Mercurial > mplayer.hg
diff libvo/matrixview.c @ 30153:4e0755091f55
prettyprinting cosmetics
author | diego |
---|---|
date | Mon, 04 Jan 2010 10:24:10 +0000 |
parents | 12a49e9ca30e |
children | f91c628dc701 |
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--- a/libvo/matrixview.c Mon Jan 04 09:48:14 2010 +0000 +++ b/libvo/matrixview.c Mon Jan 04 10:24:10 2010 +0000 @@ -30,12 +30,12 @@ #include "matrixview.h" #include "matrixview_font.h" -static float matrix_contrast = 1.5; +static float matrix_contrast = 1.5; static float matrix_brightness = 1.0; // Settings for our light. Try playing with these (or add more lights). -static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f }; -static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f }; +static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f }; +static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f }; static float Light_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f }; static const uint8_t flare[4][4] = { @@ -134,7 +134,7 @@ for (y = _text_y; y > -_text_y; y--) { for (x = -_text_x; x < _text_x; x++) { - c = text_light[p] - (text[p] >> 1); + c = text_light[p] - (text[p] >> 1); c += pic_fade; if (c > 255) c = 255; @@ -167,7 +167,8 @@ text_depth[p] /= 1.1; if (text_light[p] > 128 && text_light[p + text_x] < 10) - draw_illuminatedchar(text[p] + 1, x, y, text_depth[p] + bump_pic[p]); + draw_illuminatedchar(text[p] + 1, x, y, + text_depth[p] + bump_pic[p]); p++; } @@ -182,7 +183,7 @@ for (y = _text_y; y > -_text_y; y--) { for (x = -_text_x; x < _text_x; x++) { if (text_light[p] > 128 && text_light[p + text_x] < 10) - draw_flare(x, y, text_depth[p] + bump_pic[p]); + draw_flare(x, y, text_depth[p] + bump_pic[p]); p++; } } @@ -249,12 +250,14 @@ static void ourBuildTextures(void) { - TexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, font_texture); + TexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, + font_texture); TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); BindTexture(GL_TEXTURE_2D, 1); - TexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, flare); + TexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, + flare); TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -309,7 +312,8 @@ } -void matrixview_draw(int w, int h, double currentTime, float frameTime, uint8_t *data) +void matrixview_draw(int w, int h, double currentTime, float frameTime, + uint8_t *data) { Enable(GL_BLEND); Enable(GL_TEXTURE_2D);