mirror of https://github.com/mpv-player/mpv
384 lines
10 KiB
C
384 lines
10 KiB
C
/*
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* Copyright (C) 2003 Alex Zolotov <nightradio@knoppix.ru>
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* Mucked with by Tugrul Galatali <tugrul@galatali.com>
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*
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* MatrixView is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* MatrixView is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with MatrixView; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/**
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* Ported to an MPlayer video out plugin by Pigeon <pigeon at pigeond.net>
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* August 2006
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*/
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#include <math.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#include "gl_common.h"
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#include "matrixview.h"
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#include "matrixview_font.h"
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static float matrix_contrast = 1.5;
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static float matrix_brightness = 1.0;
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// Settings for our light. Try playing with these (or add more lights).
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static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
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static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f };
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static float Light_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f };
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static const uint8_t flare[4][4] = {
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{ 0, 0, 0, 0},
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{ 0, 180, 0, 0},
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{ 0, 0, 0, 0},
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{ 0, 0, 0, 0}
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};
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#define MAX_TEXT_X 0x4000
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#define MAX_TEXT_Y 0x4000
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static int text_x = 0;
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static int text_y = 0;
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#define _text_x text_x/2
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#define _text_y text_y/2
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// Scene position
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#define Z_Off -128.0f
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#define Z_Depth 8
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static uint8_t *speed;
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static uint8_t *text;
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static uint8_t *text_light;
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static float *text_depth;
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static float *bump_pic;
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static void draw_char(int num, float light, float x, float y, float z)
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{
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float tx, ty;
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int num2, num3;
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num &= 63;
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//light = light / 255; //light=7-light;num+=(light*60);
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light = light / 255 * matrix_brightness;
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num2 = num / 10;
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num3 = num - (num2 * 10);
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ty = (float)num2 / 7;
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tx = (float)num3 / 10;
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mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
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mpglColor4f(0.0, 1.0, 0.0, light); // Basic polygon color
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mpglTexCoord2f(tx, ty);
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mpglVertex3f(x, y, z);
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mpglTexCoord2f(tx + 0.1, ty);
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mpglVertex3f(x + 1, y, z);
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mpglTexCoord2f(tx + 0.1, ty + 0.166);
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mpglVertex3f(x + 1, y - 1, z);
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mpglTexCoord2f(tx, ty + 0.166);
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mpglVertex3f(x, y - 1, z);
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}
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static void draw_illuminatedchar(int num, float x, float y, float z)
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{
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float tx, ty;
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int num2, num3;
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num2 = num / 10;
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num3 = num - (num2 * 10);
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ty = (float)num2 / 7;
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tx = (float)num3 / 10;
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mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
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mpglColor4f(1.0, 1.0, 1.0, .5); // Basic polygon color
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mpglTexCoord2f(tx, ty);
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mpglVertex3f(x, y, z);
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mpglTexCoord2f(tx + 0.1, ty);
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mpglVertex3f(x + 1, y, z);
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mpglTexCoord2f(tx + 0.1, ty + 0.166);
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mpglVertex3f(x + 1, y - 1, z);
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mpglTexCoord2f(tx, ty + 0.166);
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mpglVertex3f(x, y - 1, z);
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}
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static void draw_flare(float x, float y, float z) //flare
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{
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mpglNormal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
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mpglColor4f(1.0, 1.0, 1.0, .8); // Basic polygon color
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mpglTexCoord2f(0, 0);
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mpglVertex3f(x - 1, y + 1, z);
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mpglTexCoord2f(0.75, 0);
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mpglVertex3f(x + 2, y + 1, z);
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mpglTexCoord2f(0.75, 0.75);
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mpglVertex3f(x + 2, y - 2, z);
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mpglTexCoord2f(0, 0.75);
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mpglVertex3f(x - 1, y - 2, z);
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}
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static void draw_text(uint8_t *pic)
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{
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int x, y;
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int p = 0;
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int c, c_pic;
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int pic_fade = 255;
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for (y = _text_y; y > -_text_y; y--) {
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for (x = -_text_x; x < _text_x; x++) {
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c = text_light[p] - (text[p] >> 1);
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c += pic_fade;
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if (c > 255)
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c = 255;
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if (pic) {
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// Original code
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//c_pic = pic[p] * matrix_contrast - (255 - pic_fade);
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c_pic = (255 - pic[p]) * matrix_contrast - (255 - pic_fade);
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if (c_pic < 0)
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c_pic = 0;
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c -= c_pic;
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if (c < 0)
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c = 0;
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bump_pic[p] = (255.0f - c_pic) / (256 / Z_Depth);
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} else {
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bump_pic[p] = Z_Depth;
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}
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if (text[p] && c > 10)
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draw_char(text[p] + 1, c, x, y, text_depth[p] + bump_pic[p]);
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if (text_depth[p] < 0.1)
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text_depth[p] = 0;
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else
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text_depth[p] /= 1.1;
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if (text_light[p] > 128 && text_light[p + text_x] < 10)
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draw_illuminatedchar(text[p] + 1, x, y,
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text_depth[p] + bump_pic[p]);
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p++;
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}
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}
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}
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static void draw_flares(void)
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{
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float x, y;
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int p = 0;
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for (y = _text_y; y > -_text_y; y--) {
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for (x = -_text_x; x < _text_x; x++) {
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if (text_light[p] > 128 && text_light[p + text_x] < 10)
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draw_flare(x, y, text_depth[p] + bump_pic[p]);
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p++;
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}
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}
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}
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static void scroll(double dCurrentTime)
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{
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int a, s, polovina;
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//static double dLastCycle = -1;
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static double dLastMove = -1;
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if (dCurrentTime - dLastMove > 1.0 / (text_y / 1.5)) {
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dLastMove = dCurrentTime;
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polovina = text_x * text_y / 2;
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s = 0;
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for (a = text_x * text_y + text_x - 1; a >= text_x; a--) {
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if (speed[s])
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text_light[a] = text_light[a - text_x]; //scroll light table down
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s++;
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if (s >= text_x)
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s = 0;
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}
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memmove(text_light + text_x, text_light, text_x * text_y);
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memset(text_light, 253, text_x);
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s = 0;
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for (a = polovina; a < text_x * text_y; a++) {
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if (text_light[a] == 255)
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text_light[s] = text_light[s + text_x] >> 1; //make black bugs in top line
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s++;
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if (s >= text_x)
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s = 0;
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}
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}
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}
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static void make_change(double dCurrentTime)
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{
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int r = rand() % text_x * text_y;
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text[r] += 133; //random bugs
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r = rand() % (4 * text_x);
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if (r < text_x && text_light[r])
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text_light[r] = 255; //white bugs
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scroll (dCurrentTime);
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}
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static void make_text(void)
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{
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int a;
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for (a = 0; a < text_x * text_y; a++)
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text[a] = rand() >> 8; // avoid the lowest bits of rand()
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for (a = 0; a < text_x; a++)
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speed[a] = rand() >= RAND_MAX / 2;
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}
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static void ourBuildTextures(void)
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{
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mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
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font_texture);
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mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mpglBindTexture(GL_TEXTURE_2D, 1);
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mpglTexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
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flare);
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mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Some pretty standard settings for wrapping and filtering.
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mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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mpglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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mpglBindTexture(GL_TEXTURE_2D, 0);
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}
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void matrixview_init(int w, int h)
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{
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make_text();
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ourBuildTextures();
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// Color to clear color buffer to.
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mpglClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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// Depth to clear depth buffer to; type of test.
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mpglClearDepth(1.0);
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mpglDepthFunc(GL_LESS);
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// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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mpglShadeModel(GL_SMOOTH);
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// Set up a light, turn it on.
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mpglLightfv(GL_LIGHT1, GL_POSITION, Light_Position);
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mpglLightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient);
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mpglLightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse);
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mpglEnable(GL_LIGHT1);
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// A handy trick -- have surface material mirror the color.
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mpglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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mpglEnable(GL_COLOR_MATERIAL);
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// Allow adjusting of texture color via glColor
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mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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matrixview_reshape(w, h);
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}
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void matrixview_reshape(int w, int h)
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{
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mpglViewport(0, 0, w, h);
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mpglMatrixMode(GL_PROJECTION);
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mpglLoadIdentity();
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mpglFrustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off);
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mpglMatrixMode(GL_MODELVIEW);
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}
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void matrixview_draw(int w, int h, double currentTime, float frameTime,
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uint8_t *data)
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{
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mpglEnable(GL_BLEND);
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mpglEnable(GL_TEXTURE_2D);
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mpglDisable(GL_LIGHTING);
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mpglBlendFunc(GL_SRC_ALPHA, GL_ONE);
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mpglDisable(GL_DEPTH_TEST);
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mpglMatrixMode(GL_MODELVIEW);
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mpglLoadIdentity();
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mpglTranslated(0.0f, 0.0f, Z_Off);
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// Clear the color and depth buffers.
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mpglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// OK, let's start drawing our planer quads.
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mpglBegin(GL_QUADS);
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draw_text(data);
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mpglEnd();
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mpglBindTexture(GL_TEXTURE_2D, 1);
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mpglBegin(GL_QUADS);
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draw_flares();
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mpglEnd();
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mpglBindTexture(GL_TEXTURE_2D, 0);
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make_change(currentTime);
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mpglLoadIdentity();
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mpglMatrixMode(GL_PROJECTION);
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}
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void matrixview_contrast_set(float contrast)
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{
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matrix_contrast = contrast;
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}
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void matrixview_brightness_set(float brightness)
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{
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matrix_brightness = brightness;
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}
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void matrixview_matrix_resize(int w, int h)
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{
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int elems;
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free(speed);
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speed = NULL;
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free(text);
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text = NULL;
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free(text_light);
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text_light = NULL;
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free(text_depth);
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text_depth = NULL;
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if (w > MAX_TEXT_X || h > MAX_TEXT_Y)
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return;
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elems = w * (h + 1);
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speed = calloc(w, sizeof(*speed));
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text = calloc(elems, sizeof(*text));
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text_light = calloc(elems, sizeof(*text_light));
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text_depth = calloc(elems, sizeof(*text_depth));
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bump_pic = calloc(elems, sizeof(*bump_pic));
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text_x = w;
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text_y = h;
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make_text();
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}
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