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| 1 |
+
import pygame
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| 2 |
+
from pygame.locals import *
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| 3 |
+
from OpenGL.GL import *
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| 4 |
+
from OpenGL.GLU import *
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| 5 |
+
import numpy as np
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| 6 |
+
from scipy import ndimage
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| 7 |
+
import random
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| 8 |
+
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| 9 |
+
# Simple 3D Earth Viewer with atmosphere, clouds, terrain, and stars
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| 10 |
+
# Uses PyOpenGL and pygame for rendering
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| 11 |
+
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| 12 |
+
def create_sphere(radius, slices, stacks):
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| 13 |
+
vertices = []
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| 14 |
+
normals = []
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| 15 |
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texcoords = []
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| 16 |
+
indices = []
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| 17 |
+
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| 18 |
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for i in range(stacks + 1):
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| 19 |
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V = i / stacks
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| 20 |
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phi = V * np.pi
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| 21 |
+
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| 22 |
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for j in range(slices + 1):
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| 23 |
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U = j / slices
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| 24 |
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theta = U * 2 * np.pi
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| 25 |
+
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| 26 |
+
x = radius * np.sin(phi) * np.cos(theta)
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| 27 |
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y = radius * np.cos(phi)
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| 28 |
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z = radius * np.sin(phi) * np.sin(theta)
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| 29 |
+
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| 30 |
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vertices.append([x, y, z])
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| 31 |
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nx, ny, nz = x/radius, y/radius, z/radius
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| 32 |
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normals.append([nx, ny, nz])
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| 33 |
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texcoords.append([U, V])
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| 34 |
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| 35 |
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for i in range(stacks):
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| 36 |
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for j in range(slices):
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| 37 |
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first = i * (slices + 1) + j
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| 38 |
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second = first + slices + 1
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| 39 |
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indices.append(first)
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| 40 |
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indices.append(second)
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| 41 |
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indices.append(first + 1)
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| 42 |
+
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| 43 |
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indices.append(second)
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| 44 |
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indices.append(second + 1)
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| 45 |
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indices.append(first + 1)
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| 46 |
+
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| 47 |
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return np.array(vertices), np.array(normals), np.array(texcoords), np.array(indices)
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| 48 |
+
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| 49 |
+
def create_terrain_noise(resolution=64):
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| 50 |
+
# Generate procedural terrain (heightmap)
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| 51 |
+
noise = np.random.randn(resolution, resolution) * 0.01
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| 52 |
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noise = ndimage.gaussian_filter(noise, sigma=2)
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| 53 |
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return noise
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| 54 |
+
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| 55 |
+
def create_starfield(num_stars=1000):
|
| 56 |
+
stars = []
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| 57 |
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for _ in range(num_stars):
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| 58 |
+
theta = np.random.uniform(0, 2*np.pi)
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| 59 |
+
phi = np.arccos(1 - np.random.uniform(0, 1))
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| 60 |
+
r = 100 + np.random.uniform(0, 10)
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| 61 |
+
x = r * np.sin(phi) * np.cos(theta)
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| 62 |
+
y = r * np.cos(phi)
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| 63 |
+
z = r * np.sin(phi) * np.sin(theta)
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| 64 |
+
stars.append([x, y, z])
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| 65 |
+
return np.array(stars)
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| 66 |
+
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| 67 |
+
def load_texture_from_solid_color(color, width=64, height=64):
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| 68 |
+
texture_data = np.zeros((height, width, 3), dtype=np.uint8)
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| 69 |
+
texture_data[:, :] = color
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| 70 |
+
texture_data = texture_data.tobytes()
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| 71 |
+
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| 72 |
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texture_id = glGenTextures(1)
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| 73 |
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glBindTexture(GL_TEXTURE_2D, texture_id)
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| 74 |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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| 75 |
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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| 76 |
+
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_data)
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| 77 |
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return texture_id
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| 78 |
+
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| 79 |
+
def load_simple_earth_texture():
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| 80 |
+
# Create a simple blue marble-like texture
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| 81 |
+
width, height = 1024, 512
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| 82 |
+
texture_data = np.zeros((height, width, 3), dtype=np.uint8)
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| 83 |
+
|
| 84 |
+
for y in range(height):
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| 85 |
+
for x in range(width):
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| 86 |
+
# Simple Earth approximation with blue oceans and green/brown continents
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| 87 |
+
u, v = x / width, y / height
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| 88 |
+
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:
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| 89 |
+
texture_data[y, x] = [30, 100, 200] # Ocean
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| 90 |
+
elif np.random.rand() < 0.3:
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| 91 |
+
texture_data[y, x] = [100, 180, 80] # Land
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| 92 |
+
else:
|
| 93 |
+
texture_data[y, x] = [30, 100, 200]
|
| 94 |
+
|
| 95 |
+
texture_data = texture_data.tobytes()
|
| 96 |
+
texture_id = glGenTextures(1)
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| 97 |
+
glBindTexture(GL_TEXTURE_2D, texture_id)
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| 98 |
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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| 99 |
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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| 100 |
+
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_data)
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| 101 |
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return texture_id
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| 102 |
+
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| 103 |
+
class Earth3DViewer:
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| 104 |
+
def __init__(self):
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| 105 |
+
pygame.init()
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| 106 |
+
self.display = (800, 600)
|
| 107 |
+
pygame.display.set_mode(self.display, DOUBLEBUF | OPENGL)
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| 108 |
+
pygame.display.set_caption("3D Earth Viewer")
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| 109 |
+
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| 110 |
+
gluPerspective(45, (self.display[0]/self.display[1]), 0.1, 100.0)
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| 111 |
+
glTranslatef(0.0, 0.0, -15)
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| 112 |
+
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| 113 |
+
# Create Earth
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| 114 |
+
self.vertices, self.normals, self.texcoords, self.indices = create_sphere(6.0, 32, 32)
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| 115 |
+
self.cloud_vertices, _, _, _ = create_sphere(6.05, 32, 32) # Slightly bigger for cloud layer
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| 116 |
+
self.atmosphere_vertices, _, _, _ = create_sphere(6.2, 32, 32) # Atmosphere glow
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| 117 |
+
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| 118 |
+
# Load textures
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| 119 |
+
self.earth_texture = load_simple_earth_texture()
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| 120 |
+
self.cloud_texture = load_texture_from_solid_color([200, 200, 255], 64, 64)
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| 121 |
+
self.atmosphere_texture = load_texture_from_solid_color([150, 200, 255, 100], 64, 64)
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| 122 |
+
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| 123 |
+
# Create procedural terrain displacement (conceptual)
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| 124 |
+
self.terrain_noise = create_terrain_noise(32)
|
| 125 |
+
|
| 126 |
+
# Stars
|
| 127 |
+
self.stars = create_starfield(500)
|
| 128 |
+
|
| 129 |
+
self.rotation = 0
|
| 130 |
+
self.cloud_rotation = 0
|
| 131 |
+
|
| 132 |
+
def draw_sphere(self, vertices, texture_id, blend=False, alpha=1.0):
|
| 133 |
+
if blend:
|
| 134 |
+
glEnable(GL_BLEND)
|
| 135 |
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE)
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| 136 |
+
glDepthMask(GL_FALSE)
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| 137 |
+
|
| 138 |
+
glBindTexture(GL_TEXTURE_2D, texture_id)
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| 139 |
+
glEnable(GL_TEXTURE_2D)
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| 140 |
+
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| 141 |
+
glBegin(GL_TRIANGLES)
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| 142 |
+
for i in range(0, len(self.indices), 3):
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| 143 |
+
for j in range(3):
|
| 144 |
+
idx = self.indices[i + j]
|
| 145 |
+
glTexCoord2fv(self.texcoords[idx])
|
| 146 |
+
glVertex3fv(vertices[idx])
|
| 147 |
+
glEnd()
|
| 148 |
+
|
| 149 |
+
glDisable(GL_TEXTURE_2D)
|
| 150 |
+
if blend:
|
| 151 |
+
glDisable(GL_BLEND)
|
| 152 |
+
glDepthMask(GL_TRUE)
|
| 153 |
+
|
| 154 |
+
def draw_stars(self):
|
| 155 |
+
glEnable(GL_POINT_SMOOTH)
|
| 156 |
+
glPointSize(1.0)
|
| 157 |
+
glColor3f(1, 1, 1)
|
| 158 |
+
glBegin(GL_POINTS)
|
| 159 |
+
for star in self.stars:
|
| 160 |
+
glVertex3fv(star)
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| 161 |
+
glEnd()
|
| 162 |
+
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| 163 |
+
def render(self):
|
| 164 |
+
while True:
|
| 165 |
+
for event in pygame.event.get():
|
| 166 |
+
if event.type == pygame.QUIT:
|
| 167 |
+
pygame.quit()
|
| 168 |
+
return
|
| 169 |
+
|
| 170 |
+
# Handle rotation
|
| 171 |
+
self.rotation += 0.5
|
| 172 |
+
self.cloud_rotation += 0.6
|
| 173 |
+
|
| 174 |
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
| 175 |
+
glEnable(GL_DEPTH_TEST)
|
| 176 |
+
|
| 177 |
+
# Draw stars (background)
|
| 178 |
+
glPushMatrix()
|
| 179 |
+
glRotatef(self.rotation * 0.01, 0, 1, 0)
|
| 180 |
+
self.draw_stars()
|
| 181 |
+
glPopMatrix()
|
| 182 |
+
|
| 183 |
+
# Draw Earth
|
| 184 |
+
glPushMatrix()
|
| 185 |
+
glRotatef(self.rotation, 0, 1, 0)
|
| 186 |
+
self.draw_sphere(self.vertices, self.earth_texture)
|
| 187 |
+
glPopMatrix()
|
| 188 |
+
|
| 189 |
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# Draw clouds
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| 190 |
+
glPushMatrix()
|
| 191 |
+
glRotatef(self.cloud_rotation, 0, 1, 0)
|
| 192 |
+
self.draw_sphere(self.cloud_vertices, self.cloud_texture, blend=True, alpha=0.3)
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| 193 |
+
glPopMatrix()
|
| 194 |
+
|
| 195 |
+
# Draw atmosphere glow
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| 196 |
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glPushMatrix()
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| 197 |
+
glRotatef(self.rotation, 0, 1, 0)
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| 198 |
+
glColor4f(0.5, 0.8, 1.0, 0.1)
|
| 199 |
+
self.draw_sphere(self.atmosphere_vertices, self.atmosphere_texture, blend=True, alpha=0.1)
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| 200 |
+
glPopMatrix()
|
| 201 |
+
|
| 202 |
+
pygame.display.flip()
|
| 203 |
+
pygame.time.wait(30)
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| 204 |
+
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| 205 |
+
if __name__ == "__main__":
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| 206 |
+
app = Earth3DViewer()
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| 207 |
+
app.render()
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