Fix vf_tcdump's compilation
[mplayer/kovensky.git] / libvo / matrixview.c
blobf2dff111a33079ed6b957831ee7fd537fa30b0fd
1 /*
2 * Copyright (C) 2003 Alex Zolotov <nightradio@knoppix.ru>
3 * Mucked with by Tugrul Galatali <tugrul@galatali.com>
5 * MatrixView is free software; you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation; either version 2 of the License, or
8 * (at your option) any later version.
10 * MatrixView is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
15 * You should have received a copy of the GNU General Public License along
16 * with MatrixView; if not, write to the Free Software Foundation, Inc.,
17 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 /**
21 * Ported to an MPlayer video out plugin by Pigeon <pigeon at pigeond.net>
22 * August 2006
25 #include <math.h>
26 #include <stdio.h>
27 #include <stdint.h>
28 #include <stdlib.h>
29 #include <string.h>
30 #include "gl_common.h"
31 #include "matrixview.h"
32 #include "matrixview_font.h"
34 static float matrix_contrast = 1.5;
35 static float matrix_brightness = 1.0;
37 // Settings for our light. Try playing with these (or add more lights).
38 static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
39 static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f };
40 static float Light_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f };
42 static const uint8_t flare[4][4] = {
43 { 0, 0, 0, 0},
44 { 0, 180, 0, 0},
45 { 0, 0, 0, 0},
46 { 0, 0, 0, 0}
49 #define MAX_TEXT_X 0x4000
50 #define MAX_TEXT_Y 0x4000
51 static int text_x = 0;
52 static int text_y = 0;
53 #define _text_x text_x/2
54 #define _text_y text_y/2
56 // Scene position
57 #define Z_Off -128.0f
58 #define Z_Depth 8
60 static uint8_t *speed;
61 static uint8_t *text;
62 static uint8_t *text_light;
63 static float *text_depth;
65 static float *bump_pic;
67 static void draw_char(int num, float light, float x, float y, float z)
69 float tx, ty;
70 int num2, num3;
72 num &= 63;
73 //light = light / 255; //light=7-light;num+=(light*60);
74 light = light / 255 * matrix_brightness;
75 num2 = num / 10;
76 num3 = num - (num2 * 10);
77 ty = (float)num2 / 7;
78 tx = (float)num3 / 10;
79 Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
80 Color4f(0.0, 1.0, 0.0, light); // Basic polygon color
82 TexCoord2f(tx, ty);
83 Vertex3f(x, y, z);
84 TexCoord2f(tx + 0.1, ty);
85 Vertex3f(x + 1, y, z);
86 TexCoord2f(tx + 0.1, ty + 0.166);
87 Vertex3f(x + 1, y - 1, z);
88 TexCoord2f(tx, ty + 0.166);
89 Vertex3f(x, y - 1, z);
92 static void draw_illuminatedchar(int num, float x, float y, float z)
94 float tx, ty;
95 int num2, num3;
97 num2 = num / 10;
98 num3 = num - (num2 * 10);
99 ty = (float)num2 / 7;
100 tx = (float)num3 / 10;
101 Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
102 Color4f(1.0, 1.0, 1.0, .5); // Basic polygon color
104 TexCoord2f(tx, ty);
105 Vertex3f(x, y, z);
106 TexCoord2f(tx + 0.1, ty);
107 Vertex3f(x + 1, y, z);
108 TexCoord2f(tx + 0.1, ty + 0.166);
109 Vertex3f(x + 1, y - 1, z);
110 TexCoord2f(tx, ty + 0.166);
111 Vertex3f(x, y - 1, z);
114 static void draw_flare(float x, float y, float z) //flare
116 Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
117 Color4f(1.0, 1.0, 1.0, .8); // Basic polygon color
119 TexCoord2f(0, 0);
120 Vertex3f(x - 1, y + 1, z);
121 TexCoord2f(0.75, 0);
122 Vertex3f(x + 2, y + 1, z);
123 TexCoord2f(0.75, 0.75);
124 Vertex3f(x + 2, y - 2, z);
125 TexCoord2f(0, 0.75);
126 Vertex3f(x - 1, y - 2, z);
129 static void draw_text(uint8_t *pic)
131 int x, y;
132 int p = 0;
133 int c, c_pic;
134 int pic_fade = 255;
136 for (y = _text_y; y > -_text_y; y--) {
137 for (x = -_text_x; x < _text_x; x++) {
138 c = text_light[p] - (text[p] >> 1);
139 c += pic_fade;
140 if (c > 255)
141 c = 255;
143 if (pic) {
144 // Original code
145 //c_pic = pic[p] * matrix_contrast - (255 - pic_fade);
147 c_pic = (255 - pic[p]) * matrix_contrast - (255 - pic_fade);
149 if (c_pic < 0)
150 c_pic = 0;
152 c -= c_pic;
154 if (c < 0)
155 c = 0;
157 bump_pic[p] = (255.0f - c_pic) / (256 / Z_Depth);
158 } else {
159 bump_pic[p] = Z_Depth;
162 if (text[p] && c > 10)
163 draw_char(text[p] + 1, c, x, y, text_depth[p] + bump_pic[p]);
165 if (text_depth[p] < 0.1)
166 text_depth[p] = 0;
167 else
168 text_depth[p] /= 1.1;
170 if (text_light[p] > 128 && text_light[p + text_x] < 10)
171 draw_illuminatedchar(text[p] + 1, x, y,
172 text_depth[p] + bump_pic[p]);
174 p++;
179 static void draw_flares(void)
181 float x, y;
182 int p = 0;
184 for (y = _text_y; y > -_text_y; y--) {
185 for (x = -_text_x; x < _text_x; x++) {
186 if (text_light[p] > 128 && text_light[p + text_x] < 10)
187 draw_flare(x, y, text_depth[p] + bump_pic[p]);
188 p++;
193 static void scroll(double dCurrentTime)
195 int a, s, polovina;
196 //static double dLastCycle = -1;
197 static double dLastMove = -1;
199 if (dCurrentTime - dLastMove > 1.0 / (text_y / 1.5)) {
200 dLastMove = dCurrentTime;
202 polovina = text_x * text_y / 2;
203 s = 0;
204 for (a = text_x * text_y + text_x - 1; a >= text_x; a--) {
205 if (speed[s])
206 text_light[a] = text_light[a - text_x]; //scroll light table down
207 s++;
208 if (s >= text_x)
209 s = 0;
211 memmove(text_light + text_x, text_light, text_x * text_y);
212 memset(text_light, 253, text_x);
214 s = 0;
215 for (a = polovina; a < text_x * text_y; a++) {
216 if (text_light[a] == 255)
217 text_light[s] = text_light[s + text_x] >> 1; //make black bugs in top line
219 s++;
221 if (s >= text_x)
222 s = 0;
227 static void make_change(double dCurrentTime)
229 int r = rand() % text_x * text_y;
231 text[r] += 133; //random bugs
233 r = rand() % (4 * text_x);
234 if (r < text_x && text_light[r])
235 text_light[r] = 255; //white bugs
237 scroll (dCurrentTime);
241 static void make_text(void)
243 int a;
245 for (a = 0; a < text_x * text_y; a++)
246 text[a] = rand() >> 8; // avoid the lowest bits of rand()
248 for (a = 0; a < text_x; a++)
249 speed[a] = rand() >= RAND_MAX / 2;
252 static void ourBuildTextures(void)
254 TexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
255 font_texture);
256 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
257 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
259 BindTexture(GL_TEXTURE_2D, 1);
260 TexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
261 flare);
262 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
263 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
265 // Some pretty standard settings for wrapping and filtering.
266 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
267 TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
268 BindTexture(GL_TEXTURE_2D, 0);
271 void matrixview_init(int w, int h)
273 make_text();
275 ourBuildTextures();
277 // Color to clear color buffer to.
278 ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
280 // Depth to clear depth buffer to; type of test.
281 ClearDepth(1.0);
282 DepthFunc(GL_LESS);
284 // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
285 ShadeModel(GL_SMOOTH);
287 // Set up a light, turn it on.
288 Lightfv(GL_LIGHT1, GL_POSITION, Light_Position);
289 Lightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient);
290 Lightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse);
291 Enable(GL_LIGHT1);
293 // A handy trick -- have surface material mirror the color.
294 ColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
295 Enable(GL_COLOR_MATERIAL);
297 // Allow adjusting of texture color via glColor
298 TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
300 matrixview_reshape(w, h);
304 void matrixview_reshape(int w, int h)
306 Viewport(0, 0, w, h);
308 MatrixMode(GL_PROJECTION);
309 LoadIdentity();
310 Frustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off);
312 MatrixMode(GL_MODELVIEW);
316 void matrixview_draw(int w, int h, double currentTime, float frameTime,
317 uint8_t *data)
319 Enable(GL_BLEND);
320 Enable(GL_TEXTURE_2D);
322 Disable(GL_LIGHTING);
323 BlendFunc(GL_SRC_ALPHA, GL_ONE);
324 Disable(GL_DEPTH_TEST);
326 MatrixMode(GL_MODELVIEW);
327 LoadIdentity();
328 Translated(0.0f, 0.0f, Z_Off);
330 // Clear the color and depth buffers.
331 Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
333 // OK, let's start drawing our planer quads.
334 Begin(GL_QUADS);
335 draw_text(data);
336 End();
338 BindTexture(GL_TEXTURE_2D, 1);
339 Begin(GL_QUADS);
340 draw_flares();
341 End();
342 BindTexture(GL_TEXTURE_2D, 0);
344 make_change(currentTime);
346 LoadIdentity();
347 MatrixMode(GL_PROJECTION);
350 void matrixview_contrast_set(float contrast)
352 matrix_contrast = contrast;
355 void matrixview_brightness_set(float brightness)
357 matrix_brightness = brightness;
361 void matrixview_matrix_resize(int w, int h)
363 int elems;
364 free(speed);
365 speed = NULL;
366 free(text);
367 text = NULL;
368 free(text_light);
369 text_light = NULL;
370 free(text_depth);
371 text_depth = NULL;
372 if (w > MAX_TEXT_X || h > MAX_TEXT_Y)
373 return;
374 elems = w * (h + 1);
375 speed = calloc(w, sizeof(*speed));
376 text = calloc(elems, sizeof(*text));
377 text_light = calloc(elems, sizeof(*text_light));
378 text_depth = calloc(elems, sizeof(*text_depth));
379 bump_pic = calloc(elems, sizeof(*bump_pic));
380 text_x = w;
381 text_y = h;
382 make_text();