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import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import numpy as np
from scipy import ndimage
import random

# Simple 3D Earth Viewer with atmosphere, clouds, terrain, and stars
# Uses PyOpenGL and pygame for rendering

def create_sphere(radius, slices, stacks):
    vertices = []
    normals = []
    texcoords = []
    indices = []

    for i in range(stacks + 1):
        V = i / stacks
        phi = V * np.pi

        for j in range(slices + 1):
            U = j / slices
            theta = U * 2 * np.pi

            x = radius * np.sin(phi) * np.cos(theta)
            y = radius * np.cos(phi)
            z = radius * np.sin(phi) * np.sin(theta)

            vertices.append([x, y, z])
            nx, ny, nz = x/radius, y/radius, z/radius
            normals.append([nx, ny, nz])
            texcoords.append([U, V])

    for i in range(stacks):
        for j in range(slices):
            first = i * (slices + 1) + j
            second = first + slices + 1
            indices.append(first)
            indices.append(second)
            indices.append(first + 1)

            indices.append(second)
            indices.append(second + 1)
            indices.append(first + 1)

    return np.array(vertices), np.array(normals), np.array(texcoords), np.array(indices)

def create_terrain_noise(resolution=64):
    # Generate procedural terrain (heightmap)
    noise = np.random.randn(resolution, resolution) * 0.01
    noise = ndimage.gaussian_filter(noise, sigma=2)
    return noise

def create_starfield(num_stars=1000):
    stars = []
    for _ in range(num_stars):
        theta = np.random.uniform(0, 2*np.pi)
        phi = np.arccos(1 - np.random.uniform(0, 1))
        r = 100 + np.random.uniform(0, 10)
        x = r * np.sin(phi) * np.cos(theta)
        y = r * np.cos(phi)
        z = r * np.sin(phi) * np.sin(theta)
        stars.append([x, y, z])
    return np.array(stars)

def load_texture_from_solid_color(color, width=64, height=64):
    texture_data = np.zeros((height, width, 3), dtype=np.uint8)
    texture_data[:, :] = color
    texture_data = texture_data.tobytes()
    
    texture_id = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture_id)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_data)
    return texture_id

def load_simple_earth_texture():
    # Create a simple blue marble-like texture
    width, height = 1024, 512
    texture_data = np.zeros((height, width, 3), dtype=np.uint8)
    
    for y in range(height):
        for x in range(width):
            # Simple Earth approximation with blue oceans and green/brown continents
            u, v = x / width, y / height
            if np.sin(2*np.pi*u) * np.sin(np.pi*v) > 0.5 or (u-0.3)**2 + (v-0.5)**2 < 0.02:
                texture_data[y, x] = [30, 100, 200]  # Ocean
            elif np.random.rand() < 0.3:
                texture_data[y, x] = [100, 180, 80]  # Land
            else:
                texture_data[y, x] = [30, 100, 200]
                
    texture_data = texture_data.tobytes()
    texture_id = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture_id)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_data)
    return texture_id

class Earth3DViewer:
    def __init__(self):
        pygame.init()
        self.display = (800, 600)
        pygame.display.set_mode(self.display, DOUBLEBUF | OPENGL)
        pygame.display.set_caption("3D Earth Viewer")
        
        gluPerspective(45, (self.display[0]/self.display[1]), 0.1, 100.0)
        glTranslatef(0.0, 0.0, -15)
        
        # Create Earth
        self.vertices, self.normals, self.texcoords, self.indices = create_sphere(6.0, 32, 32)
        self.cloud_vertices, _, _, _ = create_sphere(6.05, 32, 32)  # Slightly bigger for cloud layer
        self.atmosphere_vertices, _, _, _ = create_sphere(6.2, 32, 32)  # Atmosphere glow
        
        # Load textures
        self.earth_texture = load_simple_earth_texture()
        self.cloud_texture = load_texture_from_solid_color([200, 200, 255], 64, 64)
        self.atmosphere_texture = load_texture_from_solid_color([150, 200, 255, 100], 64, 64)
        
        # Create procedural terrain displacement (conceptual)
        self.terrain_noise = create_terrain_noise(32)
        
        # Stars
        self.stars = create_starfield(500)
        
        self.rotation = 0
        self.cloud_rotation = 0
        
    def draw_sphere(self, vertices, texture_id, blend=False, alpha=1.0):
        if blend:
            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE)
            glDepthMask(GL_FALSE)
            
        glBindTexture(GL_TEXTURE_2D, texture_id)
        glEnable(GL_TEXTURE_2D)
        
        glBegin(GL_TRIANGLES)
        for i in range(0, len(self.indices), 3):
            for j in range(3):
                idx = self.indices[i + j]
                glTexCoord2fv(self.texcoords[idx])
                glVertex3fv(vertices[idx])
        glEnd()
        
        glDisable(GL_TEXTURE_2D)
        if blend:
            glDisable(GL_BLEND)
            glDepthMask(GL_TRUE)
    
    def draw_stars(self):
        glEnable(GL_POINT_SMOOTH)
        glPointSize(1.0)
        glColor3f(1, 1, 1)
        glBegin(GL_POINTS)
        for star in self.stars:
            glVertex3fv(star)
        glEnd()
        
    def render(self):
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    return

            # Handle rotation
            self.rotation += 0.5
            self.cloud_rotation += 0.6

            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
            glEnable(GL_DEPTH_TEST)

            # Draw stars (background)
            glPushMatrix()
            glRotatef(self.rotation * 0.01, 0, 1, 0)
            self.draw_stars()
            glPopMatrix()

            # Draw Earth
            glPushMatrix()
            glRotatef(self.rotation, 0, 1, 0)
            self.draw_sphere(self.vertices, self.earth_texture)
            glPopMatrix()

            # Draw clouds
            glPushMatrix()
            glRotatef(self.cloud_rotation, 0, 1, 0)
            self.draw_sphere(self.cloud_vertices, self.cloud_texture, blend=True, alpha=0.3)
            glPopMatrix()

            # Draw atmosphere glow
            glPushMatrix()
            glRotatef(self.rotation, 0, 1, 0)
            glColor4f(0.5, 0.8, 1.0, 0.1)
            self.draw_sphere(self.atmosphere_vertices, self.atmosphere_texture, blend=True, alpha=0.1)
            glPopMatrix()

            pygame.display.flip()
            pygame.time.wait(30)

if __name__ == "__main__":
    app = Earth3DViewer()
    app.render()