Mercurial > mplayer.hg
view libvo/matrixview.c @ 35834:1dca5ff3d3c6
Fix volnorm filter for float data.
Patch by Giorgio Vazzana [mywing81 gmail].
author | reimar |
---|---|
date | Sat, 02 Mar 2013 09:54:18 +0000 |
parents | f8c523d09e5e |
children | f464ea910bd2 |
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/* * Copyright (C) 2003 Alex Zolotov <nightradio@knoppix.ru> * Mucked with by Tugrul Galatali <tugrul@galatali.com> * * MatrixView is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * MatrixView is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with MatrixView; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /** * Ported to an MPlayer video out plugin by Pigeon <pigeon at pigeond.net> * August 2006 */ #include <math.h> #include <stdio.h> #include <stdint.h> #include <stdlib.h> #include <string.h> #include "gl_common.h" #include "matrixview.h" #include "matrixview_font.h" 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_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f }; static const uint8_t flare[4][4] = { { 0, 0, 0, 0}, { 0, 180, 0, 0}, { 0, 0, 0, 0}, { 0, 0, 0, 0} }; #define MAX_TEXT_X 0x4000 #define MAX_TEXT_Y 0x4000 static int text_x = 0; static int text_y = 0; #define _text_x (text_x/2) #define _text_y (text_y/2) // Scene position #define Z_Off -128.0f #define Z_Depth 8 static uint8_t *speed; static uint8_t *text; static uint8_t *text_light; static float *text_depth; static float *bump_pic; static void draw_char(int num, float light, float x, float y, float z) { float tx, ty; int num2, num3; num &= 63; //light = light / 255; //light=7-light;num+=(light*60); light = light / 255 * matrix_brightness; num2 = num / 10; num3 = num - (num2 * 10); ty = (float)num2 / 7; tx = (float)num3 / 10; mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting mpglColor4f(0.0, 1.0, 0.0, light); // Basic polygon color mpglTexCoord2f(tx, ty); mpglVertex3f(x, y, z); mpglTexCoord2f(tx + 0.1, ty); mpglVertex3f(x + 1, y, z); mpglTexCoord2f(tx + 0.1, ty + 0.166); mpglVertex3f(x + 1, y - 1, z); mpglTexCoord2f(tx, ty + 0.166); mpglVertex3f(x, y - 1, z); } static void draw_illuminatedchar(int num, float x, float y, float z) { float tx, ty; int num2, num3; num2 = num / 10; num3 = num - (num2 * 10); ty = (float)num2 / 7; tx = (float)num3 / 10; mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting mpglColor4f(1.0, 1.0, 1.0, .5); // Basic polygon color mpglTexCoord2f(tx, ty); mpglVertex3f(x, y, z); mpglTexCoord2f(tx + 0.1, ty); mpglVertex3f(x + 1, y, z); mpglTexCoord2f(tx + 0.1, ty + 0.166); mpglVertex3f(x + 1, y - 1, z); mpglTexCoord2f(tx, ty + 0.166); mpglVertex3f(x, y - 1, z); } static void draw_flare(float x, float y, float z) //flare { mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting mpglColor4f(1.0, 1.0, 1.0, .8); // Basic polygon color mpglTexCoord2f(0, 0); mpglVertex3f(x - 1, y + 1, z); mpglTexCoord2f(0.75, 0); mpglVertex3f(x + 2, y + 1, z); mpglTexCoord2f(0.75, 0.75); mpglVertex3f(x + 2, y - 2, z); mpglTexCoord2f(0, 0.75); mpglVertex3f(x - 1, y - 2, z); } static void draw_text(uint8_t *pic) { int x, y; int p = 0; int c, c_pic; int pic_fade = 255; for (y = _text_y; y > -_text_y; y--) { for (x = -_text_x; x < _text_x; x++) { c = text_light[p] - (text[p] >> 1); c += pic_fade; if (c > 255) c = 255; if (pic) { // Original code //c_pic = pic[p] * matrix_contrast - (255 - pic_fade); c_pic = (255 - pic[p]) * matrix_contrast - (255 - pic_fade); if (c_pic < 0) c_pic = 0; c -= c_pic; if (c < 0) c = 0; bump_pic[p] = (255.0f - c_pic) / (256 / Z_Depth); } else { bump_pic[p] = Z_Depth; } if (text[p] && c > 10) draw_char(text[p] + 1, c, x, y, text_depth[p] + bump_pic[p]); if (text_depth[p] < 0.1) text_depth[p] = 0; else 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]); p++; } } } static void draw_flares(void) { float x, y; int p = 0; 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]); p++; } } } static void scroll(double dCurrentTime) { int a, s, polovina; //static double dLastCycle = -1; static double dLastMove = -1; if (dCurrentTime - dLastMove > 1.0 / (text_y / 1.5)) { dLastMove = dCurrentTime; polovina = text_x * text_y / 2; s = 0; for (a = text_x * text_y + text_x - 1; a >= text_x; a--) { if (speed[s]) text_light[a] = text_light[a - text_x]; //scroll light table down s++; if (s >= text_x) s = 0; } memmove(text_light + text_x, text_light, text_x * text_y); memset(text_light, 253, text_x); s = 0; for (a = polovina; a < text_x * text_y; a++) { if (text_light[a] == 255) text_light[s] = text_light[s + text_x] >> 1; //make black bugs in top line s++; if (s >= text_x) s = 0; } } } static void make_change(double dCurrentTime) { int r = rand() % text_x * text_y; text[r] += 133; //random bugs r = rand() % (4 * text_x); if (r < text_x && text_light[r]) text_light[r] = 255; //white bugs scroll (dCurrentTime); } static void make_text(void) { int a; for (a = 0; a < text_x * text_y; a++) text[a] = rand() >> 8; // avoid the lowest bits of rand() for (a = 0; a < text_x; a++) speed[a] = rand() >= RAND_MAX / 2; } static void ourBuildTextures(void) { mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, font_texture); mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); mpglBindTexture(GL_TEXTURE_2D, 1); mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, flare); mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Some pretty standard settings for wrapping and filtering. mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); mpglBindTexture(GL_TEXTURE_2D, 0); } void matrixview_init(int w, int h) { make_text(); ourBuildTextures(); // Color to clear color buffer to. mpglClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Depth to clear depth buffer to; type of test. mpglClearDepth(1.0); mpglDepthFunc(GL_LESS); // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun. mpglShadeModel(GL_SMOOTH); // Set up a light, turn it on. mpglLightfv(GL_LIGHT1, GL_POSITION, Light_Position); mpglLightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient); mpglLightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse); mpglEnable(GL_LIGHT1); // A handy trick -- have surface material mirror the color. mpglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); mpglEnable(GL_COLOR_MATERIAL); // Allow adjusting of texture color via glColor mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); mpglEnable(GL_BLEND); mpglEnable(GL_TEXTURE_2D); mpglDisable(GL_LIGHTING); mpglBlendFunc(GL_SRC_ALPHA, GL_ONE); mpglDisable(GL_DEPTH_TEST); matrixview_reshape(w, h); } void matrixview_reshape(int w, int h) { double nearplane = -Z_Off - Z_Depth; // perspective projection, also adjusting vertex position // by Z_Off and with simplified Z equation since the absolute // Z value does not matter, only relative to other pixels float matrix[16] = { nearplane / _text_x, 0, 0, 0, 0, nearplane / _text_y, 0, 0, 0, 0, 1, -1, 0, 0, 0, -Z_Off }; mpglViewport(0, 0, w, h); mpglMatrixMode(GL_PROJECTION); mpglLoadMatrixf(matrix); mpglMatrixMode(GL_MODELVIEW); mpglLoadIdentity(); } void matrixview_draw(int w, int h, double currentTime, float frameTime, uint8_t *data) { // Clear the color and depth buffers. mpglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // OK, let's start drawing our planer quads. mpglBegin(GL_QUADS); draw_text(data); mpglEnd(); mpglBindTexture(GL_TEXTURE_2D, 1); mpglBegin(GL_QUADS); draw_flares(); mpglEnd(); mpglBindTexture(GL_TEXTURE_2D, 0); make_change(currentTime); } void matrixview_contrast_set(float contrast) { matrix_contrast = contrast; } void matrixview_brightness_set(float brightness) { matrix_brightness = brightness; } void matrixview_matrix_resize(int w, int h) { int elems; free(speed); speed = NULL; free(text); text = NULL; free(text_light); text_light = NULL; free(text_depth); text_depth = NULL; if (w > MAX_TEXT_X || h > MAX_TEXT_Y) return; elems = w * (h + 1); speed = calloc(w, sizeof(*speed)); text = calloc(elems, sizeof(*text)); text_light = calloc(elems, sizeof(*text_light)); text_depth = calloc(elems, sizeof(*text_depth)); bump_pic = calloc(elems, sizeof(*bump_pic)); text_x = w; text_y = h; make_text(); }