annotate libvo/matrixview.c @ 36249:93f1111ab78b

Simplify texture coordinate calculation.
author reimar
date Wed, 12 Jun 2013 18:54:25 +0000
parents 15de38d9f726
children
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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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ab027cdbba31 Change license terms for matrixview to GPLv2 "or later", all known
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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 #define MAX_TEXT_X 0x4000
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38 #define MAX_TEXT_Y 0x4000
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39 static int text_x = 0;
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40 static int text_y = 0;
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41 #define _text_x (text_x/2)
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42 #define _text_y (text_y/2)
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43
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44 // Scene position
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45 #define Z_Off -128.0f
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46 #define Z_Depth 8
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47
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48 static uint8_t *speed;
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49 static uint8_t *text;
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50 static uint8_t *text_light;
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51
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52 static float *bump_pic;
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53
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54 static void draw_flare(float x, float y, float z);
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55
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56 static void draw_char(int num, int light, int illuminated, float x, float y, float z)
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57 {
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58 int light2 = 0;
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59 float tx, ty;
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60
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61 num %= 55;
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62 if (light < 10) light = 0;
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63 //light = light / 255; //light=7-light;num+=(light*60);
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64 light *= matrix_brightness;
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65 if (illuminated) {
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66 draw_flare(x, y, z);
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67 light += 128;
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68 if (light > 255) light = 255;
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69 light2 = 128;
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70 }
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71 ty = (float)(num / 10) / 6;
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72 tx = (float)(num % 10) / 10;
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73 mpglColor4ub(light2, light, light2, 255); // Basic polygon color
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74
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75 mpglTexCoord2f(tx, ty);
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76 mpglVertex3f(x, y, z);
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77 mpglTexCoord2f(tx + 0.1, ty);
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78 mpglVertex3f(x + 1, y, z);
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79 mpglTexCoord2f(tx + 0.1, ty + 0.166);
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80 mpglVertex3f(x + 1, y - 1, z);
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81 mpglTexCoord2f(tx, ty + 0.166);
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82 mpglVertex3f(x, y - 1, z);
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83 }
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84
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85 static void draw_flare(float x, float y, float z) //flare
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86 {
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87 mpglColor4ub(204, 204, 204, 255); // Basic polygon color
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88
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89 mpglTexCoord2f(1.0 - 4.0/128, 1.0 - 4.0/64);
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90 mpglVertex3f(x - 1, y + 1, z);
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91 mpglTexCoord2f(1.0 - 1.0/128, 1.0 - 4.0/64);
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92 mpglVertex3f(x + 2, y + 1, z);
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93 mpglTexCoord2f(1.0 - 1.0/128, 1.0 - 1.0/64);
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94 mpglVertex3f(x + 2, y - 2, z);
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95 mpglTexCoord2f(1.0 - 4.0/128, 1.0 - 1.0/64);
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96 mpglVertex3f(x - 1, y - 2, z);
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97 }
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98
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99 static void draw_text(const uint8_t *pic)
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100 {
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101 int x, y;
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102 int p = 0;
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103 int c, c_pic;
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104 int pic_fade = 255;
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105 int illuminated;
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106
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107 for (y = _text_y; y > -_text_y; y--) {
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108 for (x = -_text_x; x < _text_x; x++) {
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109 c = text_light[p] - (text[p] >> 1);
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110 c += pic_fade;
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111 if (c > 255)
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112 c = 255;
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113
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114 if (pic) {
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115 // Original code
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116 //c_pic = pic[p] * matrix_contrast - (255 - pic_fade);
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117
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118 c_pic = (255 - pic[p]) * matrix_contrast - (255 - pic_fade);
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119
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120 if (c_pic < 0)
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121 c_pic = 0;
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122
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123 c -= c_pic;
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124
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125 if (c < 0)
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126 c = 0;
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127
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128 bump_pic[p] = (255.0f - c_pic) / (256 / Z_Depth);
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129 } else {
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130 bump_pic[p] = Z_Depth;
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131 }
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132
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133 illuminated = text_light[p] > 128 && text_light[p + text_x] < 10;
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134 draw_char(text[p], c, illuminated, x, y, bump_pic[p]);
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135
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136 p++;
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137 }
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138 }
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139 }
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140
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141 static void scroll(double dCurrentTime)
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142 {
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143 int a, s, polovina;
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144 //static double dLastCycle = -1;
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145 static double dLastMove = -1;
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146
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147 if (dCurrentTime - dLastMove > 1.0 / (text_y / 1.5)) {
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148 dLastMove = dCurrentTime;
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149
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150 polovina = text_x * text_y / 2;
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151 s = 0;
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152 for (a = text_x * text_y + text_x - 1; a >= text_x; a--) {
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153 if (speed[s])
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154 text_light[a] = text_light[a - text_x]; //scroll light table down
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155 s++;
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156 if (s >= text_x)
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157 s = 0;
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158 }
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159 memmove(text_light + text_x, text_light, text_x * text_y);
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160 memset(text_light, 253, text_x);
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161
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162 s = 0;
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163 for (a = polovina; a < text_x * text_y; a++) {
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164 if (text_light[a] == 255)
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165 text_light[s] = text_light[s + text_x] >> 1; //make black bugs in top line
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166
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167 s++;
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168
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169 if (s >= text_x)
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170 s = 0;
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171 }
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172 }
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173 }
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174
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175 static void make_change(double dCurrentTime)
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176 {
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177 int r = rand() % text_x * text_y;
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178
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179 text[r] += 133; //random bugs
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180
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181 r = rand() % (4 * text_x);
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182 if (r < text_x && text_light[r])
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183 text_light[r] = 255; //white bugs
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184
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185 scroll (dCurrentTime);
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186 }
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187
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188
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189 static void make_text(void)
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190 {
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191 int a;
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192
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193 for (a = 0; a < text_x * text_y; a++)
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194 text[a] = rand() >> 8; // avoid the lowest bits of rand()
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195
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196 for (a = 0; a < text_x; a++)
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197 speed[a] = rand() >= RAND_MAX / 2;
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198 }
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199
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200 static void ourBuildTextures(void)
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201 {
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202 mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
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203 font_texture);
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204 mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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205 mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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206 }
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207
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208 void matrixview_init(int w, int h)
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209 {
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210 make_text();
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211
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212 ourBuildTextures();
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213
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214 // Color to clear color buffer to.
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215 mpglClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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216
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217 // Allow adjusting of texture color via glColor
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218 mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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219
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220 mpglEnable(GL_BLEND);
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221 mpglEnable(GL_TEXTURE_2D);
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222
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223 mpglBlendFunc(GL_ONE, GL_ONE);
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224
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225 matrixview_reshape(w, h);
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226 }
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227
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228
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229 void matrixview_reshape(int w, int h)
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230 {
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231 double nearplane = -Z_Off - Z_Depth;
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232 // perspective projection, also adjusting vertex position
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233 // by Z_Off and with simplified Z equation since the absolute
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234 // Z value does not matter, only relative to other pixels
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235 float matrix[16] = {
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236 nearplane / _text_x, 0, 0, 0,
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237 0, nearplane / _text_y, 0, 0,
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238 0, 0, 1, -1,
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239 0, 0, 0, -Z_Off
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240 };
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241 mpglViewport(0, 0, w, h);
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242
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243 mpglLoadMatrixf(matrix);
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244 }
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245
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246
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247 void matrixview_draw(double currentTime, const uint8_t *data)
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248 {
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249 // Clear the color and depth buffers.
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250 mpglClear(GL_COLOR_BUFFER_BIT);
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251
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252 // OK, let's start drawing our planer quads.
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253 mpglBegin(GL_QUADS);
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254 draw_text(data);
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255 mpglEnd();
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256
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257 make_change(currentTime);
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258 }
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259
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260 void matrixview_contrast_set(float contrast)
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261 {
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262 matrix_contrast = contrast;
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263 }
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264
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265 void matrixview_brightness_set(float brightness)
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266 {
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267 matrix_brightness = brightness;
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268 }
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269
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270
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271 void matrixview_matrix_resize(int w, int h)
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272 {
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273 int elems;
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274 free(speed);
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275 speed = NULL;
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276 free(text);
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277 text = NULL;
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278 free(text_light);
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279 text_light = NULL;
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280 if (w > MAX_TEXT_X || h > MAX_TEXT_Y)
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281 return;
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282 elems = w * (h + 1);
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283 speed = calloc(w, sizeof(*speed));
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284 text = calloc(elems, sizeof(*text));
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285 text_light = calloc(elems, sizeof(*text_light));
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286 bump_pic = calloc(elems, sizeof(*bump_pic));
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287 text_x = w;
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288 text_y = h;
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289 make_text();
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290 }