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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/dymaxionmap.c
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Original 5.40
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diff --git a/hacks/glx/dymaxionmap.c b/hacks/glx/dymaxionmap.c
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+/* dymaxionmap --- Buckminster Fuller's unwrapped icosahedral globe.
+ * Copyright (c) 2016-2018 Jamie Zawinski.
+ *
+ * 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.
+ */
+
+#define LABEL_FONT "-*-helvetica-bold-r-normal-*-*-240-*-*-*-*-*-*"
+
+#ifdef STANDALONE
+#define DEFAULTS "*delay: 20000 \n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
+ "*labelFont: " LABEL_FONT "\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"
+#include "normals.h"
+#include "texfont.h"
+#include "dymaxionmap-coords.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_TEXTURE "True"
+#define DEF_STARS "True"
+#define DEF_GRID "True"
+#define DEF_SPEED "1.0"
+#define DEF_IMAGE "BUILTIN_FLAT"
+#define DEF_IMAGE2 "NONE"
+#define DEF_FRAMES "720"
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+#undef RANDSIGN
+#define RANDSIGN() ((random() & 1) ? 1 : -1)
+
+static int do_roll;
+static int do_wander;
+static int do_texture;
+static int do_stars;
+static int do_grid;
+static int frames;
+static GLfloat speed;
+static char *which_image;
+static char *which_image2;
+
+static XrmOptionDescRec opts[] = {
+ {"-speed", ".speed", XrmoptionSepArg, 0 },
+ {"-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" },
+ {"-grid", ".grid", XrmoptionNoArg, "true" },
+ {"+grid", ".grid", XrmoptionNoArg, "false" },
+ {"-flat", ".image", XrmoptionNoArg, "BUILTIN_FLAT" },
+ {"-satellite",".image", XrmoptionNoArg, "BUILTIN_SAT" },
+ {"-image", ".image", XrmoptionSepArg, 0 },
+ {"-image2", ".image2", XrmoptionSepArg, 0 },
+ {"-frames", ".frames", XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&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},
+ {&do_grid, "grid", "Grid", DEF_GRID, t_Bool},
+ {&which_image, "image", "Image", DEF_IMAGE, t_String},
+ {&which_image2,"image2", "Image2", DEF_IMAGE2, t_String},
+ {&frames, "frames", "Frames", DEF_FRAMES, 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, "",
+ "Buckminster Fuller's unwrapped icosahedral globe", 0, NULL};
+#endif
+
+# ifdef __GNUC__
+ __extension__ /* don't warn about "string length is greater than the length
+ ISO C89 compilers are required to support" when including
+ the following XPM file... */
+# endif
+
+#include "images/gen/earth_flat_png.h"
+#include "images/gen/earth_png.h"
+#include "images/gen/earth_night_png.h"
+#include "images/gen/ground_png.h"
+
+#include "ximage-loader.h"
+#include "rotator.h"
+#include "gltrackball.h"
+
+
+typedef struct {
+ GLXContext *glx_context;
+ GLuint starlist;
+ int starcount;
+ rotator *rot, *rot2;
+ trackball_state *trackball;
+ Bool button_down_p;
+ enum { STARTUP, FLAT, FOLD,
+ ICO, STEL_IN, AXIS, SPIN, STEL, STEL_OUT,
+ ICO2, UNFOLD } state;
+ GLfloat ratio;
+ GLuint tex1, tex2;
+ texture_font_data *font_data;
+ int loading_sw, loading_sh;
+
+ XImage *day, *night, *dusk, *cvt;
+ XImage **images; /* One image for each frame of time-of-day. */
+ int nimages;
+
+ double current_frame;
+ Bool cache_p;
+ long delay;
+
+} planetstruct;
+
+
+static planetstruct *planets = NULL;
+
+
+static double
+double_time (void)
+{
+ struct timeval now;
+# ifdef GETTIMEOFDAY_TWO_ARGS
+ struct timezone tzp;
+ gettimeofday(&now, &tzp);
+# else
+ gettimeofday(&now);
+# endif
+
+ return (now.tv_sec + ((double) now.tv_usec * 0.000001));
+}
+
+
+/* Draw faint latitude and longitude lines into the RGBA XImage.
+ */
+static void
+add_grid_lines (XImage *image)
+{
+ int i;
+ int off = 24;
+ for (i = 0; i < 24; i++)
+ {
+ int x = (i + 0.5) * image->width / (double) 24;
+ int y;
+ for (y = 0; y < image->height; y++)
+ {
+ unsigned long rgba = XGetPixel (image, x, y);
+ int r = (rgba >> 24) & 0xFF;
+ int g = (rgba >> 16) & 0xFF;
+ int b = (rgba >> 8) & 0xFF;
+ int a = (rgba >> 0) & 0xFF;
+ int off2 = (((r + g + b) / 3) < 0x7F ? off : -off);
+ r = MAX (0, MIN (0xFF, r + off2));
+ g = MAX (0, MIN (0xFF, g + off2));
+ b = MAX (0, MIN (0xFF, b + off2));
+ XPutPixel (image, x, y, (r << 24) | (g << 16) | (b << 8) | a);
+ }
+ }
+
+ for (i = 1; i < 11; i++)
+ {
+ int y = i * image->height / (double) 12;
+ int x;
+ for (x = 0; x < image->width; x++)
+ {
+ unsigned long rgba = XGetPixel (image, x, y);
+ int r = (rgba >> 24) & 0xFF;
+ int g = (rgba >> 16) & 0xFF;
+ int b = (rgba >> 8) & 0xFF;
+ int a = (rgba >> 0) & 0xFF;
+ int off2 = (((r + g + b) / 3) < 0x7F ? off : -off);
+ r = MAX (0, MIN (0xFF, r + off2));
+ g = MAX (0, MIN (0xFF, g + off2));
+ b = MAX (0, MIN (0xFF, b + off2));
+ XPutPixel (image, x, y, (r << 24) | (g << 16) | (b << 8) | a);
+ }
+ }
+}
+
+
+static void
+adjust_brightness (XImage *image, double amount)
+{
+ uint32_t *in = (uint32_t *) image->data;
+ int i;
+ int end = image->height * image->bytes_per_line / 4;
+ for (i = 0; i < end; i++)
+ {
+ uint32_t p = *in;
+ /* #### Why is this ABGR instead of RGBA? */
+ uint32_t a = (p >> 24) & 0xFF;
+ uint32_t g = (p >> 16) & 0xFF;
+ uint32_t b = (p >> 8) & 0xFF;
+ uint32_t r = (p >> 0) & 0xFF;
+ r = MAX(0, MIN(0xFF, (long) (r * amount)));
+ g = MAX(0, MIN(0xFF, (long) (g * amount)));
+ b = MAX(0, MIN(0xFF, (long) (b * amount)));
+ p = (a << 24) | (g << 16) | (b << 8) | r;
+ *in++ = p;
+ }
+}
+
+
+static GLfloat
+vector_angle (XYZ a, XYZ b)
+{
+ double La = sqrt (a.x*a.x + a.y*a.y + a.z*a.z);
+ double Lb = sqrt (b.x*b.x + b.y*b.y + b.z*b.z);
+ double cc, angle;
+
+ if (La == 0 || Lb == 0) return 0;
+ if (a.x == b.x && a.y == b.y && a.z == b.z) return 0;
+
+ /* dot product of two vectors is defined as:
+ La * Lb * cos(angle between vectors)
+ and is also defined as:
+ ax*bx + ay*by + az*bz
+ so:
+ La * Lb * cos(angle) = ax*bx + ay*by + az*bz
+ cos(angle) = (ax*bx + ay*by + az*bz) / (La * Lb)
+ angle = acos ((ax*bx + ay*by + az*bz) / (La * Lb));
+ */
+ cc = (a.x*b.x + a.y*b.y + a.z*b.z) / (La * Lb);
+ if (cc > 1) cc = 1; /* avoid fp rounding error (1.000001 => sqrt error) */
+ angle = acos (cc);
+
+ return (angle);
+}
+
+
+/* Creates a grayscale image encoding the day/night terminator for a random
+ axial tilt.
+ */
+static XImage *
+create_daylight_mask (Display *dpy, Visual *v, int w, int h)
+{
+ XImage *image = XCreateImage (dpy, v, 8, ZPixmap, 0, 0, w, h, 8, 0);
+ int x, y;
+ XYZ sun;
+ double axial_tilt = frand(23.4) / (180/M_PI) * RANDSIGN();
+ double dusk = M_PI * 0.035;
+ sun.x = 0;
+ sun.y = cos (axial_tilt);
+ sun.z = sin (axial_tilt);
+
+ image->data = (char *) malloc (image->height * image->bytes_per_line);
+
+ for (y = 0; y < image->height; y++)
+ {
+ double lat = -M_PI_2 + (M_PI * (y / (double) image->height));
+ double cosL = cos(lat);
+ double sinL = sin(lat);
+ for (x = 0; x < image->width; x++)
+ {
+ double lon = -M_PI_2 + (M_PI * 2 * (x / (double) image->width));
+ XYZ v;
+ double a;
+ unsigned long p;
+ v.x = cos(lon) * cosL;
+ v.y = sin(lon) * cosL;
+ v.z = sinL;
+ a = vector_angle (sun, v);
+ a -= M_PI_2;
+ a = (a < -dusk ? 1 : a >= dusk ? 0 : (dusk - a) / (dusk * 2));
+ p = 0xFF & (unsigned long) (a * 0xFF);
+ XPutPixel (image, x, y, p);
+ }
+ }
+ return image;
+}
+
+
+static void
+load_images (ModeInfo *mi)
+{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+ int i;
+
+ if (which_image && !strcmp (which_image, "BUILTIN_FLAT"))
+ {
+ which_image = strdup("BUILTIN_FLAT");
+ which_image2 = strdup("BUILTIN_FLAT");
+ }
+ else if (which_image && !strcmp (which_image, "BUILTIN_SAT"))
+ {
+ which_image = strdup("BUILTIN_DAY");
+ which_image2 = strdup("BUILTIN_NIGHT");
+ }
+
+ if (!which_image) which_image = strdup("");
+ if (!which_image2) which_image2 = strdup("");
+
+ for (i = 0; i < 2; i++)
+ {
+ char *s = (i == 0 ? which_image : which_image2);
+ XImage *image;
+ if (!strcmp (s, "BUILTIN_DAY"))
+ image = image_data_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi),
+ earth_png, sizeof(earth_png));
+ else if (!strcmp (s, "BUILTIN_NIGHT"))
+ image = image_data_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi),
+ earth_night_png,sizeof(earth_night_png));
+ else if (!strcmp (s, "BUILTIN") ||
+ !strcmp (s, "BUILTIN_FLAT") ||
+ (i == 0 && !strcmp (s, "")))
+ image = image_data_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi),
+ earth_flat_png, sizeof(earth_flat_png));
+ else if (!strcmp (s, "NONE"))
+ image = 0;
+ else if (*s)
+ image = file_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi), s);
+ else
+ image = 0;
+
+ /* if (image) fprintf (stderr, "%s: %d: loaded %s\n", progname, i, s); */
+
+ if (i == 0)
+ gp->day = image;
+ else
+ gp->night = image;
+ }
+
+ if (gp->night && !gp->day)
+ gp->day = gp->night, gp->night = 0;
+
+ gp->nimages = frames;
+ gp->current_frame = random() % gp->nimages;
+
+ if (gp->nimages < 1)
+ gp->nimages = 1;
+
+ if (gp->nimages < 2 && gp->night)
+ {
+ XDestroyImage (gp->night);
+ gp->night = 0;
+ gp->nimages = 1;
+ }
+
+ if (! gp->night)
+ gp->nimages = 1;
+
+ if (do_grid)
+ {
+ if (gp->day) add_grid_lines (gp->day);
+ if (gp->night) add_grid_lines (gp->night);
+ }
+
+ if (gp->day && gp->night && !gp->dusk)
+ {
+ if (gp->day->width != gp->night->width ||
+ gp->day->height != gp->night->height)
+ {
+ fprintf (stderr, "%s: day and night images must be the same size"
+ " (%dx%d vs %dx%d)\n", progname,
+ gp->day->width, gp->day->height,
+ gp->night->width, gp->night->height);
+ exit (1);
+ }
+ gp->dusk = create_daylight_mask (MI_DISPLAY (mi), MI_VISUAL (mi),
+ gp->day->width, gp->day->height);
+ }
+
+ /* Make the day image brighter, because that's easier than doing it
+ with GL lights. */
+ adjust_brightness (gp->day, 1.4);
+
+ if (!strcmp (which_image, which_image2))
+ /* If day and night are the same image, make night way darker. */
+ adjust_brightness (gp->night, 0.2);
+ else if (gp->night)
+ /* Otherwise make it just a little darker. */
+ adjust_brightness (gp->night, 0.7);
+
+
+ gp->images = (XImage **) calloc (gp->nimages, sizeof(*gp->images));
+
+ /* Create 'cvt', a map that projects each pixel from Equirectangular to
+ Dymaxion. It is 2x the width/height of the source images. We iterate
+ by half pixel to make sure we hit every pixel in 'out'. It would be
+ cleaner to iterate over 'out' instead of over 'in' but
+ dymaxionmap-coords.c only goes forward. This is... not super fast.
+ */
+ {
+ double W = 5.5;
+ double H = 3 * sqrt(3)/2;
+ int x2, y2;
+ int w = gp->day->width;
+ int h = gp->day->height;
+ uint32_t *out;
+
+ gp->cvt = XCreateImage (MI_DISPLAY(mi), MI_VISUAL(mi), 32, ZPixmap, 0, 0,
+ gp->day->width*2, gp->day->height*2, 32, 0);
+ gp->cvt->data = (char *)
+ malloc (gp->cvt->height * gp->cvt->bytes_per_line);
+ out = (uint32_t *) gp->cvt->data;
+
+ for (y2 = 0; y2 < h*2; y2++)
+ {
+ double y = (double) y2/2;
+ double lat = -90 + (180 * (y / (double) h));
+ for (x2 = 0; x2 < w*2; x2++)
+ {
+ double x = (double) x2/2;
+ double lon = -180 + (360 * x / w);
+ double ox, oy;
+ dymaxion_convert (lon, lat, &ox, &oy);
+ ox = w - (w * ox / W);
+ oy = (h * oy / H);
+
+ *out++ = (((((uint32_t) ox) & 0xFFFF) << 16) |
+ ((((uint32_t) oy) & 0xFFFF)));
+ }
+ }
+ }
+
+ /* A 128 GB iPhone 6s dies at around 540 frames, ~1 GB of XImages.
+ A 16 GB iPad Air 2 dies at around 320 frames, ~640 MB.
+ Caching on mobile doesn't matter much: we can just run at 100% CPU.
+
+ On some systems it would be more efficient to cache the images inside
+ a texture on the GPU instead of moving it from RAM to GPU every few
+ frames; but on other systems, we'd just run out of GPU memory instead. */
+ {
+ unsigned long cache_size = (gp->day->width * gp->day->height * 4 *
+ gp->nimages);
+# ifdef HAVE_MOBILE
+ unsigned long max = 320 * 1024 * 1024L; /* 320 MB */
+# else
+ unsigned long max = 2 * 1024 * 1024 * 1024L; /* 2 GB */
+# endif
+ gp->cache_p = (cache_size < max);
+ }
+}
+
+
+static void
+cache_current_frame (ModeInfo *mi)
+{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+ XImage *blended, *dymaxion;
+ int i, x, y, w, h, end, xoff;
+ uint32_t *day, *night, *cvt, *out;
+ uint8_t *dusk;
+
+ if (gp->images[(int) gp->current_frame])
+ return;
+
+ xoff = (gp->dusk
+ ? gp->dusk->width * ((double) gp->current_frame / gp->nimages)
+ : 0);
+
+ w = gp->day->width;
+ h = gp->day->height;
+
+ if (!gp->night)
+ blended = gp->day;
+ else
+ {
+ /* Blend the foreground and background images through the dusk map.
+ */
+ blended = XCreateImage (MI_DISPLAY(mi), MI_VISUAL(mi),
+ gp->day->depth, ZPixmap, 0, 0, w, h, 32, 0);
+ if (!blended) abort();
+ blended->data = (char *) malloc (h * blended->bytes_per_line);
+ if (!blended->data) abort();
+
+ end = blended->height * blended->bytes_per_line / 4;
+ day = (uint32_t *) gp->day->data;
+ night = (uint32_t *) gp->night->data;
+ dusk = (uint8_t *) gp->dusk->data;
+ out = (uint32_t *) blended->data;
+
+ for (i = 0; i < end; i++)
+ {
+ uint32_t d = *day++;
+ uint32_t n = *night++;
+ uint32_t x = i % w;
+ uint32_t y = i / w;
+ double r = dusk[y * w + ((x + xoff) % w)] / 256.0;
+ double r2 = 1-r;
+# define ADD(M) (((unsigned long) \
+ ((((d >> M) & 0xFF) * r) + \
+ (((n >> M) & 0xFF) * r2))) \
+ << M)
+ /* #### Why is this ABGR instead of RGBA? */
+ *out++ = (0xFF << 24) | ADD(16) | ADD(8) | ADD(0);
+# undef ADD
+ }
+ }
+
+ /* Convert blended Equirectangular to Dymaxion through the 'cvt' map.
+ */
+ dymaxion = XCreateImage (MI_DISPLAY(mi), MI_VISUAL(mi),
+ gp->day->depth, ZPixmap, 0, 0, w, h, 32, 0);
+ dymaxion->data = (char *) calloc (h, dymaxion->bytes_per_line);
+
+ day = (uint32_t *) blended->data;
+ out = (uint32_t *) dymaxion->data;
+ cvt = (uint32_t *) gp->cvt->data;
+
+ for (y = 0; y < h*2; y++)
+ for (x = 0; x < w*2; x++)
+ {
+ unsigned long m = *cvt++;
+ unsigned long dx = (m >> 16) & 0xFFFF;
+ unsigned long dy = m & 0xFFFF;
+ unsigned long p = day[(y>>1) * w + (x>>1)];
+ unsigned long p2 = out[dy * w + dx];
+ if (p2 & 0xFF000000)
+ /* RGBA nonzero alpha: initialized. Average with existing,
+ otherwise the grid lines look terrible. */
+ p = (((((p>>24) & 0xFF) + ((p2>>24) & 0xFF)) >> 1) << 24 |
+ ((((p>>16) & 0xFF) + ((p2>>16) & 0xFF)) >> 1) << 16 |
+ ((((p>> 8) & 0xFF) + ((p2>> 8) & 0xFF)) >> 1) << 8 |
+ ((((p>> 0) & 0xFF) + ((p2>> 0) & 0xFF)) >> 1) << 0);
+ out[dy * w + dx] = p;
+ }
+
+ /* Fill in the triangles that are not a part of The World with the
+ color of the ocean to avoid texture-tearing on the folded edges.
+ */
+ out = (uint32_t *) dymaxion->data;
+ end = dymaxion->height * dymaxion->bytes_per_line / 4;
+ {
+ double lat = -48.44, lon = -123.39; /* R'Lyeh */
+ int x = (lon + 180) * blended->width / 360.0;
+ int y = (lat + 90) * blended->height / 180.0;
+ unsigned long ocean = XGetPixel (gp->day, x, y);
+ for (i = 0; i < end; i++)
+ {
+ uint32_t p = *out;
+ if (! (p & 0xFF000000)) /* AGBR */
+ *out = ocean;
+ out++;
+ }
+ }
+
+ if (blended != gp->day)
+ XDestroyImage (blended);
+
+ gp->images[(int) gp->current_frame] = dymaxion;
+
+ if (!gp->cache_p) /* Keep only one image around; recompute every time. */
+ {
+ i = ((int) gp->current_frame) - 1;
+ if (i < 0) i = gp->nimages - 1;
+ if (gp->images[i])
+ {
+ XDestroyImage (gp->images[i]);
+ gp->images[i] = 0;
+ }
+ }
+}
+
+
+static void
+setup_texture (ModeInfo * mi)
+{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+ XImage *ground;
+
+ 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);
+
+ load_images (mi);
+
+ 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);
+
+ /* The underground image can go on flat, without the dymaxion transform. */
+ ground = image_data_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi),
+ ground_png, sizeof(ground_png));
+ clear_gl_error();
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ /* glPixelStorei(GL_UNPACK_ROW_LENGTH, ground->width); */
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ ground->width, ground->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, ground->data);
+ check_gl_error ("ground texture");
+ XDestroyImage (ground);
+}
+
+
+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");
+}
+
+
+ENTRYPOINT void
+reshape_planet (ModeInfo *mi, int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+
+ 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);
+}
+
+
+static void
+do_normal2 (ModeInfo *mi, Bool frontp, XYZ a, XYZ b, XYZ c)
+{
+ XYZ n = (frontp
+ ? calc_normal (a, b, c)
+ : calc_normal (b, a, c));
+ glNormal3f (n.x, n.y, n.z);
+
+# if 0
+ if (frontp && MI_IS_WIREFRAME(mi))
+ {
+ glBegin (GL_LINES);
+ glVertex3f ((a.x + b.x + c.x) / 3,
+ (a.y + b.y + c.y) / 3,
+ (a.z + b.z + c.z) / 3);
+ glVertex3f ((a.x + b.x + c.x) / 3 + n.x,
+ (a.y + b.y + c.y) / 3 + n.y,
+ (a.z + b.z + c.z) / 3 + n.z);
+ glEnd();
+ }
+# endif
+}
+
+
+static void
+triangle0 (ModeInfo *mi, Bool frontp, GLfloat stel_ratio, int facemask,
+ XYZ *corners_ret)
+{
+ /* Render a triangle as six sub-triangles.
+ Facemask bits 0-5 indicate which sub-triangle to draw.
+
+ A
+ / \
+ / | \
+ / | \
+ / 0 | 1 \
+ E /_ | _\ F
+ / \_ | _/ \
+ / 5 \D/ 2 \
+ / / | \ \
+ / / 4 | 3 \ \
+ / / | \ \
+ B ----------------------- C
+ G
+ */
+
+ Bool wire = MI_IS_WIREFRAME(mi);
+ GLfloat h = sqrt(3) / 2;
+ GLfloat h2 = sqrt(h*h - (h/2)*(h/2)) - 0.5;
+ XYZ A, B, C, D, E, F, G;
+ XYZ tA, tB, tC, tD, tE, tF, tG;
+ XYZ a, b, c;
+ XYZ ta, tb, tc;
+ A.x = 0; A.y = h; A.z = 0;
+ B.x = -0.5, B.y = 0; B.z = 0;
+ C.x = 0.5, C.y = 0; C.z = 0;
+ D.x = 0; D.y = h/3; D.z = 0;
+ E.x = -h2; E.y = h/2; E.z = 0;
+ F.x = h2; F.y = h/2; F.z = 0;
+ G.x = 0; G.y = 0; G.z = 0;
+
+ /* When tweaking object XY to stellate, don't change texture coordinates. */
+ tA = A; tB = B; tC = C; tD = D; tE = E; tF = F; tG = G;
+
+ /* Eyeballed this to find the depth of stellation that seems to most
+ approximate a sphere.
+ */
+ D.z = 0.193 * stel_ratio;
+
+ /* We want to raise E, F and G as well but we can't just shift Z:
+ we need to keep them on the same vector from the center of the sphere,
+ which means also changing F and G's X and Y.
+ */
+ E.z = F.z = G.z = 0.132 * stel_ratio;
+ {
+ double magic_x = 0.044;
+ double magic_y = 0.028;
+ /* G.x stays 0 */
+ G.y -= sqrt (magic_x*magic_x + magic_y*magic_y) * stel_ratio;
+ E.x -= magic_x * stel_ratio;
+ E.y += magic_y * stel_ratio;
+ F.x += magic_x * stel_ratio;
+ F.y += magic_y * stel_ratio;
+ }
+
+
+ if (facemask & 1<<0)
+ {
+ a = E; b = D; c = A;
+ ta = tE; tb = tD; tc = tA;
+ do_normal2 (mi, frontp, a, b, c);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glTexCoord2f (ta.x, ta.y); glVertex3f (a.x, a.y, a.z);
+ glTexCoord2f (tb.x, tb.y); glVertex3f (b.x, b.y, b.z);
+ glTexCoord2f (tc.x, tc.y); glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ mi->polygon_count++;
+ }
+ if (facemask & 1<<1)
+ {
+ a = D; b = F; c = A;
+ ta = tD; tb = tF; tc = tA;
+ do_normal2 (mi, frontp, a, b, c);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glTexCoord2f (ta.x, ta.y); glVertex3f (a.x, a.y, a.z);
+ glTexCoord2f (tb.x, tb.y); glVertex3f (b.x, b.y, b.z);
+ glTexCoord2f (tc.x, tc.y); glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ mi->polygon_count++;
+ }
+ if (facemask & 1<<2)
+ {
+ a = D; b = C; c = F;
+ ta = tD; tb = tC; tc = tF;
+ do_normal2 (mi, frontp, a, b, c);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glTexCoord2f (ta.x, ta.y); glVertex3f (a.x, a.y, a.z);
+ glTexCoord2f (tb.x, tb.y); glVertex3f (b.x, b.y, b.z);
+ glTexCoord2f (tc.x, tc.y); glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ mi->polygon_count++;
+ }
+ if (facemask & 1<<3)
+ {
+ a = G; b = C; c = D;
+ ta = tG; tb = tC; tc = tD;
+ do_normal2 (mi, frontp, a, b, c);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glTexCoord2f (ta.x, ta.y); glVertex3f (a.x, a.y, a.z);
+ glTexCoord2f (tb.x, tb.y); glVertex3f (b.x, b.y, b.z);
+ glTexCoord2f (tc.x, tc.y); glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ mi->polygon_count++;
+ }
+ if (facemask & 1<<4)
+ {
+ a = B; b = G; c = D;
+ ta = tB; tb = tG; tc = tD;
+ do_normal2 (mi, frontp, a, b, c);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glTexCoord2f (ta.x, ta.y); glVertex3f (a.x, a.y, a.z);
+ glTexCoord2f (tb.x, tb.y); glVertex3f (b.x, b.y, b.z);
+ glTexCoord2f (tc.x, tc.y); glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ mi->polygon_count++;
+ }
+ if (facemask & 1<<5)
+ {
+ a = B; b = D; c = E;
+ ta = tB; tb = tD; tc = tE;
+ do_normal2 (mi, frontp, a, b, c);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glTexCoord2f (ta.x, ta.y); glVertex3f (a.x, a.y, a.z);
+ glTexCoord2f (tb.x, tb.y); glVertex3f (b.x, b.y, b.z);
+ glTexCoord2f (tc.x, tc.y); glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ mi->polygon_count++;
+ }
+ if (facemask & 1<<6)
+ {
+ a = E; b = D; c = A;
+ ta = tE; tb = tD; tc = tA;
+ do_normal2 (mi, frontp, a, b, c);
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ glTexCoord2f (ta.x, ta.y); glVertex3f (a.x, a.y, a.z);
+ glTexCoord2f (tb.x, tb.y); glVertex3f (b.x, b.y, b.z);
+ glTexCoord2f (tc.x, tc.y); glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ mi->polygon_count++;
+ }
+
+ if (corners_ret)
+ {
+ corners_ret[0] = A;
+ corners_ret[1] = B;
+ corners_ret[2] = C;
+ corners_ret[3] = D;
+ corners_ret[4] = E;
+ corners_ret[5] = F;
+ corners_ret[6] = G;
+ }
+}
+
+
+/* The segments, numbered arbitrarily from the top left:
+ ________ _ ________
+ \ /\ /\ \ |\ /
+ \ 0 / \ / \3> | \ 5 /
+ \ / 1 \ / 2 \| ..|4 \ /-6-..
+ ___________\/______\/______\/______\/______\
+ | /\ /\ /\ /\ /\
+ |7 / \ 9 / \ 11 / \ 13 / \ 15 / \
+ | / 8 \ / 10 \ / 12 \ / 14 \ / 16 \
+ |/______\/______\/______\/______\/______\
+ \ /\ / /\ /\
+ \ 17 / \ 18 / / \ 20 / \
+ \ / \ / / 19 \ / 21 \
+ \/ \/ /______\/______\
+
+ Each triangle can be connected to at most two other triangles.
+ We start from the middle, #12, and work our way to the edges.
+ Its centroid is 0,0.
+
+ (Note that dymaxionmap-coords.c uses a different numbering system.)
+ */
+static void
+triangle (ModeInfo *mi, int which, Bool frontp,
+ GLfloat fold_ratio, GLfloat stel_ratio)
+{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+ const GLfloat fg[] = { 1, 1, 1, 1 };
+ const GLfloat bg[] = { 0.3, 0.3, 0.3, 1 };
+ int a = -1, b = -1;
+ GLfloat max = acos (sqrt(5)/3);
+ GLfloat rot = -max * fold_ratio / (M_PI/180);
+ Bool wire = MI_IS_WIREFRAME(mi);
+ XYZ corners[7];
+
+ glColor3fv (fg);
+ if (!wire)
+ glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, fg);
+
+ switch (which) {
+ case 3: /* One third of the face. */
+ triangle0 (mi, frontp, stel_ratio, 1<<3 | 1<<4, corners);
+ break;
+ case 4: /* Two thirds of the face: convex. */
+ triangle0 (mi, frontp, stel_ratio, 1<<1 | 1<<2 | 1<<3 | 1<<4, corners);
+ break;
+ case 6: /* One half of the face. */
+ triangle0 (mi, frontp, stel_ratio, 1<<1 | 1<<2 | 1<<3, corners);
+ break;
+ case 7: /* One half of the face. */
+ triangle0 (mi, frontp, stel_ratio, 1<<2 | 1<<3 | 1<<4, corners);
+ break;
+ default: /* Full face. */
+ triangle0 (mi, frontp, stel_ratio, 0x3F, corners);
+ break;
+ }
+
+ if (wire)
+ {
+ char tag[20];
+ glColor3fv (bg);
+ sprintf (tag, "%d", which);
+ glPushMatrix();
+ glTranslatef (-0.1, 0.2, 0);
+ glScalef (0.005, 0.005, 0.005);
+ print_texture_string (gp->font_data, tag);
+ glPopMatrix();
+ mi->polygon_count++;
+ }
+
+
+ /* The connection hierarchy of the faces starting at the middle, #12. */
+ switch (which) {
+ case 0: break;
+ case 1: a = 0; b = -1; break;
+ case 2: a = -1; b = 3; break;
+ case 3: break;
+ case 4: a = -1; b = 5; break;
+ case 5: a = -1; b = 6; break;
+ case 7: break;
+ case 6: break;
+ case 8: a = 17; b = 7; break;
+ case 9: a = 8; b = -1; break;
+ case 10: a = 18; b = 9; break;
+ case 11: a = 10; b = 1; break;
+ case 12: a = 11; b = 13; break;
+ case 13: a = 2; b = 14; break;
+ case 14: a = 15; b = 20; break;
+ case 15: a = 4; b = 16; break;
+ case 16: break;
+ case 17: break;
+ case 18: break;
+ case 19: break;
+ case 20: a = 21; b = 19; break;
+ case 21: break;
+ default: abort(); break;
+ }
+
+ if (a != -1)
+ {
+ glPushMatrix();
+ glTranslatef (-0.5, 0, 0); /* Move model matrix to upper left */
+ glRotatef (60, 0, 0, 1);
+ glTranslatef ( 0.5, 0, 0);
+
+ glMatrixMode(GL_TEXTURE);
+ /* glPushMatrix(); */
+ glTranslatef (-0.5, 0, 0); /* Move texture matrix the same way */
+ glRotatef (60, 0, 0, 1);
+ glTranslatef ( 0.5, 0, 0);
+
+ glMatrixMode(GL_MODELVIEW);
+
+ glRotatef (rot, 1, 0, 0);
+ triangle (mi, a, frontp, fold_ratio, stel_ratio);
+
+ /* This should just be a PopMatrix on the TEXTURE stack, but
+ fucking iOS has GL_MAX_TEXTURE_STACK_DEPTH == 4! WTF!
+ So we have to undo our rotations and translations manually.
+ */
+ glMatrixMode(GL_TEXTURE);
+ /* glPopMatrix(); */
+ glTranslatef (-0.5, 0, 0);
+ glRotatef (-60, 0, 0, 1);
+ glTranslatef (0.5, 0, 0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ }
+
+ if (b != -1)
+ {
+ glPushMatrix();
+ glTranslatef (0.5, 0, 0); /* Move model matrix to upper right */
+ glRotatef (-60, 0, 0, 1);
+ glTranslatef (-0.5, 0, 0);
+
+ glMatrixMode(GL_TEXTURE);
+ /* glPushMatrix(); */
+ glTranslatef (0.5, 0, 0); /* Move texture matrix the same way */
+ glRotatef (-60, 0, 0, 1);
+ glTranslatef (-0.5, 0, 0);
+
+ glMatrixMode(GL_MODELVIEW);
+
+ glRotatef (rot, 1, 0, 0);
+ triangle (mi, b, frontp, fold_ratio, stel_ratio);
+
+ /* See above. Grr. */
+ glMatrixMode(GL_TEXTURE);
+ /* glPopMatrix(); */
+ glTranslatef (0.5, 0, 0);
+ glRotatef (60, 0, 0, 1);
+ glTranslatef (-0.5, 0, 0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ }
+
+
+ /* Draw a border around the edge of the world.
+ */
+ if (!wire && frontp && stel_ratio == 0 && fold_ratio < 0.95)
+ {
+ int edges = 0;
+ GLfloat c[] = { 0, 0.2, 0.5, 1 };
+ c[3] = 1-fold_ratio;
+
+ switch (which)
+ {
+ case 0: edges = 1<<0 | 1<<2; break;
+ case 1: edges = 1<<2; break;
+ case 2: edges = 1<<0; break;
+ case 3: edges = 1<<3 | 1<<4; break;
+ case 4: edges = 1<<3 | 1<<5; break;
+ case 5: edges = 1<<0 | 1<<6; break;
+ case 6: edges = 1<<2 | 1<<7; break;
+ case 16: edges = 1<<0 | 1<<2; break;
+ case 21: edges = 1<<0 | 1<<2; break;
+ case 19: edges = 1<<0 | 1<<2; break;
+ case 12: edges = 1<<1; break;
+ case 18: edges = 1<<0 | 1<<2; break;
+ case 17: edges = 1<<0 | 1<<2; break;
+ case 7: edges = 1<<8 | 1<<9; break;
+ case 9: edges = 1<<2; break;
+ default: break;
+ }
+
+ glDisable (GL_TEXTURE_2D);
+ glDisable (GL_LIGHTING);
+ glLineWidth (2);
+ glColor4fv (c);
+ glBegin (GL_LINES);
+ if (edges & 1<<0)
+ {
+ glVertex3f (corners[0].x, corners[0].y, corners[0].z);
+ glVertex3f (corners[1].x, corners[1].y, corners[1].z);
+ }
+ if (edges & 1<<1)
+ {
+ glVertex3f (corners[1].x, corners[1].y, corners[1].z);
+ glVertex3f (corners[2].x, corners[2].y, corners[2].z);
+ }
+ if (edges & 1<<2)
+ {
+ glVertex3f (corners[2].x, corners[2].y, corners[2].z);
+ glVertex3f (corners[0].x, corners[0].y, corners[0].z);
+ }
+ if (edges & 1<<3)
+ {
+ glVertex3f (corners[1].x, corners[1].y, corners[1].z);
+ glVertex3f (corners[3].x, corners[3].y, corners[3].z);
+ }
+ if (edges & 1<<4)
+ {
+ glVertex3f (corners[3].x, corners[3].y, corners[3].z);
+ glVertex3f (corners[2].x, corners[2].y, corners[2].z);
+ }
+ if (edges & 1<<5)
+ {
+ glVertex3f (corners[3].x, corners[3].y, corners[3].z);
+ glVertex3f (corners[0].x, corners[0].y, corners[0].z);
+ }
+ if (edges & 1<<6)
+ {
+ glVertex3f (corners[0].x, corners[0].y, corners[0].z);
+ glVertex3f (corners[5].x, corners[5].y, corners[5].z);
+ }
+ if (edges & 1<<7)
+ {
+ glVertex3f (corners[0].x, corners[0].y, corners[0].z);
+ glVertex3f (corners[6].x, corners[6].y, corners[6].z);
+ }
+ if (edges & 1<<8)
+ {
+ glVertex3f (corners[1].x, corners[1].y, corners[1].z);
+ glVertex3f (corners[5].x, corners[5].y, corners[5].z);
+ }
+ if (edges & 1<<9)
+ {
+ glVertex3f (corners[5].x, corners[5].y, corners[5].z);
+ glVertex3f (corners[2].x, corners[2].y, corners[2].z);
+ }
+ glEnd();
+ glEnable (GL_TEXTURE_2D);
+ glEnable (GL_LIGHTING);
+ }
+}
+
+
+static void
+draw_triangles (ModeInfo *mi, GLfloat fold_ratio, GLfloat stel_ratio)
+{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+ Bool wire = MI_IS_WIREFRAME(mi);
+ GLfloat h = sqrt(3) / 2;
+ GLfloat c = h / 3;
+
+ glTranslatef (0, -h/3, 0); /* Center on face 12 */
+
+ /* When closed, center on midpoint of icosahedron. Eyeballed this. */
+ glTranslatef (0, 0, fold_ratio * 0.754);
+
+ glFrontFace (GL_CCW);
+
+ /* Adjust the texture matrix so that it has the same coordinate space
+ as the model. */
+
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+ {
+ GLfloat texw = 5.5;
+ GLfloat texh = 3 * h;
+ GLfloat midx = 2.5;
+ GLfloat midy = 3 * c;
+ glScalef (1/texw, -1/texh, 1);
+ glTranslatef (midx, midy, 0);
+ }
+ glMatrixMode(GL_MODELVIEW);
+
+
+
+ /* Front faces */
+
+ if (wire)
+ glDisable (GL_TEXTURE_2D);
+ else if (do_texture)
+ {
+ glEnable (GL_TEXTURE_2D);
+ glBindTexture (GL_TEXTURE_2D, gp->tex1);
+ }
+ else
+ glDisable (GL_TEXTURE_2D);
+
+ triangle (mi, 12, True, fold_ratio, stel_ratio);
+
+ /* Back faces */
+
+ if (wire)
+ glDisable (GL_TEXTURE_2D);
+ else if (do_texture)
+ {
+ glEnable (GL_TEXTURE_2D);
+ glBindTexture (GL_TEXTURE_2D, gp->tex2);
+ }
+ else
+ glDisable (GL_TEXTURE_2D);
+
+ glFrontFace (GL_CW);
+
+ triangle (mi, 12, False, fold_ratio, 0);
+
+ glMatrixMode(GL_TEXTURE);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+}
+
+
+static void
+align_axis (ModeInfo *mi, int undo)
+{
+ /* Rotate so that an axis is lined up with the north and south poles
+ on the map, which are not in the center of their faces, or any
+ other easily computable spot. */
+
+ GLfloat r1 = 20.5;
+ GLfloat r2 = 28.5;
+
+ if (undo)
+ {
+ glRotatef (-r2, 0, 1, 0);
+ glRotatef ( r2, 1, 0, 0);
+ glRotatef (-r1, 1, 0, 0);
+ }
+ else
+ {
+ glRotatef (r1, 1, 0, 0);
+ glRotatef (-r2, 1, 0, 0);
+ glRotatef ( r2, 0, 1, 0);
+ }
+}
+
+
+static void
+draw_axis (ModeInfo *mi)
+{
+ GLfloat s;
+ glDisable (GL_TEXTURE_2D);
+ glDisable (GL_LIGHTING);
+ glPushMatrix();
+
+ align_axis (mi, 0);
+ glTranslatef (0.34, 0.39, -0.61);
+
+ s = 0.96;
+ glScalef (s, s, s); /* tighten up the enclosing sphere */
+
+ glLineWidth (1);
+ glColor3f (0.5, 0.5, 0);
+
+ glRotatef (90, 1, 0, 0); /* unit_sphere is off by 90 */
+ glRotatef (9.5, 0, 1, 0); /* line up the time zones */
+ glFrontFace (GL_CCW);
+ unit_sphere (12, 24, True);
+ glBegin(GL_LINES);
+ glVertex3f(0, -2, 0);
+ glVertex3f(0, 2, 0);
+ glEnd();
+
+ glPopMatrix();
+}
+
+
+
+
+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;
+ else if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == ' ' || c == '\t' || c == '\r' || c == '\n')
+ {
+ int i;
+ double cf = gp->current_frame;
+
+ /* Switch between the satellite and flat map, preserving position. */
+ if (gp->day) XDestroyImage (gp->day);
+ if (gp->night) XDestroyImage (gp->night);
+ if (gp->cvt) XDestroyImage (gp->cvt);
+ gp->day = 0;
+ gp->night = 0;
+ gp->cvt = 0;
+
+ for (i = 0; i < gp->nimages; i++)
+ if (gp->images[i]) XDestroyImage (gp->images[i]);
+ free (gp->images);
+ gp->images = 0;
+
+ which_image = strdup (!strcmp (which_image, "BUILTIN_DAY")
+ ? "BUILTIN_FLAT" : "BUILTIN_DAY");
+ which_image2 = strdup (!strcmp (which_image2, "BUILTIN_NIGHT")
+ ? "BUILTIN_FLAT" : "BUILTIN_NIGHT");
+ load_images (mi);
+ gp->current_frame = cf;
+# if 0
+ switch (gp->state) {
+ case FLAT: case ICO: case STEL: case AXIS: case ICO2:
+ gp->ratio = 1;
+ break;
+ default:
+ break;
+ }
+# endif
+ 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];
+
+ if ((gp->glx_context = init_GL(mi)) != NULL) {
+ reshape_planet(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ }
+
+ gp->state = STARTUP;
+ gp->ratio = 0;
+ gp->font_data = load_texture_font (mi->dpy, "labelFont");
+ gp->delay = MI_DELAY(mi);
+
+ {
+ double spin_speed = 0.1;
+ double wander_speed = 0.002;
+ gp->rot = make_rotator (do_roll ? spin_speed : 0,
+ do_roll ? spin_speed : 0,
+ 0, 1,
+ do_wander ? wander_speed : 0,
+ False);
+ gp->rot2 = make_rotator (0, 0, 0, 0, wander_speed, False);
+ gp->trackball = gltrackball_init (True);
+ }
+
+ if (wire)
+ do_texture = False;
+
+ if (do_texture)
+ setup_texture (mi);
+
+ if (do_stars)
+ init_stars (mi);
+
+ glEnable (GL_DEPTH_TEST);
+ glEnable (GL_NORMALIZE);
+ glEnable (GL_CULL_FACE);
+
+ if (!wire)
+ {
+ 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);
+ }
+}
+
+
+static GLfloat
+ease_fn (GLfloat r)
+{
+ return cos ((r/2 + 1) * M_PI) + 1; /* Smooth curve up, end at slope 1. */
+}
+
+
+static GLfloat
+ease_ratio (GLfloat r)
+{
+ GLfloat ease = 0.35;
+ if (r <= 0) return 0;
+ else if (r >= 1) return 1;
+ else if (r <= ease) return ease * ease_fn (r / ease);
+ else if (r > 1-ease) return 1 - ease * ease_fn ((1 - r) / ease);
+ else return r;
+}
+
+
+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);
+ long delay = gp->delay;
+ 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)
+ switch (gp->state) {
+ case STARTUP: gp->ratio += speed * 0.01; break;
+ case FLAT: gp->ratio += speed * 0.005 *
+ /* Stay flat longer if animating day and night. */
+ (gp->nimages <= 1 ? 1 : 0.3);
+ break;
+ case FOLD: gp->ratio += speed * 0.01; break;
+ case ICO: gp->ratio += speed * 0.01; break;
+ case STEL_IN: gp->ratio += speed * 0.05; break;
+ case STEL: gp->ratio += speed * 0.01; break;
+ case STEL_OUT: gp->ratio += speed * 0.07; break;
+ case ICO2: gp->ratio += speed * 0.07; break;
+ case AXIS: gp->ratio += speed * 0.02; break;
+ case SPIN: gp->ratio += speed * 0.005; break;
+ case UNFOLD: gp->ratio += speed * 0.01; break;
+ default: abort();
+ }
+
+ if (gp->ratio > 1.0)
+ {
+ gp->ratio = 0;
+ switch (gp->state) {
+ case STARTUP: gp->state = FLAT; break;
+ case FLAT: gp->state = FOLD; break;
+ case FOLD: gp->state = ICO; break;
+ case ICO: gp->state = STEL_IN; break;
+ case STEL_IN: gp->state = STEL; break;
+ case STEL:
+ {
+ int i = (random() << 9) % 7;
+ gp->state = (i < 3 ? STEL_OUT :
+ i < 6 ? SPIN : AXIS);
+ }
+ break;
+ case AXIS: gp->state = STEL_OUT; break;
+ case SPIN: gp->state = STEL_OUT; break;
+ case STEL_OUT: gp->state = ICO2; break;
+ case ICO2: gp->state = UNFOLD; break;
+ case UNFOLD: gp->state = FLAT; break;
+ default: abort();
+ }
+ }
+
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_POINT_SMOOTH);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ glPushMatrix();
+
+ gltrackball_rotate (gp->trackball);
+ glRotatef (current_device_rotation(), 0, 0, 1);
+
+# ifdef HAVE_MOBILE /* Fill more of the screen. */
+ {
+ int size = MI_WIDTH(mi) < MI_HEIGHT(mi)
+ ? MI_WIDTH(mi) : MI_HEIGHT(mi);
+ GLfloat s = (size > 768 ? 1.4 : /* iPad */
+ 2); /* iPhone */
+ glScalef (s, s, s);
+ if (MI_WIDTH(mi) < MI_HEIGHT(mi))
+ glRotatef (90, 0, 0, 1);
+ }
+# endif
+
+ if (gp->state != STARTUP)
+ {
+ get_position (gp->rot, &x, &y, &z, !gp->button_down_p);
+ x = (x - 0.5) * 3;
+ y = (y - 0.5) * 3;
+ z = 0;
+ glTranslatef(x, y, z);
+ }
+
+ if (do_roll && gp->state != STARTUP)
+ {
+ double max = 65;
+ get_position (gp->rot2, &x, &y, 0, !gp->button_down_p);
+ glRotatef (max/2 - x*max, 1, 0, 0);
+ glRotatef (max/2 - y*max, 0, 1, 0);
+ }
+
+ if (do_stars)
+ {
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ 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);
+ }
+
+ if (! wire)
+ {
+ glEnable (GL_LIGHTING);
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ if (do_texture)
+ glEnable(GL_TEXTURE_2D);
+
+ if (do_texture /* && !gp->button_down_p */)
+ {
+ int i;
+ int prev = gp->current_frame;
+
+ /* By default, advance terminator by about an hour every 5 seconds. */
+ gp->current_frame += 0.1 * speed * (gp->nimages / 360.0);
+ while (gp->current_frame >= gp->nimages)
+ gp->current_frame -= gp->nimages;
+ i = gp->current_frame;
+
+ /* Load the current image into the texture.
+ */
+ if (i != prev || !gp->images[i])
+ {
+ double start = double_time();
+ cache_current_frame (mi);
+
+ 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);
+
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ gp->images[i]->width,
+ gp->images[i]->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE,
+ gp->images[i]->data);
+ check_gl_error ("texture");
+
+ /* If caching the image took a bunch of time, deduct that from
+ our per-frame delay to keep the timing a little smoother. */
+ delay -= 1000000 * (double_time() - start);
+ if (delay < 0) delay = 0;
+ }
+ }
+
+ glTranslatef (-0.5, -0.4, 0);
+ glScalef (2.6, 2.6, 2.6);
+
+ {
+ GLfloat fold_ratio = 0;
+ GLfloat stel_ratio = 0;
+ switch (gp->state) {
+ case FOLD: fold_ratio = gp->ratio; break;
+ case UNFOLD: fold_ratio = 1 - gp->ratio; break;
+ case ICO: case ICO2: fold_ratio = 1; break;
+ case STEL: case AXIS: case SPIN: fold_ratio = 1; stel_ratio = 1; break;
+ case STEL_IN: fold_ratio = 1; stel_ratio = gp->ratio; break;
+ case STEL_OUT: fold_ratio = 1; stel_ratio = 1 - gp->ratio; break;
+ case STARTUP: /* Tilt in from flat */
+ glRotatef (-90 * ease_ratio (1 - gp->ratio), 1, 0, 0);
+ break;
+
+ default: break;
+ }
+
+# ifdef HAVE_MOBILE /* Enlarge the icosahedron a bit to make it more visible */
+ {
+ GLfloat s = 1 + 1.3 * ease_ratio (fold_ratio);
+ glScalef (s, s, s);
+ }
+# endif
+
+ if (gp->state == SPIN)
+ {
+ align_axis (mi, 0);
+ glRotatef (ease_ratio (gp->ratio) * 360 * 3, 0, 0, 1);
+ align_axis (mi, 1);
+ }
+
+ draw_triangles (mi, ease_ratio (fold_ratio), ease_ratio (stel_ratio));
+
+ if (gp->state == AXIS)
+ draw_axis(mi);
+ }
+
+ glPopMatrix();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+ glXSwapBuffers(dpy, window);
+
+ MI_DELAY(mi) = delay;
+}
+
+
+ENTRYPOINT void
+free_planet (ModeInfo * mi)
+{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+ int i;
+
+ if (gp->day) XDestroyImage (gp->day);
+ if (gp->night) XDestroyImage (gp->night);
+ if (gp->dusk) XDestroyImage (gp->dusk);
+ if (gp->cvt) XDestroyImage (gp->cvt);
+
+ for (i = 0; i < gp->nimages; i++)
+ if (gp->images[i]) XDestroyImage (gp->images[i]);
+ free (gp->images);
+
+ if (gp->glx_context) {
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(gp->glx_context));
+
+ if (glIsList(gp->starlist))
+ glDeleteLists(gp->starlist, 1);
+ }
+}
+
+
+XSCREENSAVER_MODULE_2 ("DymaxionMap", dymaxionmap, planet)
+
+#endif