comparison libvo/matrixview.c @ 30140:12a49e9ca30e

Finally add matrixview vo. Heavily cleaned up/fixed etc. by me, improvements are still possible though. Patch originally by Pigeon <pigeon at pigeond.net>
author reimar
date Sun, 03 Jan 2010 14:54:51 +0000
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children 4e0755091f55
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30139:47b031706571 30140:12a49e9ca30e
1 /*
2 * Copyright (C) 2003 Alex Zolotov <nightradio@knoppix.ru>
3 * Mucked with by Tugrul Galatali <tugrul@galatali.com>
4 *
5 * MatrixView is free software; you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License version 2 as
7 * published by the Free Software Foundation.
8 *
9 * MatrixView is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License along
15 * with MPlayer; if not, write to the Free Software Foundation, Inc.,
16 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
17 */
18
19 /**
20 * Ported to an MPlayer video out plugin by Pigeon <pigeon at pigeond.net>
21 * August 2006
22 */
23
24 #include <math.h>
25 #include <stdio.h>
26 #include <stdint.h>
27 #include <stdlib.h>
28 #include <string.h>
29 #include "gl_common.h"
30 #include "matrixview.h"
31 #include "matrixview_font.h"
32
33 static float matrix_contrast = 1.5;
34 static float matrix_brightness = 1.0;
35
36 // Settings for our light. Try playing with these (or add more lights).
37 static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
38 static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f };
39 static float Light_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f };
40
41 static const uint8_t flare[4][4] = {
42 { 0, 0, 0, 0},
43 { 0, 180, 0, 0},
44 { 0, 0, 0, 0},
45 { 0, 0, 0, 0}
46 };
47
48 #define MAX_TEXT_X 0x4000
49 #define MAX_TEXT_Y 0x4000
50 static int text_x = 0;
51 static int text_y = 0;
52 #define _text_x text_x/2
53 #define _text_y text_y/2
54
55 // Scene position
56 #define Z_Off -128.0f
57 #define Z_Depth 8
58
59 static uint8_t *speed;
60 static uint8_t *text;
61 static uint8_t *text_light;
62 static float *text_depth;
63
64 static float *bump_pic;
65
66 static void draw_char(int num, float light, float x, float y, float z)
67 {
68 float tx, ty;
69 int num2, num3;
70
71 num &= 63;
72 //light = light / 255; //light=7-light;num+=(light*60);
73 light = light / 255 * matrix_brightness;
74 num2 = num / 10;
75 num3 = num - (num2 * 10);
76 ty = (float)num2 / 7;
77 tx = (float)num3 / 10;
78 Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
79 Color4f(0.0, 1.0, 0.0, light); // Basic polygon color
80
81 TexCoord2f(tx, ty);
82 Vertex3f(x, y, z);
83 TexCoord2f(tx + 0.1, ty);
84 Vertex3f(x + 1, y, z);
85 TexCoord2f(tx + 0.1, ty + 0.166);
86 Vertex3f(x + 1, y - 1, z);
87 TexCoord2f(tx, ty + 0.166);
88 Vertex3f(x, y - 1, z);
89 }
90
91 static void draw_illuminatedchar(int num, float x, float y, float z)
92 {
93 float tx, ty;
94 int num2, num3;
95
96 num2 = num / 10;
97 num3 = num - (num2 * 10);
98 ty = (float)num2 / 7;
99 tx = (float)num3 / 10;
100 Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
101 Color4f(1.0, 1.0, 1.0, .5); // Basic polygon color
102
103 TexCoord2f(tx, ty);
104 Vertex3f(x, y, z);
105 TexCoord2f(tx + 0.1, ty);
106 Vertex3f(x + 1, y, z);
107 TexCoord2f(tx + 0.1, ty + 0.166);
108 Vertex3f(x + 1, y - 1, z);
109 TexCoord2f(tx, ty + 0.166);
110 Vertex3f(x, y - 1, z);
111 }
112
113 static void draw_flare(float x, float y, float z) //flare
114 {
115 Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
116 Color4f(1.0, 1.0, 1.0, .8); // Basic polygon color
117
118 TexCoord2f(0, 0);
119 Vertex3f(x - 1, y + 1, z);
120 TexCoord2f(0.75, 0);
121 Vertex3f(x + 2, y + 1, z);
122 TexCoord2f(0.75, 0.75);
123 Vertex3f(x + 2, y - 2, z);
124 TexCoord2f(0, 0.75);
125 Vertex3f(x - 1, y - 2, z);
126 }
127
128 static void draw_text(uint8_t *pic)
129 {
130 int x, y;
131 int p = 0;
132 int c, c_pic;
133 int pic_fade = 255;
134
135 for (y = _text_y; y > -_text_y; y--) {
136 for (x = -_text_x; x < _text_x; x++) {
137 c = text_light[p] - (text[p] >> 1);
138 c += pic_fade;
139 if (c > 255)
140 c = 255;
141
142 if (pic) {
143 // Original code
144 //c_pic = pic[p] * matrix_contrast - (255 - pic_fade);
145
146 c_pic = (255 - pic[p]) * matrix_contrast - (255 - pic_fade);
147
148 if (c_pic < 0)
149 c_pic = 0;
150
151 c -= c_pic;
152
153 if (c < 0)
154 c = 0;
155
156 bump_pic[p] = (255.0f - c_pic) / (256 / Z_Depth);
157 } else {
158 bump_pic[p] = Z_Depth;
159 }
160
161 if (text[p] && c > 10)
162 draw_char(text[p] + 1, c, x, y, text_depth[p] + bump_pic[p]);
163
164 if (text_depth[p] < 0.1)
165 text_depth[p] = 0;
166 else
167 text_depth[p] /= 1.1;
168
169 if (text_light[p] > 128 && text_light[p + text_x] < 10)
170 draw_illuminatedchar(text[p] + 1, x, y, text_depth[p] + bump_pic[p]);
171
172 p++;
173 }
174 }
175 }
176
177 static void draw_flares(void)
178 {
179 float x, y;
180 int p = 0;
181
182 for (y = _text_y; y > -_text_y; y--) {
183 for (x = -_text_x; x < _text_x; x++) {
184 if (text_light[p] > 128 && text_light[p + text_x] < 10)
185 draw_flare(x, y, text_depth[p] + bump_pic[p]);
186 p++;
187 }
188 }
189 }
190
191 static void scroll(double dCurrentTime)
192 {
193 int a, s, polovina;
194 //static double dLastCycle = -1;
195 static double dLastMove = -1;
196
197 if (dCurrentTime - dLastMove > 1.0 / (text_y / 1.5)) {
198 dLastMove = dCurrentTime;
199
200 polovina = text_x * text_y / 2;
201 s = 0;
202 for (a = text_x * text_y + text_x - 1; a >= text_x; a--) {
203 if (speed[s])
204 text_light[a] = text_light[a - text_x]; //scroll light table down
205 s++;
206 if (s >= text_x)
207 s = 0;
208 }
209 memmove(text_light + text_x, text_light, text_x * text_y);
210 memset(text_light, 253, text_x);
211
212 s = 0;
213 for (a = polovina; a < text_x * text_y; a++) {
214 if (text_light[a] == 255)
215 text_light[s] = text_light[s + text_x] >> 1; //make black bugs in top line
216
217 s++;
218
219 if (s >= text_x)
220 s = 0;
221 }
222 }
223 }
224
225 static void make_change(double dCurrentTime)
226 {
227 int r = rand() % text_x * text_y;
228
229 text[r] += 133; //random bugs
230
231 r = rand() % (4 * text_x);
232 if (r < text_x && text_light[r])
233 text_light[r] = 255; //white bugs
234
235 scroll (dCurrentTime);
236 }
237
238
239 static void make_text(void)
240 {
241 int a;
242
243 for (a = 0; a < text_x * text_y; a++)
244 text[a] = rand() >> 8; // avoid the lowest bits of rand()
245
246 for (a = 0; a < text_x; a++)
247 speed[a] = rand() >= RAND_MAX / 2;
248 }
249
250 static void ourBuildTextures(void)
251 {
252 TexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, font_texture);
253 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
254 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
255
256 BindTexture(GL_TEXTURE_2D, 1);
257 TexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, flare);
258 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
259 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
260
261 // Some pretty standard settings for wrapping and filtering.
262 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
263 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
264 BindTexture(GL_TEXTURE_2D, 0);
265 }
266
267 void matrixview_init(int w, int h)
268 {
269 make_text();
270
271 ourBuildTextures();
272
273 // Color to clear color buffer to.
274 ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
275
276 // Depth to clear depth buffer to; type of test.
277 ClearDepth(1.0);
278 DepthFunc(GL_LESS);
279
280 // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
281 ShadeModel(GL_SMOOTH);
282
283 // Set up a light, turn it on.
284 Lightfv(GL_LIGHT1, GL_POSITION, Light_Position);
285 Lightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient);
286 Lightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse);
287 Enable(GL_LIGHT1);
288
289 // A handy trick -- have surface material mirror the color.
290 ColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
291 Enable(GL_COLOR_MATERIAL);
292
293 // Allow adjusting of texture color via glColor
294 TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
295
296 matrixview_reshape(w, h);
297 }
298
299
300 void matrixview_reshape(int w, int h)
301 {
302 Viewport(0, 0, w, h);
303
304 MatrixMode(GL_PROJECTION);
305 LoadIdentity();
306 Frustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off);
307
308 MatrixMode(GL_MODELVIEW);
309 }
310
311
312 void matrixview_draw(int w, int h, double currentTime, float frameTime, uint8_t *data)
313 {
314 Enable(GL_BLEND);
315 Enable(GL_TEXTURE_2D);
316
317 Disable(GL_LIGHTING);
318 BlendFunc(GL_SRC_ALPHA, GL_ONE);
319 Disable(GL_DEPTH_TEST);
320
321 MatrixMode(GL_MODELVIEW);
322 LoadIdentity();
323 Translated(0.0f, 0.0f, Z_Off);
324
325 // Clear the color and depth buffers.
326 Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
327
328 // OK, let's start drawing our planer quads.
329 Begin(GL_QUADS);
330 draw_text(data);
331 End();
332
333 BindTexture(GL_TEXTURE_2D, 1);
334 Begin(GL_QUADS);
335 draw_flares();
336 End();
337 BindTexture(GL_TEXTURE_2D, 0);
338
339 make_change(currentTime);
340
341 LoadIdentity();
342 MatrixMode(GL_PROJECTION);
343 }
344
345 void matrixview_contrast_set(float contrast)
346 {
347 matrix_contrast = contrast;
348 }
349
350 void matrixview_brightness_set(float brightness)
351 {
352 matrix_brightness = brightness;
353 }
354
355
356 void matrixview_matrix_resize(int w, int h)
357 {
358 int elems;
359 free(speed);
360 speed = NULL;
361 free(text);
362 text = NULL;
363 free(text_light);
364 text_light = NULL;
365 free(text_depth);
366 text_depth = NULL;
367 if (w > MAX_TEXT_X || h > MAX_TEXT_Y)
368 return;
369 elems = w * (h + 1);
370 speed = calloc(w, sizeof(*speed));
371 text = calloc(elems, sizeof(*text));
372 text_light = calloc(elems, sizeof(*text_light));
373 text_depth = calloc(elems, sizeof(*text_depth));
374 bump_pic = calloc(elems, sizeof(*bump_pic));
375 text_x = w;
376 text_y = h;
377 make_text();
378 }