Mercurial > mplayer.hg
changeset 28839:fda4cf558544
Replace rotation functions with a simplified version adapted from
vsfilter.
This (mostly) fixes http://bugzilla.mplayerhq.hu/show_bug.cgi?id=1394#c7
author | greg |
---|---|
date | Sun, 08 Mar 2009 02:53:14 +0000 |
parents | 98231639866f |
children | 7d0ea9013974 |
files | libass/ass_render.c |
diffstat | 1 files changed, 40 insertions(+), 79 deletions(-) [+] |
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line diff
--- a/libass/ass_render.c Sat Mar 07 23:56:03 2009 +0000 +++ b/libass/ass_render.c Sun Mar 08 02:53:14 2009 +0000 @@ -1796,75 +1796,46 @@ } /** - * \brief Multiply 4-vector by 4-matrix - * \param a 4-vector - * \param m 4-matrix] - * \param b out: 4-vector - * Calculates a * m and stores result in b - */ -static inline void transform_point_3d(double *a, double *m, double *b) -{ - b[0] = a[0] * m[0] + a[1] * m[4] + a[2] * m[8] + a[3] * m[12]; - b[1] = a[0] * m[1] + a[1] * m[5] + a[2] * m[9] + a[3] * m[13]; - b[2] = a[0] * m[2] + a[1] * m[6] + a[2] * m[10] + a[3] * m[14]; - b[3] = a[0] * m[3] + a[1] * m[7] + a[2] * m[11] + a[3] * m[15]; -} - -/** - * \brief Apply 3d transformation to a vector - * \param v FreeType vector (2d) - * \param m 4-matrix - * Transforms v by m, projects the result back to the screen plane - * Result is returned in v. + * \brief Apply transformation to outline points of a glyph + * Applies rotations given by frx, fry and frz and projects the points back + * onto the screen plane. */ -static inline void transform_vector_3d(FT_Vector* v, double *m) { - const double camera = 2500 * frame_context.border_scale; // camera distance - const double cutoff_z = 10.; - double a[4], b[4]; - a[0] = d6_to_double(v->x); - a[1] = d6_to_double(v->y); - a[2] = 0.; - a[3] = 1.; - transform_point_3d(a, m, b); - /* Apply perspective projection with the following matrix: - 2500 0 0 0 - 0 2500 0 0 - 0 0 0 0 - 0 0 8 2500 - where 2500 is camera distance, 8 - z-axis scale. - Camera is always located in (org_x, org_y, -2500). This means - that different subtitle events can be displayed at the same time - using different cameras. */ - b[0] *= camera; - b[1] *= camera; - b[3] = 8 * b[2] + camera; - if (b[3] < cutoff_z) - b[3] = cutoff_z; - v->x = double_to_d6(b[0] / b[3]); - v->y = double_to_d6(b[1] / b[3]); -} - -/** - * \brief Apply 3d transformation to a glyph - * \param glyph FreeType glyph - * \param m 4-matrix - * Transforms glyph by m, projects the result back to the screen plane - * Result is returned in glyph. - */ -static inline void transform_glyph_3d(FT_Glyph glyph, double *m, FT_Vector shift) { +static void transform_3d_points(FT_Vector shift, FT_Glyph glyph, double frx, double fry, double frz) { + double sx = sin(frx); + double sy = sin(fry); + double sz = sin(frz); + double cx = cos(frx); + double cy = cos(fry); + double cz = cos(frz); + FT_Outline *outline = &((FT_OutlineGlyph) glyph)->outline; + FT_Vector* p = outline->points; + double x, y, z, xx, yy, zz; int i; - FT_Outline* outline = &((FT_OutlineGlyph)glyph)->outline; - FT_Vector* p = outline->points; for (i=0; i<outline->n_points; i++) { - p[i].x += shift.x; - p[i].y += shift.y; - transform_vector_3d(p + i, m); - p[i].x -= shift.x; - p[i].y -= shift.y; + x = p[i].x + shift.x; + y = p[i].y + shift.y; + z = 0.; + + xx = x*cz + y*sz; + yy = -(x*sz - y*cz); + zz = z; + + x = xx; + y = yy*cx + zz*sx; + z = yy*sx - zz*cx; + + xx = x*cy + z*sy; + yy = y; + zz = x*sy - z*cy; + + zz = FFMAX(zz, -19000); + + x = (xx * 20000) / (zz + 20000); + y = (yy * 20000) / (zz + 20000); + p[i].x = x - shift.x + 0.5; + p[i].y = y - shift.y + 0.5; } - - //transform_vector_3d(&glyph->advance, m); } /** @@ -1879,28 +1850,18 @@ */ static void transform_3d(FT_Vector shift, FT_Glyph* glyph, FT_Glyph* glyph2, double frx, double fry, double frz) { - fry = - fry; // FreeType's y axis goes in the opposite direction + frx = - frx; + frz = - frz; if (frx != 0. || fry != 0. || frz != 0.) { - double m[16]; - double sx = sin(frx); - double sy = sin(fry); - double sz = sin(frz); - double cx = cos(frx); - double cy = cos(fry); - double cz = cos(frz); - m[0] = cy * cz; m[1] = cy*sz; m[2] = -sy; m[3] = 0.0; - m[4] = -cx*sz + sx*sy*cz; m[5] = cx*cz + sx*sy*sz; m[6] = sx*cy; m[7] = 0.0; - m[8] = sx*sz + cx*sy*cz; m[9] = -sx*cz + cx*sy*sz; m[10] = cx*cy; m[11] = 0.0; - m[12] = 0.0; m[13] = 0.0; m[14] = 0.0; m[15] = 1.0; - if (glyph && *glyph) - transform_glyph_3d(*glyph, m, shift); + transform_3d_points(shift, *glyph, frx, fry, frz); if (glyph2 && *glyph2) - transform_glyph_3d(*glyph2, m, shift); + transform_3d_points(shift, *glyph2, frx, fry, frz); } } + /** * \brief Main ass rendering function, glues everything together * \param event event to render