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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 version 2 as
+ * published by the Free Software Foundation.
+ *
+ * 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 MPlayer; 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();
+}