Mercurial > mplayer.hg
view libvo/matrixview.c @ 34697:ac6b38cd0d45
Rename sub window video window.
It was a bad idea to name the video window "sub window" at the time
the GUI was written. The term "sub window" does make sense from the
programmer's point of view, but it doesn't make any sense at all from
the user's point of view, because the sub window simply is the window
where the video will be displayed.
Moreover, since the term "sub" is generally short for "subtitles",
the renaming makes the code much easier to understand.
author | ib |
---|---|
date | Sat, 03 Mar 2012 16:45:15 +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(); }