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Diffstat (limited to 'libvo/matrixview.c')
-rw-r--r-- | libvo/matrixview.c | 383 |
1 files changed, 0 insertions, 383 deletions
diff --git a/libvo/matrixview.c b/libvo/matrixview.c deleted file mode 100644 index 0aa43e5303..0000000000 --- a/libvo/matrixview.c +++ /dev/null @@ -1,383 +0,0 @@ -/* - * 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(); -} |