/*
======================================================================
rings.c

Ernie Wright  02 Jun 05

This version has been modified to fit your TV.
====================================================================== */

/*
 * rings.c - Create objects with 6 pentagonal rings which connect the midpoints
 * of the edges of a dodecahedron.  A pyramid of these objects is formed,
 * which the viewer looks upon from the point.  A plane is placed behind
 * the pyramid for shadows.  Three light sources.
 *
 * Author:  Eric Haines
 *
 * size_factor determines the number of objects output.
 * Each object has 30 cylinders and 30 spheres.
 * Total objects = SF*SF + (SF-1)*(SF-1) + ... + 1 plus 1 backdrop square.
 * formula for # of spheres or cylinders = 5*SF*(SF+1)*(2*SF+1)
 *
 * size_factor # spheres   # cylinders # squares
 *      1          30            30      1
 *      2         150           150      1
 *      3         420           420      1
 *
 *      7        4200          4200      1
 */

#include <stdio.h>
#include <string.h>
#include <math.h>
#include "lwmod.h"
#include "def.h"
#include "lib.h"

static int size_factor;
static int output_format = 0;
static char *spdName = "Rings";

/* if spread out is > 1, succeeding layers spread out more */
#define  SPREAD_OUT     1

/* Create the set of 30 points needed to generate the rings */
static void
create_dodec( minor_radius, vertex )
double minor_radius ;
COORD3 vertex[30] ;
{
    int num_vertex, num_pentagon ;
    double scale, x_rotation, z_rotation ;
    COORD3 temp_vertex ;
    MATRIX x_matrix, z_matrix ;

    /* scale object to fit in a sphere of radius 1 */
    scale = 1.0 / ( 1.0 + minor_radius ) ;

    /*
    * define one pentagon as on the XY plane, with points starting along +X
    * and N fifths of the way around the Z axis.
    */
    for ( num_vertex = 0 ; num_vertex < 5 ; ++num_vertex ) {
      vertex[num_vertex][X] = scale * cos((double)num_vertex * 2.0*PI/5.0 ) ;
      vertex[num_vertex][Y] = scale * sin((double)num_vertex * 2.0*PI/5.0 ) ;
      vertex[num_vertex][Z] = 0.0 ;
      vertex[num_vertex][W] = 1.0 ;
    }

    /*
    * find the rotation angle (in radians) along the X axis:
    * angle between two adjacent dodecahedron faces.
    */
    x_rotation = 2.0 *
      acos( cos( (double)(PI/3.0) ) / sin( (double)(PI/5.0) ) ) ;
    lib_create_rotate_matrix( x_matrix, X_AXIS, x_rotation ) ;

    /*
    * Find each of the other 5 pentagons:  rotate along the X axis,
    * then rotate on the Z axis.
    */
    for ( num_pentagon = 1 ; num_pentagon < 6 ; ++num_pentagon ) {
      /*
       * find the rotation angle (in radians) along the Z axis:
       * 1/10th plus N fifths of the way around * 2 * PI.
       */
      z_rotation = PI*( 2.0*(double)(num_pentagon-1)+1.0 ) / 5.0 ;
      lib_create_rotate_matrix( z_matrix, Z_AXIS, z_rotation ) ;

      for ( num_vertex = 0 ; num_vertex < 5 ; ++num_vertex ) {

         lib_transform_point( temp_vertex
            , vertex[num_vertex]
            , x_matrix
            ) ;

         lib_transform_point( vertex[5*num_pentagon+num_vertex]
            , temp_vertex
            , z_matrix
            ) ;
      }
    }
}


void spdRings( int sf )
{
    int  prev_elem, num_elem, num_depth, num_objx, num_objz, ci;
    double radius, spread, y_diff, xz_diff ;
    COORD4 base_pt, apex_pt, light ;
    COORD3 from, at, up ;
    COORD3 wvec ;
    COORD3 back_color, ring_color[6] ;
    COORD3 wall[4], offset, dodec[30] ;
    double lscale;


    size_factor = sf;

    radius = 0.07412 ;  /* cone and sphere radius */

    /* calculate spread of objects */
    spread = 1 / sin( (double)( PI/8.0 ) ) ;
    if ( SPREAD_OUT <= spread ) {
      y_diff = spread / SPREAD_OUT ;
      xz_diff = 1.0 ;
    }
    else {
      y_diff = 1.0 ;
      xz_diff = SPREAD_OUT / spread ;
    }

    /* output background color - UNC sky blue */
    /* NOTE: Do this BEFORE lib_output_viewpoint(), for display_init() */
    /* note that the background color should never be seen */
    SET_COORD3( back_color, 0.078, 0.361, 0.753 ) ;
    lib_output_background_color( back_color ) ;

    /* output viewpoint */
    SET_COORD3( from, -1.0, -spread, 0.5 ) ;
    SET_COORD3( at, from[X], from[Y] + 1.0, from[Z] ) ;
    SET_COORD3( up, 0.0, 0.0, 1.0 ) ;
    lib_output_viewpoint( from, at, up, 45.0, 1.0, 1.0, 512, 512);

    /*
    * For raytracers that don't scale the light intensity,
    * we will do it for them
    */
#define NUM_LIGHTS    3
    lscale = 1.0 / sqrt(NUM_LIGHTS);

    /* output light source */
    SET_COORD4( light, 3.0, -spread, 3.0, lscale ) ;
    lib_output_light( light ) ;
    SET_COORD4( light, -4.0, -spread, 1.0, lscale ) ;
    lib_output_light( light ) ;
    SET_COORD4( light, 2.0, -spread, -4.0, lscale ) ;
    lib_output_light( light ) ;

    /* output wall polygon - white */
    SET_COORD3( back_color, 1.0, 1.0, 1.0 ) ;
    lib_output_color(spdName, 1, back_color, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0);

    /* just spans 45 degree view + 1% */
    wvec[Y] = y_diff * ( size_factor + 1 ) ;
    wvec[X] = wvec[Z] = 1.01 * ( wvec[Y] - from[Y] ) * tan( PI / 8.0 ) ;
    SET_COORD3( wall[0],  wvec[X]+from[X], wvec[Y],  wvec[Z]+from[Z] ) ;
    SET_COORD3( wall[1], -wvec[X]+from[X], wvec[Y],  wvec[Z]+from[Z] ) ;
    SET_COORD3( wall[2], -wvec[X]+from[X], wvec[Y], -wvec[Z]+from[Z] ) ;
    SET_COORD3( wall[3],  wvec[X]+from[X], wvec[Y], -wvec[Z]+from[Z] ) ;
    lib_output_polygon( 4, wall ) ;

    /* set up ring colors - RGB and complements */
    SET_COORD3( ring_color[0], 1.0, 0.0, 0.0 ) ;
    SET_COORD3( ring_color[1], 0.0, 1.0, 0.0 ) ;
    SET_COORD3( ring_color[2], 0.0, 0.0, 1.0 ) ;
    SET_COORD3( ring_color[3], 0.0, 1.0, 1.0 ) ;
    SET_COORD3( ring_color[4], 1.0, 0.0, 1.0 ) ;
    SET_COORD3( ring_color[5], 1.0, 1.0, 0.0 ) ;

    create_dodec( radius, dodec ) ;
    /* radius of osculating cylinders and spheres (no derivation given) */
    base_pt[W] = apex_pt[W] = radius ;

    lwMonitorBegin( spdName, "Creating rings.", size_factor );
    for ( num_depth = 0 ; num_depth < size_factor ; ++num_depth ) {
      if ( lwMonitorStep( 1 ))
         return;
      offset[Y] = y_diff * (double)(num_depth+1) ;
      for ( num_objz = 0 ; num_objz <= num_depth ; ++num_objz ) {
         offset[Z] = xz_diff * (double)(2*num_objz - num_depth) ;
         for ( num_objx = 0 ; num_objx <= num_depth ; ++num_objx ) {
            offset[X] = xz_diff * (double)(2*num_objx - num_depth) ;
            for ( num_elem = 0 ; num_elem < 30 ; ++num_elem ) {
               ci = num_elem / 5;
               COPY_COORD3( base_pt, dodec[num_elem] ) ;
               ADD2_COORD3( base_pt, offset ) ;
               if ( num_elem%5 == 0 ) {
                  prev_elem = num_elem + 4 ;
                  /* new ring beginning - output color */
                  lib_output_color( spdName, ci + 2, ring_color[ ci ],
                     0.0, 0.5, 0.2, 0.3, 37.0, 0.0, 0.0 );
               }
               else {
                  prev_elem = num_elem - 1 ;
               }
               COPY_COORD3( apex_pt, dodec[prev_elem] ) ;
               ADD2_COORD3( apex_pt, offset ) ;

               lib_output_cylcone( base_pt, apex_pt, output_format ) ;
               lib_output_sphere( base_pt, output_format ) ;
            }
         }
      }
    }
    lwMonitorDone();
}
