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  1. Since monoceres has released I'm searching for a way to map the 2D image of the earth to a 3D sphere with rotation. Here the result (after 9 years!) as a non realistic physical animation: ==> Due to the fact that AutoIt / GDI+ are not that fast I couldn't add a moon animation additionally. Thanks to one of Eukalyptus' code to pointing me to the right direction. U rock man. Source code extract only - not working because of missing binary data (images): ;coded by UEZ build 2017-02-25 #pragma compile(Icon, "c:\Program Files (x86)\AutoIt3\Icons\au3.ico") #AutoIt3Wrapper_Run_Au3Stripper=y #Au3Stripper_Parameters=/so /pe /rm #AutoIt3Wrapper_Run_After=del /f /q "%scriptdir%\%scriptfile%_stripped.au3" #include <GDIPlus.au3> #include <GuiConstantsEx.au3> #include <WindowsConstants.au3> _GDIPlus_Startup() Global $hGUI, $iFPS = 0, $iShowFPS = 0, $bExit Global Const $iW = 800, $iH = 500, $iWh = $iW / 2, $iHh = $iH / 2, $sTitle = "GDI+ Rotating Earth coded by UEZ 2017" Global Const $fPi = ACos(-1), $fRad = $fPi / 180, $fDeg = 180 / $fPi AutoItSetOption("GUIOnEventMode", 1) GDIPlus_RotatingEarth() AutoItSetOption("GUIOnEventMode", 0) _GDIPlus_Shutdown() Func GDIPlus_RotatingEarth() $bExit = False $hGUI = GUICreate($sTitle, $iW, $iH) ;, 0, 0, $WS_POPUP) GUISetState(@SW_SHOW, $hGUI) ;~ GUISetCursor(16, 1) ;create canvas elements Local Const $hDC = _WinAPI_GetDC($hGUI) Local Const $hHBitmap = _WinAPI_CreateCompatibleBitmap($hDC, $iW, $iH) Local Const $hDC_backbuffer = _WinAPI_CreateCompatibleDC($hDC) Local Const $DC_obj = _WinAPI_SelectObject($hDC_backbuffer, $hHBitmap) Local Const $hCanvas = _GDIPlus_GraphicsCreateFromHDC($hDC_backbuffer) _GDIPlus_GraphicsSetSmoothingMode($hCanvas, $GDIP_SMOOTHINGMODE_HIGHQUALITY) _GDIPlus_GraphicsSetPixelOffsetMode($hCanvas, $GDIP_PIXELOFFSETMODE_HIGHQUALITY) Local Const $hBrush_Clr = _GDIPlus_BrushCreateSolid(0xFF000000), _ $hBrush_FPS = _GDIPlus_BrushCreateSolid(0xFFF0F0F0), _ $hFormat_FPS = _GDIPlus_StringFormatCreate(), _ $hFamily_FPS = _GDIPlus_FontFamilyCreate("Arial"), _ $hFont_FPS = _GDIPlus_FontCreate($hFamily_FPS, 8), _ $tLayout_FPS = _GDIPlus_RectFCreate(0, 0, 60, 16), _ $hImage_Earth = _GDIPlus_BitmapCreateFromMemory(_Earth()), _ $hImage_Galaxy = _GDIPlus_BitmapCreateFromMemory(_Galaxy()), _ $hMatrix = _GDIPlus_MatrixCreate(), $hPath = _GDIPlus_PathCreate() Local $aDim = _GDIPlus_ImageGetDimension($hImage_Earth) Local Const $hGfx = _GDIPlus_ImageGetGraphicsContext($hImage_Earth) _GDIPlus_GraphicsDrawStringEx($hGfx, "Coded by UEZ 2017 ;-)", $hFont_FPS, _GDIPlus_RectFCreate(0, $aDim[1] / 2 - 4, 120, 12), $hFormat_FPS, $hBrush_FPS) _GDIPlus_ImageDispose($hGfx) Local Const $hTexture_Earth = _GDIPlus_TextureCreate($hImage_Earth) DllCall($__g_hGDIPDll, "int", "GdipTranslateTextureTransform", "ptr", $hTexture_Earth, "float", -200, "float", 0, "long", 0) Local $iDiameter = $aDim[0] < $aDim[1] ? $aDim[0] : $aDim[1], _ $iDiameter2 = $iDiameter / 2, _ $fDX = ($iW - $iDiameter) / 2, $fDY = ($iH - $iDiameter) / 2 _GDIPlus_PathAddEllipse($hPath, $fDX - 1, $fDY - 1, $iDiameter + 2, $iDiameter + 2) Local Const $hBrush = _GDIPlus_PathBrushCreateFromPath($hPath) _GDIPlus_PathBrushSetCenterColor($hBrush, 0x04000008) _GDIPlus_PathBrushSetCenterPoint($hBrush, $fDX + $iDiameter2 + 1, $fDY + $iDiameter2 + 1) _GDIPlus_PathBrushSetSurroundColor($hBrush, 0xF0000000) _GDIPlus_PathBrushSetGammaCorrection($hBrush, 1) _GDIPlus_PathBrushSetFocusScales($hBrush, 0.5, 0.5) $iFPS = 0 GUISetOnEvent($GUI_EVENT_CLOSE, "_Exit_About") AdlibRegister("CalcFPS", 1000) Local $fScale, $fTmp, $iStep = 2 ;the higher $iStep is the faster the animation & lower the quality. Do ;~ DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush_Clr, "float", 0, "float", 0, _ ;~ "float", $iW, "float", $iH) ;erase canvas background ;~ _WinAPI_BitBlt($hDC_backbuffer, 0, 0, $iW, $iH, $hDC_backbuffer, 0, 0, $BLACKNESS) _GDIPlus_GraphicsDrawImageRect($hCanvas, $hImage_Galaxy, 0, 0, $iW, $iH) DllCall($__g_hGDIPDll, "int", "GdipTranslateTextureTransform", "ptr", $hTexture_Earth, "float", 0.75, "float", 0, "long", 0) For $i = 1 To $iDiameter2 Step $iStep $fScale = 1 + $i / $iDiameter2 _GDIPlus_MatrixSetElements($hMatrix, 1, 0, 0, 1, 0, 0) _GDIPlus_MatrixTranslate($hMatrix, $fDX + $iDiameter2, $fDY + $iDiameter2) _GDIPlus_MatrixScale($hMatrix, $fScale, $fScale) _GDIPlus_MatrixTranslate($hMatrix, -$iDiameter2, -$iDiameter2) _GDIPlus_GraphicsSetTransform($hCanvas, $hMatrix) DllCall($__g_hGDIPDll, "int", "GdipFillEllipse", "handle", $hCanvas, "handle", $hTexture_Earth, _ "float", $i, "float", $i, "float", $iDiameter - $i * 2, "float", $iDiameter - $i * 2) Next _GDIPlus_MatrixSetElements($hMatrix, 1, 0, 0, 1, 0, 0) _GDIPlus_GraphicsSetTransform($hCanvas, $hMatrix) _GDIPlus_GraphicsFillRect($hCanvas, $fDX, $fDY, $iDiameter, $iDiameter, $hBrush) _GDIPlus_GraphicsDrawStringEx($hCanvas, "FPS: " & $iShowFPS, $hFont_FPS, $tLayout_FPS, $hFormat_FPS, $hBrush_FPS) ;draw background message text _WinAPI_BitBlt($hDC, 0, 0, $iW, $iH, $hDC_backbuffer, 0, 0, $SRCCOPY) ;blit drawn bitmap to GUI $iFPS += 1 If $bExit Then ExitLoop Until Not Sleep(10) AdlibUnRegister("CalcFPS") ;release resources _GDIPlus_BrushDispose($hBrush) _GDIPlus_PathDispose($hPath) _GDIPlus_MatrixDispose($hMatrix) _GDIPlus_ImageDispose($hImage_Earth) _GDIPlus_ImageDispose($hImage_Galaxy) _GDIPlus_BrushDispose($hTexture_Earth) _GDIPlus_FontDispose($hFont_FPS) _GDIPlus_FontFamilyDispose($hFamily_FPS) _GDIPlus_StringFormatDispose($hFormat_FPS) _GDIPlus_BrushDispose($hBrush_Clr) _GDIPlus_BrushDispose($hBrush_FPS) _GDIPlus_GraphicsDispose($hCanvas) _WinAPI_SelectObject($hDC_backbuffer, $DC_obj) _WinAPI_DeleteDC($hDC_backbuffer) _WinAPI_DeleteObject($hHBitmap) _WinAPI_ReleaseDC($hGUI, $hDC) GUIDelete($hGUI) EndFunc ;==>GDIPlus_RotatingEarth Func _Exit_About() $bExit = True EndFunc ;==>_Exit_About Func CalcFPS() ;display FPS $iShowFPS = $iFPS $iFPS = 0 EndFunc ;==>CalcFPS ;Code below was generated by: 'File to Base64 String' Code Generator v1.20 Build 2016-12-01 ... Download: Rotating Earth v1.7.au3 In line 92 you can modify the $iStep variable -> the higher $iStep is the faster the animation & lower the quality. So long...
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