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mpv/libvo/matrixview.c
reimar cec22660c7 Change license terms for matrixview to GPLv2 "or later", all known
authors have agreed to it, and current upstream (matrixgl.sourceforge.net)
was already relicensed as well.


git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@30224 b3059339-0415-0410-9bf9-f77b7e298cf2
2010-01-05 05:43:33 +00:00

384 lines
9.9 KiB
C

/*
* 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;
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++) {
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)
{
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);
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);
}
void matrixview_draw(int w, int h, double currentTime, float frameTime,
uint8_t *data)
{
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();
}