Mercurial > mplayer.hg
comparison libvo/matrixview.c @ 36241:0cfa55e44ea5
Remove code related to unused lighting.
author | reimar |
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date | Wed, 12 Jun 2013 18:54:14 +0000 |
parents | f73711af11ae |
children | 406e87858d1f |
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36240:e8640e3f9b7e | 36241:0cfa55e44ea5 |
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32 #include "matrixview_font.h" | 32 #include "matrixview_font.h" |
33 | 33 |
34 static float matrix_contrast = 1.5; | 34 static float matrix_contrast = 1.5; |
35 static float matrix_brightness = 1.0; | 35 static float matrix_brightness = 1.0; |
36 | 36 |
37 // Settings for our light. Try playing with these (or add more lights). | |
38 static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f }; | |
39 static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f }; | |
40 static float Light_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f }; | |
41 | |
42 static const uint8_t flare[4][4] = { | 37 static const uint8_t flare[4][4] = { |
43 { 0, 0, 0, 0}, | 38 { 0, 0, 0, 0}, |
44 { 0, 180, 0, 0}, | 39 { 0, 180, 0, 0}, |
45 { 0, 0, 0, 0}, | 40 { 0, 0, 0, 0}, |
46 { 0, 0, 0, 0} | 41 { 0, 0, 0, 0} |
74 light *= matrix_brightness; | 69 light *= matrix_brightness; |
75 num2 = num / 10; | 70 num2 = num / 10; |
76 num3 = num - (num2 * 10); | 71 num3 = num - (num2 * 10); |
77 ty = (float)num2 / 7; | 72 ty = (float)num2 / 7; |
78 tx = (float)num3 / 10; | 73 tx = (float)num3 / 10; |
79 mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting | |
80 mpglColor4ub(0, 255, 0, light); // Basic polygon color | 74 mpglColor4ub(0, 255, 0, light); // Basic polygon color |
81 | 75 |
82 mpglTexCoord2f(tx, ty); | 76 mpglTexCoord2f(tx, ty); |
83 mpglVertex3f(x, y, z); | 77 mpglVertex3f(x, y, z); |
84 mpglTexCoord2f(tx + 0.1, ty); | 78 mpglTexCoord2f(tx + 0.1, ty); |
96 | 90 |
97 num2 = num / 10; | 91 num2 = num / 10; |
98 num3 = num - (num2 * 10); | 92 num3 = num - (num2 * 10); |
99 ty = (float)num2 / 7; | 93 ty = (float)num2 / 7; |
100 tx = (float)num3 / 10; | 94 tx = (float)num3 / 10; |
101 mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting | |
102 mpglColor4ub(255, 255, 255, 128); // Basic polygon color | 95 mpglColor4ub(255, 255, 255, 128); // Basic polygon color |
103 | 96 |
104 mpglTexCoord2f(tx, ty); | 97 mpglTexCoord2f(tx, ty); |
105 mpglVertex3f(x, y, z); | 98 mpglVertex3f(x, y, z); |
106 mpglTexCoord2f(tx + 0.1, ty); | 99 mpglTexCoord2f(tx + 0.1, ty); |
111 mpglVertex3f(x, y - 1, z); | 104 mpglVertex3f(x, y - 1, z); |
112 } | 105 } |
113 | 106 |
114 static void draw_flare(float x, float y, float z) //flare | 107 static void draw_flare(float x, float y, float z) //flare |
115 { | 108 { |
116 mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting | |
117 mpglColor4ub(255, 255, 255, 204); // Basic polygon color | 109 mpglColor4ub(255, 255, 255, 204); // Basic polygon color |
118 | 110 |
119 mpglTexCoord2f(0, 0); | 111 mpglTexCoord2f(0, 0); |
120 mpglVertex3f(x - 1, y + 1, z); | 112 mpglVertex3f(x - 1, y + 1, z); |
121 mpglTexCoord2f(0.75, 0); | 113 mpglTexCoord2f(0.75, 0); |
279 | 271 |
280 // Depth to clear depth buffer to; type of test. | 272 // Depth to clear depth buffer to; type of test. |
281 mpglClearDepth(1.0); | 273 mpglClearDepth(1.0); |
282 mpglDepthFunc(GL_LESS); | 274 mpglDepthFunc(GL_LESS); |
283 | 275 |
284 // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun. | |
285 mpglShadeModel(GL_SMOOTH); | |
286 | |
287 // Set up a light, turn it on. | |
288 mpglLightfv(GL_LIGHT1, GL_POSITION, Light_Position); | |
289 mpglLightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient); | |
290 mpglLightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse); | |
291 mpglEnable(GL_LIGHT1); | |
292 | |
293 // A handy trick -- have surface material mirror the color. | |
294 mpglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); | |
295 mpglEnable(GL_COLOR_MATERIAL); | |
296 | |
297 // Allow adjusting of texture color via glColor | 276 // Allow adjusting of texture color via glColor |
298 mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | 277 mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
299 | 278 |
300 mpglEnable(GL_BLEND); | 279 mpglEnable(GL_BLEND); |
301 mpglEnable(GL_TEXTURE_2D); | 280 mpglEnable(GL_TEXTURE_2D); |
302 | 281 |
303 mpglDisable(GL_LIGHTING); | |
304 mpglBlendFunc(GL_SRC_ALPHA, GL_ONE); | 282 mpglBlendFunc(GL_SRC_ALPHA, GL_ONE); |
305 mpglDisable(GL_DEPTH_TEST); | 283 mpglDisable(GL_DEPTH_TEST); |
306 | 284 |
307 matrixview_reshape(w, h); | 285 matrixview_reshape(w, h); |
308 } | 286 } |