--- /dev/null
+/* dymaxionmap --- Buckminster Fuller's unwrapped icosahedral globe.
+ * Copyright (c) 2016 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 refresh_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"
+
+#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_SPEED "1.0"
+#define DEF_IMAGE "BUILTIN"
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+
+static int do_roll;
+static int do_wander;
+static int do_texture;
+static int do_stars;
+static GLfloat speed;
+static char *which_image;
+
+static XrmOptionDescRec opts[] = {
+ {"-speed", ".dymaxionmap.speed", XrmoptionSepArg, 0 },
+ {"-roll", ".dymaxionmap.roll", XrmoptionNoArg, "true" },
+ {"+roll", ".dymaxionmap.roll", XrmoptionNoArg, "false" },
+ {"-wander", ".dymaxionmap.wander", XrmoptionNoArg, "true" },
+ {"+wander", ".dymaxionmap.wander", XrmoptionNoArg, "false" },
+ {"-texture", ".dymaxionmap.texture", XrmoptionNoArg, "true" },
+ {"+texture", ".dymaxionmap.texture", XrmoptionNoArg, "false" },
+ {"-stars", ".dymaxionmap.stars", XrmoptionNoArg, "true" },
+ {"+stars", ".dymaxionmap.stars", XrmoptionNoArg, "false" },
+ {"-image", ".dymaxionmap.image", 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},
+ {&which_image, "image", "Image", DEF_IMAGE, t_String},
+};
+
+ENTRYPOINT ModeSpecOpt planet_opts = {countof(opts), opts, countof(vars), vars, NULL};
+
+#ifdef USE_MODULES
+ModStruct planet_description =
+{"planet", "init_planet", "draw_planet", "release_planet",
+ "draw_planet", "init_planet", NULL, &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/dymaxionmap.xpm"
+#include "../images/ground.xpm"
+
+#include "xpm-ximage.h"
+#include "rotator.h"
+#include "gltrackball.h"
+
+
+typedef struct {
+ GLXContext *glx_context;
+ GLuint starlist;
+ int starcount;
+ rotator *rot;
+ 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;
+} planetstruct;
+
+
+static planetstruct *planets = NULL;
+
+
+/* Set up and enable texturing on our object */
+static void
+setup_xpm_texture (ModeInfo *mi, char **xpm_data)
+{
+ XImage *image = xpm_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi),
+ MI_COLORMAP (mi), xpm_data);
+ char buf[1024];
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ image->width, image->height, 0,
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ image->data);
+ sprintf (buf, "builtin texture (%dx%d)", image->width, image->height);
+ check_gl_error(buf);
+
+ /* setup parameters for texturing */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ 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);
+}
+
+
+static void
+setup_file_texture (ModeInfo *mi, char *filename)
+{
+ Display *dpy = mi->dpy;
+ Visual *visual = mi->xgwa.visual;
+ char buf[1024];
+
+ Colormap cmap = mi->xgwa.colormap;
+ XImage *image = xpm_file_to_ximage (dpy, visual, cmap, filename);
+ clear_gl_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ image->width, image->height, 0,
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ image->data);
+ sprintf (buf, "texture: %.100s (%dx%d)",
+ filename, image->width, image->height);
+ check_gl_error(buf);
+
+ /* setup parameters for texturing */
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width);
+
+ 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);
+}
+
+
+static void
+setup_texture(ModeInfo * mi)
+{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+
+ if (!which_image ||
+ !*which_image ||
+ !strcmp(which_image, "BUILTIN"))
+ {
+ glGenTextures (1, &gp->tex1);
+ glBindTexture (GL_TEXTURE_2D, gp->tex1);
+ setup_xpm_texture (mi, dymaxionmap_xpm);
+ }
+ else
+ {
+ glGenTextures (1, &gp->tex1);
+ glBindTexture (GL_TEXTURE_2D, gp->tex1);
+ setup_file_texture (mi, which_image);
+ }
+
+ glGenTextures (1, &gp->tex2);
+ glBindTexture (GL_TEXTURE_2D, gp->tex2);
+ setup_xpm_texture (mi, ground);
+
+ check_gl_error("texture initialization");
+
+ /* Need to flip the texture top for bottom for some reason. */
+ glMatrixMode (GL_TEXTURE);
+ glScalef (1, -1, 1);
+ glMatrixMode (GL_MODELVIEW);
+}
+
+
+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;
+
+ gp->starlist = glGenLists(1);
+ glNewList(gp->starlist, GL_COMPILE);
+ for (j = 1; j <= steps; j++)
+ {
+ glPointSize(inc * j);
+ 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, 100.0);
+ 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 (Bool frontp, XYZ a, XYZ b, XYZ c)
+{
+ if (frontp)
+ do_normal (a.x, a.y, a.z,
+ b.x, b.y, b.z,
+ c.x, c.y, c.z);
+ else
+ do_normal (b.x, b.y, b.z,
+ a.x, a.y, a.z,
+ c.x, c.y, c.z);
+}
+
+
+static void
+triangle0 (ModeInfo *mi, Bool frontp, GLfloat stel_ratio, int bitmask)
+{
+ /* Render a triangle as six sub-triangles:
+
+ 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 (bitmask & 1<<0)
+ {
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ a = E; b = D; c = A;
+ ta = tE; tb = tD; tc = tA;
+ do_normal2 (frontp, a, b, c);
+ 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 (bitmask & 1<<1)
+ {
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ a = D; b = F; c = A;
+ ta = tD; tb = tF; tc = tA;
+ do_normal2 (frontp, a, b, c);
+ 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 (bitmask & 1<<2)
+ {
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ a = D; b = C; c = F;
+ ta = tD; tb = tC; tc = tF;
+ do_normal2 (frontp, a, b, c);
+ 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 (bitmask & 1<<3)
+ {
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ a = G; b = C; c = D;
+ ta = tG; tb = tC; tc = tD;
+ do_normal2 (frontp, a, b, c);
+ 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 (bitmask & 1<<4)
+ {
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ a = B; b = G; c = D;
+ ta = tB; tb = tG; tc = tD;
+ do_normal2 (frontp, a, b, c);
+ 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 (bitmask & 1<<5)
+ {
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ a = B; b = D; c = E;
+ ta = tB; tb = tD; tc = tE;
+ do_normal2 (frontp, a, b, c);
+ 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 (bitmask & 1<<6)
+ {
+ glBegin (wire ? GL_LINE_LOOP : GL_TRIANGLES);
+ a = E; b = D; c = A;
+ ta = tE; tb = tD; tc = tA;
+ do_normal2 (frontp, a, b, c);
+ 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++;
+ }
+}
+
+
+/* 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.
+ */
+static void
+triangle (ModeInfo *mi, int which, Bool frontp,
+ GLfloat fold_ratio, GLfloat stel_ratio)
+{
+ planetstruct *gp = &planets[MI_SCREEN(mi)];
+ const GLfloat fg[3] = { 1, 1, 1 };
+ const GLfloat bg[3] = { 0.3, 0.3, 0.3 };
+ 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);
+
+ if (wire)
+ glColor3fv (fg);
+
+ switch (which) {
+ case 3: /* One third of the face. */
+ triangle0 (mi, frontp, stel_ratio, 1<<3 | 1<<4);
+ break;
+ case 4: /* Two thirds of the face: convex. */
+ triangle0 (mi, frontp, stel_ratio, 1<<1 | 1<<2 | 1<<3 | 1<<4);
+ break;
+ case 6: /* One half of the face. */
+ triangle0 (mi, frontp, stel_ratio, 1<<1 | 1<<2 | 1<<3);
+ break;
+ case 7: /* One half of the face. */
+ triangle0 (mi, frontp, stel_ratio, 1<<2 | 1<<3 | 1<<4);
+ break;
+ default: /* Full face. */
+ triangle0 (mi, frontp, stel_ratio, 0x3F);
+ 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();
+ }
+}
+
+
+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 */
+
+ 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')
+ {
+ switch (gp->state) {
+ case FLAT: case ICO: case STEL: case AXIS: case ICO2:
+ gp->ratio = 1;
+ break;
+ default:
+ break;
+ }
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+ENTRYPOINT void
+init_planet (ModeInfo * mi)
+{
+ planetstruct *gp;
+ int screen = MI_SCREEN(mi);
+ Bool wire = MI_IS_WIREFRAME(mi);
+
+ if (planets == NULL) {
+ if ((planets = (planetstruct *) calloc(MI_NUM_SCREENS(mi),
+ sizeof (planetstruct))) == NULL)
+ return;
+ }
+ 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");
+
+ {
+ 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->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] = {0.4, 0.2, 0.4, 0.0};
+ GLfloat amb[4] = {0.4, 0.4, 0.4, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
+
+ 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);
+ 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; 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);
+
+ 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)
+ {
+ get_rotation (gp->rot, &x, &y, 0, !gp->button_down_p);
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ }
+
+ 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);
+
+ if (do_texture)
+ glEnable(GL_TEXTURE_2D);
+
+ 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);
+}
+
+
+ENTRYPOINT void
+release_planet (ModeInfo * mi)
+{
+ if (planets != NULL) {
+ int screen;
+
+ for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+ planetstruct *gp = &planets[screen];
+
+ if (gp->glx_context) {
+ /* Display lists MUST be freed while their glXContext is current. */
+ /* but this gets a BadMatch error. -jwz */
+ /*glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(gp->glx_context));*/
+
+ if (glIsList(gp->starlist))
+ glDeleteLists(gp->starlist, 1);
+ }
+ }
+ (void) free((void *) planets);
+ planets = NULL;
+ }
+ FreeAllGL(mi);
+}
+
+
+XSCREENSAVER_MODULE_2 ("DymaxionMap", dymaxionmap, planet)
+
+#endif