2010-01-03 14:54:51 +00:00
|
|
|
/*
|
|
|
|
* 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
|
2010-01-05 05:43:33 +00:00
|
|
|
* 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.
|
2010-01-03 14:54:51 +00:00
|
|
|
*
|
|
|
|
* 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
|
2010-01-04 13:05:05 +00:00
|
|
|
* with MatrixView; if not, write to the Free Software Foundation, Inc.,
|
2010-01-03 14:54:51 +00:00
|
|
|
* 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"
|
|
|
|
|
2010-01-04 10:24:10 +00:00
|
|
|
static float matrix_contrast = 1.5;
|
2010-01-03 14:54:51 +00:00
|
|
|
static float matrix_brightness = 1.0;
|
|
|
|
|
|
|
|
// Settings for our light. Try playing with these (or add more lights).
|
2010-01-04 10:24:10 +00:00
|
|
|
static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
|
|
|
|
static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f };
|
2010-01-03 14:54:51 +00:00
|
|
|
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;
|
|
|
|
Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
|
|
|
|
Color4f(0.0, 1.0, 0.0, light); // Basic polygon color
|
|
|
|
|
|
|
|
TexCoord2f(tx, ty);
|
|
|
|
Vertex3f(x, y, z);
|
|
|
|
TexCoord2f(tx + 0.1, ty);
|
|
|
|
Vertex3f(x + 1, y, z);
|
|
|
|
TexCoord2f(tx + 0.1, ty + 0.166);
|
|
|
|
Vertex3f(x + 1, y - 1, z);
|
|
|
|
TexCoord2f(tx, ty + 0.166);
|
|
|
|
Vertex3f(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;
|
|
|
|
Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
|
|
|
|
Color4f(1.0, 1.0, 1.0, .5); // Basic polygon color
|
|
|
|
|
|
|
|
TexCoord2f(tx, ty);
|
|
|
|
Vertex3f(x, y, z);
|
|
|
|
TexCoord2f(tx + 0.1, ty);
|
|
|
|
Vertex3f(x + 1, y, z);
|
|
|
|
TexCoord2f(tx + 0.1, ty + 0.166);
|
|
|
|
Vertex3f(x + 1, y - 1, z);
|
|
|
|
TexCoord2f(tx, ty + 0.166);
|
|
|
|
Vertex3f(x, y - 1, z);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void draw_flare(float x, float y, float z) //flare
|
|
|
|
{
|
|
|
|
Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
|
|
|
|
Color4f(1.0, 1.0, 1.0, .8); // Basic polygon color
|
|
|
|
|
|
|
|
TexCoord2f(0, 0);
|
|
|
|
Vertex3f(x - 1, y + 1, z);
|
|
|
|
TexCoord2f(0.75, 0);
|
|
|
|
Vertex3f(x + 2, y + 1, z);
|
|
|
|
TexCoord2f(0.75, 0.75);
|
|
|
|
Vertex3f(x + 2, y - 2, z);
|
|
|
|
TexCoord2f(0, 0.75);
|
|
|
|
Vertex3f(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++) {
|
2010-01-04 10:24:10 +00:00
|
|
|
c = text_light[p] - (text[p] >> 1);
|
2010-01-03 14:54:51 +00:00
|
|
|
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)
|
2010-01-04 10:24:10 +00:00
|
|
|
draw_illuminatedchar(text[p] + 1, x, y,
|
|
|
|
text_depth[p] + bump_pic[p]);
|
2010-01-03 14:54:51 +00:00
|
|
|
|
|
|
|
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)
|
2010-01-04 10:24:10 +00:00
|
|
|
draw_flare(x, y, text_depth[p] + bump_pic[p]);
|
2010-01-03 14:54:51 +00:00
|
|
|
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)
|
|
|
|
{
|
2010-01-04 10:24:10 +00:00
|
|
|
TexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
|
|
|
|
font_texture);
|
2010-01-03 14:54:51 +00:00
|
|
|
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);
|
2010-01-04 10:24:10 +00:00
|
|
|
TexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
|
|
|
|
flare);
|
2010-01-03 14:54:51 +00:00
|
|
|
TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
|
|
|
// Some pretty standard settings for wrapping and filtering.
|
|
|
|
TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
BindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrixview_init(int w, int h)
|
|
|
|
{
|
|
|
|
make_text();
|
|
|
|
|
|
|
|
ourBuildTextures();
|
|
|
|
|
|
|
|
// Color to clear color buffer to.
|
|
|
|
ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
|
|
|
|
// Depth to clear depth buffer to; type of test.
|
|
|
|
ClearDepth(1.0);
|
|
|
|
DepthFunc(GL_LESS);
|
|
|
|
|
|
|
|
// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
|
|
|
|
ShadeModel(GL_SMOOTH);
|
|
|
|
|
|
|
|
// Set up a light, turn it on.
|
|
|
|
Lightfv(GL_LIGHT1, GL_POSITION, Light_Position);
|
|
|
|
Lightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient);
|
|
|
|
Lightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse);
|
|
|
|
Enable(GL_LIGHT1);
|
|
|
|
|
|
|
|
// A handy trick -- have surface material mirror the color.
|
|
|
|
ColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
|
|
|
Enable(GL_COLOR_MATERIAL);
|
|
|
|
|
|
|
|
// Allow adjusting of texture color via glColor
|
|
|
|
TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
|
|
|
|
matrixview_reshape(w, h);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void matrixview_reshape(int w, int h)
|
|
|
|
{
|
|
|
|
Viewport(0, 0, w, h);
|
|
|
|
|
|
|
|
MatrixMode(GL_PROJECTION);
|
|
|
|
LoadIdentity();
|
|
|
|
Frustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off);
|
|
|
|
|
|
|
|
MatrixMode(GL_MODELVIEW);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2010-01-04 10:24:10 +00:00
|
|
|
void matrixview_draw(int w, int h, double currentTime, float frameTime,
|
|
|
|
uint8_t *data)
|
2010-01-03 14:54:51 +00:00
|
|
|
{
|
|
|
|
Enable(GL_BLEND);
|
|
|
|
Enable(GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
Disable(GL_LIGHTING);
|
|
|
|
BlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
Disable(GL_DEPTH_TEST);
|
|
|
|
|
|
|
|
MatrixMode(GL_MODELVIEW);
|
|
|
|
LoadIdentity();
|
|
|
|
Translated(0.0f, 0.0f, Z_Off);
|
|
|
|
|
|
|
|
// Clear the color and depth buffers.
|
|
|
|
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
// OK, let's start drawing our planer quads.
|
|
|
|
Begin(GL_QUADS);
|
|
|
|
draw_text(data);
|
|
|
|
End();
|
|
|
|
|
|
|
|
BindTexture(GL_TEXTURE_2D, 1);
|
|
|
|
Begin(GL_QUADS);
|
|
|
|
draw_flares();
|
|
|
|
End();
|
|
|
|
BindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
make_change(currentTime);
|
|
|
|
|
|
|
|
LoadIdentity();
|
|
|
|
MatrixMode(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();
|
|
|
|
}
|