annotate libvo/matrixview.c @ 34446:09020543b462

Remove file that was checked in accidentally (it was missing the .md5 part).
author reimar
date Sun, 08 Jan 2012 13:46:29 +0000
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children f464ea910bd2
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1 /*
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2 * Copyright (C) 2003 Alex Zolotov <nightradio@knoppix.ru>
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3 * Mucked with by Tugrul Galatali <tugrul@galatali.com>
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4 *
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5 * MatrixView is free software; you can redistribute it and/or modify
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6 * it under the terms of the GNU General Public License as published by
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7 * the Free Software Foundation; either version 2 of the License, or
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8 * (at your option) any later version.
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9 *
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10 * MatrixView is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 * GNU General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU General Public License along
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f91c628dc701 Refer to MatrixView instead of MPlayer in code taken from MatrixView.
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16 * with MatrixView; if not, write to the Free Software Foundation, Inc.,
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17 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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18 */
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19
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20 /**
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21 * Ported to an MPlayer video out plugin by Pigeon <pigeon at pigeond.net>
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22 * August 2006
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23 */
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24
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25 #include <math.h>
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26 #include <stdio.h>
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27 #include <stdint.h>
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28 #include <stdlib.h>
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29 #include <string.h>
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30 #include "gl_common.h"
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31 #include "matrixview.h"
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32 #include "matrixview_font.h"
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33
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34 static float matrix_contrast = 1.5;
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35 static float matrix_brightness = 1.0;
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36
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37 // Settings for our light. Try playing with these (or add more lights).
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38 static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
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39 static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f };
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40 static float Light_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f };
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41
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42 static const uint8_t flare[4][4] = {
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43 { 0, 0, 0, 0},
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44 { 0, 180, 0, 0},
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45 { 0, 0, 0, 0},
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46 { 0, 0, 0, 0}
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47 };
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48
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49 #define MAX_TEXT_X 0x4000
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50 #define MAX_TEXT_Y 0x4000
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51 static int text_x = 0;
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52 static int text_y = 0;
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53 #define _text_x (text_x/2)
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54 #define _text_y (text_y/2)
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55
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56 // Scene position
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57 #define Z_Off -128.0f
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58 #define Z_Depth 8
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59
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60 static uint8_t *speed;
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61 static uint8_t *text;
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62 static uint8_t *text_light;
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63 static float *text_depth;
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64
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65 static float *bump_pic;
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66
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67 static void draw_char(int num, float light, float x, float y, float z)
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68 {
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69 float tx, ty;
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70 int num2, num3;
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71
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72 num &= 63;
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73 //light = light / 255; //light=7-light;num+=(light*60);
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74 light = light / 255 * matrix_brightness;
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75 num2 = num / 10;
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76 num3 = num - (num2 * 10);
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77 ty = (float)num2 / 7;
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78 tx = (float)num3 / 10;
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79 mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
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80 mpglColor4f(0.0, 1.0, 0.0, light); // Basic polygon color
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81
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82 mpglTexCoord2f(tx, ty);
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83 mpglVertex3f(x, y, z);
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84 mpglTexCoord2f(tx + 0.1, ty);
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85 mpglVertex3f(x + 1, y, z);
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86 mpglTexCoord2f(tx + 0.1, ty + 0.166);
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87 mpglVertex3f(x + 1, y - 1, z);
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88 mpglTexCoord2f(tx, ty + 0.166);
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89 mpglVertex3f(x, y - 1, z);
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90 }
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91
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92 static void draw_illuminatedchar(int num, float x, float y, float z)
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93 {
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94 float tx, ty;
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95 int num2, num3;
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96
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97 num2 = num / 10;
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98 num3 = num - (num2 * 10);
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99 ty = (float)num2 / 7;
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100 tx = (float)num3 / 10;
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101 mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
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102 mpglColor4f(1.0, 1.0, 1.0, .5); // Basic polygon color
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103
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104 mpglTexCoord2f(tx, ty);
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105 mpglVertex3f(x, y, z);
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106 mpglTexCoord2f(tx + 0.1, ty);
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107 mpglVertex3f(x + 1, y, z);
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108 mpglTexCoord2f(tx + 0.1, ty + 0.166);
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109 mpglVertex3f(x + 1, y - 1, z);
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110 mpglTexCoord2f(tx, ty + 0.166);
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111 mpglVertex3f(x, y - 1, z);
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112 }
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113
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114 static void draw_flare(float x, float y, float z) //flare
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115 {
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116 mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
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117 mpglColor4f(1.0, 1.0, 1.0, .8); // Basic polygon color
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118
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119 mpglTexCoord2f(0, 0);
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120 mpglVertex3f(x - 1, y + 1, z);
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121 mpglTexCoord2f(0.75, 0);
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122 mpglVertex3f(x + 2, y + 1, z);
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123 mpglTexCoord2f(0.75, 0.75);
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124 mpglVertex3f(x + 2, y - 2, z);
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125 mpglTexCoord2f(0, 0.75);
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126 mpglVertex3f(x - 1, y - 2, z);
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127 }
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128
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129 static void draw_text(uint8_t *pic)
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130 {
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131 int x, y;
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132 int p = 0;
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133 int c, c_pic;
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134 int pic_fade = 255;
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135
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136 for (y = _text_y; y > -_text_y; y--) {
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137 for (x = -_text_x; x < _text_x; x++) {
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138 c = text_light[p] - (text[p] >> 1);
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139 c += pic_fade;
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140 if (c > 255)
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141 c = 255;
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142
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143 if (pic) {
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144 // Original code
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145 //c_pic = pic[p] * matrix_contrast - (255 - pic_fade);
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146
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147 c_pic = (255 - pic[p]) * matrix_contrast - (255 - pic_fade);
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148
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149 if (c_pic < 0)
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150 c_pic = 0;
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151
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152 c -= c_pic;
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153
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154 if (c < 0)
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155 c = 0;
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156
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157 bump_pic[p] = (255.0f - c_pic) / (256 / Z_Depth);
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158 } else {
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159 bump_pic[p] = Z_Depth;
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160 }
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161
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162 if (text[p] && c > 10)
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163 draw_char(text[p] + 1, c, x, y, text_depth[p] + bump_pic[p]);
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164
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165 if (text_depth[p] < 0.1)
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166 text_depth[p] = 0;
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167 else
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168 text_depth[p] /= 1.1;
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169
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170 if (text_light[p] > 128 && text_light[p + text_x] < 10)
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171 draw_illuminatedchar(text[p] + 1, x, y,
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172 text_depth[p] + bump_pic[p]);
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173
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174 p++;
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175 }
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176 }
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177 }
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178
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179 static void draw_flares(void)
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180 {
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181 float x, y;
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182 int p = 0;
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183
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184 for (y = _text_y; y > -_text_y; y--) {
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185 for (x = -_text_x; x < _text_x; x++) {
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186 if (text_light[p] > 128 && text_light[p + text_x] < 10)
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187 draw_flare(x, y, text_depth[p] + bump_pic[p]);
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188 p++;
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189 }
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190 }
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191 }
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192
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193 static void scroll(double dCurrentTime)
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194 {
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195 int a, s, polovina;
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196 //static double dLastCycle = -1;
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197 static double dLastMove = -1;
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198
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199 if (dCurrentTime - dLastMove > 1.0 / (text_y / 1.5)) {
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200 dLastMove = dCurrentTime;
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201
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202 polovina = text_x * text_y / 2;
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203 s = 0;
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204 for (a = text_x * text_y + text_x - 1; a >= text_x; a--) {
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205 if (speed[s])
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206 text_light[a] = text_light[a - text_x]; //scroll light table down
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207 s++;
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208 if (s >= text_x)
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209 s = 0;
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210 }
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211 memmove(text_light + text_x, text_light, text_x * text_y);
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212 memset(text_light, 253, text_x);
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213
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214 s = 0;
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215 for (a = polovina; a < text_x * text_y; a++) {
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216 if (text_light[a] == 255)
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217 text_light[s] = text_light[s + text_x] >> 1; //make black bugs in top line
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218
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219 s++;
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220
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221 if (s >= text_x)
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222 s = 0;
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223 }
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224 }
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225 }
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226
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227 static void make_change(double dCurrentTime)
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228 {
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229 int r = rand() % text_x * text_y;
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230
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231 text[r] += 133; //random bugs
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232
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233 r = rand() % (4 * text_x);
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234 if (r < text_x && text_light[r])
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235 text_light[r] = 255; //white bugs
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236
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237 scroll (dCurrentTime);
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238 }
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239
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240
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241 static void make_text(void)
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242 {
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243 int a;
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244
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245 for (a = 0; a < text_x * text_y; a++)
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246 text[a] = rand() >> 8; // avoid the lowest bits of rand()
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247
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248 for (a = 0; a < text_x; a++)
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249 speed[a] = rand() >= RAND_MAX / 2;
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250 }
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251
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252 static void ourBuildTextures(void)
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253 {
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254 mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
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255 font_texture);
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256 mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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257 mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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258
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259 mpglBindTexture(GL_TEXTURE_2D, 1);
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260 mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
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261 flare);
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262 mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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263 mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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264
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265 // Some pretty standard settings for wrapping and filtering.
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266 mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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267 mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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268 mpglBindTexture(GL_TEXTURE_2D, 0);
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269 }
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270
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271 void matrixview_init(int w, int h)
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272 {
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273 make_text();
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274
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275 ourBuildTextures();
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276
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277 // Color to clear color buffer to.
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278 mpglClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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279
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280 // Depth to clear depth buffer to; type of test.
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281 mpglClearDepth(1.0);
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282 mpglDepthFunc(GL_LESS);
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283
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284 // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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285 mpglShadeModel(GL_SMOOTH);
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286
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287 // Set up a light, turn it on.
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288 mpglLightfv(GL_LIGHT1, GL_POSITION, Light_Position);
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289 mpglLightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient);
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290 mpglLightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse);
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291 mpglEnable(GL_LIGHT1);
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292
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293 // A handy trick -- have surface material mirror the color.
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294 mpglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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295 mpglEnable(GL_COLOR_MATERIAL);
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296
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297 // Allow adjusting of texture color via glColor
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298 mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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299
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300 mpglEnable(GL_BLEND);
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301 mpglEnable(GL_TEXTURE_2D);
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302
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303 mpglDisable(GL_LIGHTING);
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304 mpglBlendFunc(GL_SRC_ALPHA, GL_ONE);
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305 mpglDisable(GL_DEPTH_TEST);
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306
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307 matrixview_reshape(w, h);
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308 }
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309
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310
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311 void matrixview_reshape(int w, int h)
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312 {
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313 double nearplane = -Z_Off - Z_Depth;
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314 // perspective projection, also adjusting vertex position
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315 // by Z_Off and with simplified Z equation since the absolute
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316 // Z value does not matter, only relative to other pixels
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317 float matrix[16] = {
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318 nearplane / _text_x, 0, 0, 0,
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319 0, nearplane / _text_y, 0, 0,
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320 0, 0, 1, -1,
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321 0, 0, 0, -Z_Off
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322 };
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323 mpglViewport(0, 0, w, h);
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324
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325 mpglMatrixMode(GL_PROJECTION);
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326 mpglLoadMatrixf(matrix);
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327
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328 mpglMatrixMode(GL_MODELVIEW);
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329 mpglLoadIdentity();
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330 }
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331
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332
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333 void matrixview_draw(int w, int h, double currentTime, float frameTime,
4e0755091f55 prettyprinting cosmetics
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334 uint8_t *data)
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335 {
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336 // Clear the color and depth buffers.
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337 mpglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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338
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339 // OK, let's start drawing our planer quads.
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340 mpglBegin(GL_QUADS);
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341 draw_text(data);
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342 mpglEnd();
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343
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344 mpglBindTexture(GL_TEXTURE_2D, 1);
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345 mpglBegin(GL_QUADS);
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346 draw_flares();
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347 mpglEnd();
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348 mpglBindTexture(GL_TEXTURE_2D, 0);
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349
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350 make_change(currentTime);
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351 }
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352
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353 void matrixview_contrast_set(float contrast)
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354 {
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355 matrix_contrast = contrast;
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356 }
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357
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358 void matrixview_brightness_set(float brightness)
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359 {
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360 matrix_brightness = brightness;
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361 }
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362
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363
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364 void matrixview_matrix_resize(int w, int h)
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365 {
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366 int elems;
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367 free(speed);
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368 speed = NULL;
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369 free(text);
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370 text = NULL;
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371 free(text_light);
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372 text_light = NULL;
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373 free(text_depth);
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374 text_depth = NULL;
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375 if (w > MAX_TEXT_X || h > MAX_TEXT_Y)
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376 return;
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377 elems = w * (h + 1);
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378 speed = calloc(w, sizeof(*speed));
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379 text = calloc(elems, sizeof(*text));
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380 text_light = calloc(elems, sizeof(*text_light));
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381 text_depth = calloc(elems, sizeof(*text_depth));
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382 bump_pic = calloc(elems, sizeof(*bump_pic));
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383 text_x = w;
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384 text_y = h;
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385 make_text();
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386 }