx+abz*adx*acy
-abz*ady*acx-aby*adx*acz-abx*adz*acy)*
(apx*ady*acz+apy*adz*acx+apz*adx*acy
-apz*ady*acx-apy*adx*acz-apx*adz*acy)>0.0){
/* p is on same side of acd as b */
bax = -abx; bay = -aby; baz = -abz;
bcx = sscx-ssbx; bcy = sscy-ssby; bcz = sscz-ssbz;
bdx = ssdx-ssbx; bdy = ssdy-ssby; bdz = ssdz-ssbz;
bpx = x-ssbx; bpy = y-ssby; bpz = z-ssbz;
if ((bax*bcy*bdz+bay*bcz*bdx+baz*bcx*bdy
-baz*bcy*bdx-bay*bcx*bdz-bax*bcz*bdy)*
(bpx*bcy*bdz+bpy*bcz*bdx+bpz*bcx*bdy
-bpz*bcy*bdx-bpy*bcx*bdz-bpx*bcz*bdy)>0.0){
/* p is on same side of bcd as a */
/* Hence, p is inside tetrahedron */
return(planet(ssa,ssb,ssc,ssd, ssas,ssbs,sscs,ssds,
ssax,ssay,ssaz, ssbx,ssby,ssbz,
sscx,sscy,sscz, ssdx,ssdy,ssdz,
x,y,z, 11));
}
}
}
} /* otherwise */
return(planet(M,M,M,M,
/* initial altitude is M on all corners of tetrahedron */
r1,r2,r3,r4,
/* same seed set is used in every call */
0.0, 0.0, 3.01,
0.0, sqrt(8.0)+.01*r1*r1, -1.02+.01*r2*r3,
-sqrt(6.0)-.01*r3*r3, -sqrt(2.0)-.01*r4*r4, -1.02+.01*r1*r2,
sqrt(6.0)-.01*r2*r2, -sqrt(2.0)-.01*r3*r3, -1.02+.01*r1*r3,
/* coordinates of vertices */
x,y,z,
/* coordinates of point we want colour of */
Depth));
/* subdivision depth */
}
double rand2(double p,double q) {
double r;
r = (p+3.14159265)*(q+3.14159265);
return(2.*(r-(int)r)-1.);
}
char *nletters(int n, int c) {
int i;
static char buffer[8];
buffer[n] = '\0';
for (i = n-1; i >= 0; i--)
{
buffer[i] = letters[c & 0x001F];
c >>= 5;
}
return buffer;
}
int main() {
int i;
double rseed;
rseed = 0.123;
r1 = rseed;
r1 = rand2(r1,r1);
r2 = rand2(r1,r1);
r3 = rand2(r1,r2);
r4 = rand2(r2,r3);
longi = 0.0;
lat = 0.0;
scale = 1.0;
vgrid = hgrid = 0.0;
AviMemDC a(Width, Height, "GeneratedEarth.avi", 5);
printf("1\n");
for (double r_longi = 0; r_longi< 360; r_longi+=1) {
printf("r_longi: %f\n", r_longi);
longi = r_longi;
lat = r_longi/2;
if (longi>180) longi -= 360;
longi = longi*DEG2RAD;
lat = lat*DEG2RAD;
sla = sin(lat); cla = cos(lat);
slo = sin(longi); clo = cos(longi);
col = (unsigned char**)calloc(Width,sizeof(unsigned char*));
if (col == 0) {
fprintf(stderr, "Memory allocation failed.");
exit(1);
}
for (i=0; i<Width; i++) {
col[i] = (unsigned char*)calloc(Height,sizeof(unsigned char));
if (col[i] == 0) {
fprintf(stderr, "Memory allocation failed at %d out of %d cols\n", i+1,Width);
exit(1);
}
}
if (doshade) {
shades = (unsigned char**)calloc(Width,sizeof(unsigned char*));
if (shades == 0) {
fprintf(stderr, "Memory allocation failed.");
exit(1);
}
for (i=0; i<Width; i++) {
shades[i] = (unsigned char*)calloc(Height,sizeof(unsigned char));
if (shades[i] == 0) {
fprintf(stderr, "Memory allocation failed at %d out of %d shades\n", i,Width);
exit(1);
}
}
}
setcolours();
Depth = 3*((int)(log_2(scale*Height)))+6;
orthographic();
bool do_outline = 0;
do_bw=1;
if (do_outline) makeoutline(do_bw);
if (doshade) smoothshades();
for (int j=Height-1; j>=0; j--) {
for (int i=0; i<Width; i++) {
a.GetDibSection().PixelAt(i,j,rtable[col[i][j]]+256*gtable[col[i][j]]+256*256*btable[col[i][j]]);
}
printf(" %d\n", j);
}
a.AddFrame();
}
return 0;
}
Creating an generated Earth AVI with C++的更多相关文章
- UE4 在C++ 动态生成几何、BSP体、Brush ---- Mesh_Generation
截至UE4 4.10 runtime 无法生成BSP类 ,只能通过自定义的Mesh的Vertex 进行绘制 ( Google 考证,能改UE4源码的请忽略 ) 可用到的 UE4 集成的Render ...
- 硬核看房利器——Web 全景的实现
作者:凹凸曼 - EC 疫情期间,打破社交距离限制的交互模式被推向前台,为不少行业的传统交易提供了想象的空间. 疫情时期,房地产租售业受到的冲击无疑是巨大的,由于人口流动的限制,需求量大幅减少,无法现 ...
- Creating an AVI in memory with C++
Creating an AVI in memory with C++ The following example demonstrates how an avi file is comp ...
- Creating a radius based VPN with support for Windows clients
This article discusses setting up up an integrated IPSec/L2TP VPN using Radius and integrating it wi ...
- Creating an API-Centric Web Application[转]
Creating an API-Centric Web Application 转自 http://hub.tutsplus.com/tutorials/creating-an-api-centric ...
- Creating a CSRF protection with Spring 3.x--reference
reference from:http://info.michael-simons.eu/2012/01/11/creating-a-csrf-protection-with-spring-3-1/ ...
- Creating Help Pages for ASP.NET Web API -摘自网络
When you create a web API, it is often useful to create a help page, so that other developers will k ...
- Learning WCF Chapter1 Creating a New Service from Scratch
You’re about to be introduced to the WCF service. This lab isn’t your typical “Hello World”—it’s “He ...
- EntityFramework Core 学习系列(一)Creating Model
EntityFramework Core 学习系列(一)Creating Model Getting Started 使用Command Line 来添加 Package dotnet add pa ...
随机推荐
- WHERE 子句用于规定选择的标准。
WHERE 子句 如需有条件地从表中选取数据,可将 WHERE 子句添加到 SELECT 语句. 语法 SELECT 列名称 FROM 表名称 WHERE 列 运算符 值 下面的运算符可在 WHERE ...
- Spring HttpIvoker实现Java的远程调用
Spring HttpInvoker一种JAVA远程方法调用框架实现,使用的是HTTP协议,允许穿透防火墙,使用JAVA系列化方式,但仅限于Spring应用之间使用,即调用者与被调用者都必须是使用Sp ...
- CSS顶级技巧大放送,div+css布局必知
字体大小使用px 在一行内声明CSS 对比下面两个: h2 {font-size:18px; border:1px solid blue; color:#000; } h2 { font-siz ...
- KVC/KVO之KVO
本章将分为三个部分: KVO是什么 KVO有什么用 KVO例子 KVO是什么 KVO,即NSKeyValueObserving,一个非正式的Protocol,提供一种机制来间接观察其他对象属性的变化. ...
- KVC/KVO之暴力的KVC
本章将分为三个部分: KVC是什么 KVC之Set/Get KVC键值路径之Set/Get KVC是什么 KVC,即 NSKeyValueCoding,一个非正式的 Protocol,提供一种机制来间 ...
- FCN 分割网络详解
博客来源于:https://www.cnblogs.com/gujianhan/p/6030639.html: https://blog.csdn.net/sinat_24143931/article ...
- 采用std::thread 替换 openmp
内容转换的,具体详见博客:https://cloud.tencent.com/developer/article/1094617 及对应的code:https://github.com/cpuimag ...
- radio 标签状态改变时 触发事件
<html> <head> <script src="jquery1.7.2.js"></script> </head> ...
- Linux命令之乐--cat
cat命令的用途是连接文件或标准输入并打印.这个命令常用来显示文件内容,或者将几个文件连接起来显示,或者从标准输入读取内容并显示,它常与重定向符号配合使用. 命令参数: -A, --show-all ...
- vim 命令重新安装
author : headsen chendate: 2018-05-11 09:50:23 [root@localhost ~]# which vim /usr/bin/vim [root@loca ...