view libvo/matrixview.c @ 30378:8339bca8e4b4

Move the resync-related code into more consistent places instead of having it scattered all over the place with half of it forgotten in some places.
author reimar
date Sun, 24 Jan 2010 15:16:39 +0000
parents ab027cdbba31
children 55917a674d7d
line wrap: on
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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;
    Normal3f(0.0f, 0.0f, 1.0f);        // Needed for lighting
    Color4f(0.0, 1.0, 0.0, light);        // Basic polygon color

    TexCoord2f(tx, ty);
    Vertex3f(x, y, z);
    TexCoord2f(tx + 0.1, ty);
    Vertex3f(x + 1, y, z);
    TexCoord2f(tx + 0.1, ty + 0.166);
    Vertex3f(x + 1, y - 1, z);
    TexCoord2f(tx, ty + 0.166);
    Vertex3f(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;
    Normal3f(0.0f, 0.0f, 1.0f);        // Needed for lighting
    Color4f(1.0, 1.0, 1.0, .5);        // Basic polygon color

    TexCoord2f(tx, ty);
    Vertex3f(x, y, z);
    TexCoord2f(tx + 0.1, ty);
    Vertex3f(x + 1, y, z);
    TexCoord2f(tx + 0.1, ty + 0.166);
    Vertex3f(x + 1, y - 1, z);
    TexCoord2f(tx, ty + 0.166);
    Vertex3f(x, y - 1, z);
}

static void draw_flare(float x, float y, float z)        //flare
{
    Normal3f(0.0f, 0.0f, 1.0f);        // Needed for lighting
    Color4f(1.0, 1.0, 1.0, .8);        // Basic polygon color

    TexCoord2f(0, 0);
    Vertex3f(x - 1, y + 1, z);
    TexCoord2f(0.75, 0);
    Vertex3f(x + 2, y + 1, z);
    TexCoord2f(0.75, 0.75);
    Vertex3f(x + 2, y - 2, z);
    TexCoord2f(0, 0.75);
    Vertex3f(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)
{
    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);
    TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    // Some pretty standard settings for wrapping and filtering.
    TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    BindTexture(GL_TEXTURE_2D, 0);
}

void matrixview_init(int w, int h)
{
    make_text();

    ourBuildTextures();

    // Color to clear color buffer to.
    ClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    // Depth to clear depth buffer to; type of test.
    ClearDepth(1.0);
    DepthFunc(GL_LESS);

    // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
    ShadeModel(GL_SMOOTH);

    // Set up a light, turn it on.
    Lightfv(GL_LIGHT1, GL_POSITION, Light_Position);
    Lightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient);
    Lightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse);
    Enable(GL_LIGHT1);

    // A handy trick -- have surface material mirror the color.
    ColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
    Enable(GL_COLOR_MATERIAL);

    // Allow adjusting of texture color via glColor
    TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

    matrixview_reshape(w, h);
}


void matrixview_reshape(int w, int h)
{
    Viewport(0, 0, w, h);

    MatrixMode(GL_PROJECTION);
    LoadIdentity();
    Frustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off);

    MatrixMode(GL_MODELVIEW);
}


void matrixview_draw(int w, int h, double currentTime, float frameTime,
                     uint8_t *data)
{
    Enable(GL_BLEND);
    Enable(GL_TEXTURE_2D);

    Disable(GL_LIGHTING);
    BlendFunc(GL_SRC_ALPHA, GL_ONE);
    Disable(GL_DEPTH_TEST);

    MatrixMode(GL_MODELVIEW);
    LoadIdentity();
    Translated(0.0f, 0.0f, Z_Off);

    // Clear the color and depth buffers.
    Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // OK, let's start drawing our planer quads.
    Begin(GL_QUADS);
    draw_text(data);
    End();

    BindTexture(GL_TEXTURE_2D, 1);
    Begin(GL_QUADS);
    draw_flares();
    End();
    BindTexture(GL_TEXTURE_2D, 0);

    make_change(currentTime);

    LoadIdentity();
    MatrixMode(GL_PROJECTION);
}

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();
}