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diff --git a/libvo/matrixview.c b/libvo/matrixview.c
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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);
-
- matrixview_reshape(w, h);
-}
-
-
-void matrixview_reshape(int w, int h)
-{
- mpglViewport(0, 0, w, h);
-
- mpglMatrixMode(GL_PROJECTION);
- mpglLoadIdentity();
- mpglFrustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off);
-
- mpglMatrixMode(GL_MODELVIEW);
-}
-
-
-void matrixview_draw(int w, int h, double currentTime, float frameTime,
- uint8_t *data)
-{
- mpglEnable(GL_BLEND);
- mpglEnable(GL_TEXTURE_2D);
-
- mpglDisable(GL_LIGHTING);
- mpglBlendFunc(GL_SRC_ALPHA, GL_ONE);
- mpglDisable(GL_DEPTH_TEST);
-
- mpglMatrixMode(GL_MODELVIEW);
- mpglLoadIdentity();
- mpglTranslated(0.0f, 0.0f, Z_Off);
-
- // 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);
-
- mpglLoadIdentity();
- mpglMatrixMode(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();
-}