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Diffstat (limited to 'libvo/matrixview.c')
-rw-r--r-- | libvo/matrixview.c | 378 |
1 files changed, 378 insertions, 0 deletions
diff --git a/libvo/matrixview.c b/libvo/matrixview.c new file mode 100644 index 0000000000..287ff2d497 --- /dev/null +++ b/libvo/matrixview.c @@ -0,0 +1,378 @@ +/* + * 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(); +} |