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-rw-r--r--libvo/matrixview.c22
1 files changed, 13 insertions, 9 deletions
diff --git a/libvo/matrixview.c b/libvo/matrixview.c
index 287ff2d497..5b80984de4 100644
--- a/libvo/matrixview.c
+++ b/libvo/matrixview.c
@@ -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 @@ static void draw_text(uint8_t *pic)
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 @@ static void draw_text(uint8_t *pic)
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 @@ static void draw_flares(void)
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 make_text(void)
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_reshape(int w, int h)
}
-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);