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📄 opengl.c

📁 uclinux 下的vlc播放器源代码
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#else    /* Update the texture */    glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,                     p_vout->fmt_out.i_width,                     p_vout->fmt_out.i_height,                     VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[0] );#endif    if( p_sys->p_vout->pf_unlock )    {        p_sys->p_vout->pf_unlock( p_sys->p_vout );    }}#ifdef OPENGL_MORE_EFFECT/***************************************************************************** *   Transform: Calculate the distorted grid coordinates *****************************************************************************/void Transform(float p, int distortion, float width, float height,int i, int j, int i_visible_width, int i_visible_height, double *ix,double *iy){   double x,y,xnew,ynew;   double r,theta,rnew,thetanew;   x = (double)i * (width / ((double)i_visible_width));   y = (double)j * (height / ((double)i_visible_height));   x = (2.0 * (double)x / width) - 1;   y = (2.0 * (double)y / height) - 1;   xnew = x;   ynew = y;   r = sqrt(x*x+y*y);   theta = atan2(y,x);   switch (distortion)    {/* GRID2D TRANSFORMATION */	   case SINEXY:		  xnew = sin(PID2*x);		  ynew = sin(PID2*y);		  break;	   case SINER:		  rnew = sin(PID2*r);		  thetanew = theta;		  xnew = rnew * cos(thetanew);		  ynew = rnew * sin(thetanew);		  break;	   case SQUAREXY:		  xnew = x*x*SIGN(x);		  ynew = y*y*SIGN(y);		  break;	   case SQUARER:		  rnew = r*r;		  thetanew = theta;		  xnew = rnew * cos(thetanew);		  ynew = rnew * sin(thetanew);		  break;	   case ASINXY:		  xnew = asin(x) / PID2;		  ynew = asin(y) / PID2;		  break;	   case ASINR:		  rnew = asin(r) / PID2;		  thetanew = theta;		  xnew = rnew * cos(thetanew);		  ynew = rnew * sin(thetanew);		  break;/* OTHER WAY: 3D MODEL */	   default:		  xnew = x;		  ynew = y;   }   *ix = width * (xnew + 1) / (2.0);   *iy = height * (ynew + 1) / (2.0);}/***************************************************************************** *   Z_Compute: Calculate the Z-coordinate *****************************************************************************/float Z_Compute(float p, int distortion, float x, float y){  float f_z = 0.0;  double d_p = p / 100.0;  switch (distortion)    {/* 3D MODEL */	   case CYLINDER:		  if (d_p > 0) 			f_z = (1 - d_p * d_p) / (2 * d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x));		  else			f_z = (1 - d_p * d_p) / (2 * d_p) + d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x));		  break;	   case TORUS:		  if (d_p > 0) 		    f_z =  (1 - d_p * d_p) / (d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x)) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - y * y));		  else			f_z =  (1 - d_p * d_p) / (d_p) + 2 * d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x)) + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - y * y));		  break;	   case SPHERE:		  if (d_p > 0)    		    f_z = (1 - d_p * d_p) / (2 * d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x - y * y));		  else			f_z = (1 - d_p * d_p) / (2 * d_p) + d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x - y * y));		  break;/* OTHER WAY: GRID2D TRANSFORMATION */	   case SINEXY:;	   case SINER:	   case SQUAREXY:	   case SQUARER:;	   case ASINXY:	   case ASINR:		  f_z = 0.0;		  break;	   default:		   f_z = 0.0;   }  return f_z;}#endif/***************************************************************************** * DisplayVideo: displays previously rendered output *****************************************************************************/static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic ){    vout_sys_t *p_sys = p_vout->p_sys;    float f_width, f_height, f_x, f_y;    if( p_sys->p_vout->pf_lock &&        p_sys->p_vout->pf_lock( p_sys->p_vout ) )    {        msg_Warn( p_vout, "could not lock OpenGL provider" );        return;    }    /* glTexCoord works differently with GL_TEXTURE_2D and       GL_TEXTURE_RECTANGLE_EXT */#ifdef __APPLE__    f_x = (float)p_vout->fmt_out.i_x_offset;    f_y = (float)p_vout->fmt_out.i_y_offset;    f_width = (float)p_vout->fmt_out.i_x_offset +              (float)p_vout->fmt_out.i_visible_width;    f_height = (float)p_vout->fmt_out.i_y_offset +               (float)p_vout->fmt_out.i_visible_height;#else    f_x = (float)p_vout->fmt_out.i_x_offset / p_sys->i_tex_width;    f_y = (float)p_vout->fmt_out.i_y_offset / p_sys->i_tex_height;    f_width = ( (float)p_vout->fmt_out.i_x_offset +                p_vout->fmt_out.i_visible_width ) / p_sys->i_tex_width;    f_height = ( (float)p_vout->fmt_out.i_y_offset +                 p_vout->fmt_out.i_visible_height ) / p_sys->i_tex_height;#endif    /* Why drawing here and not in Render()? Because this way, the       OpenGL providers can call pf_display to force redraw. Currently,       the OS X provider uses it to get a smooth window resizing */    glClear( GL_COLOR_BUFFER_BIT );    if( p_sys->i_effect == OPENGL_EFFECT_NONE )    {        glEnable( VLCGL_TARGET );        glBegin( GL_POLYGON );        glTexCoord2f( f_x, f_y ); glVertex2f( -1.0, 1.0 );        glTexCoord2f( f_width, f_y ); glVertex2f( 1.0, 1.0 );        glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );        glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );        glEnd();    }    else#ifdef OPENGL_MORE_EFFECT		if ((p_sys->i_effect > OPENGL_EFFECT_TRANSPARENT_CUBE) || 			((p_sys->i_effect == OPENGL_EFFECT_NONE)))		{		   unsigned int i_i, i_j;		   unsigned int i_accuracy  = config_GetInt( p_vout, "opengl-accuracy");		   unsigned int i_n = pow(2, i_accuracy);			   unsigned int i_n_x = (p_vout->fmt_out.i_visible_width / (i_n * 2));		   unsigned int i_n_y = (p_vout->fmt_out.i_visible_height / i_n);		   double d_x, d_y;		   int i_distortion = p_sys->i_effect;		   float f_p = p_sys->f_radius;                 		   glEnable( VLCGL_TARGET );		   glBegin(GL_QUADS);								   		   for (i_i = 0; i_i < p_vout->fmt_out.i_visible_width; i_i += i_n_x) 		   {			  if ( i_i == i_n_x * i_n / 2) i_n_x += p_vout->fmt_out.i_visible_width % i_n;			  if ((i_i == (p_vout->fmt_out.i_visible_width / i_n) * i_n / 2 + i_n_x) &&				  (p_vout->fmt_out.i_visible_width / i_n != i_n_x))					i_n_x -= p_vout->fmt_out.i_visible_width % i_n; 				  int i_m;			  int i_index_max = 0;								  for (i_j = 0; i_j < p_vout->fmt_out.i_visible_height; i_j += i_n_y) 			  {				if ( i_j == i_n_y * i_n / 2) i_n_y += p_vout->fmt_out.i_visible_height % i_n;				if ((i_j == (p_vout->fmt_out.i_visible_height / i_n) * i_n / 2 + i_n_y) &&					(p_vout->fmt_out.i_visible_height / i_n != i_n_y))						i_n_y -= p_vout->fmt_out.i_visible_height % i_n;				for (i_m = i_index_max; i_m < i_index_max + 4; i_m++)				{					int i_k = ((i_m % 4) == 1) || ((i_m % 4) == 2);					int i_l = ((i_m % 4) == 2) || ((i_m % 4) == 3);					Transform(f_p, i_distortion, f_width, f_height, i_i + i_k * i_n_x, i_j + i_l * i_n_y, p_vout->fmt_out.i_visible_width, p_vout->fmt_out.i_visible_height, &d_x, &d_y);													glTexCoord2f(f_x + d_x, f_y + d_y);					d_x =  - 1.0 + 2.0 * ((double)(i_k * i_n_x + i_i) / (double)p_vout->fmt_out.i_visible_width);					d_y =    1.0 - 2.0 * (((double)i_l * i_n_y + i_j) / (double)p_vout->fmt_out.i_visible_height);					glVertex3f((float)d_x, (float)d_y, Z_Compute(f_p, i_distortion, (float)d_x, (float)d_y));					}			  }		   } 		   glEnd();		}		else#endif	{        glRotatef( 0.5 * p_sys->f_speed , 0.3, 0.5, 0.7 );        glEnable( VLCGL_TARGET );        glBegin( GL_QUADS );        /* Front */        glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, 1.0 );        glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );        glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );        glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, 1.0 );        /* Left */        glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );        glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );        glTexCoord2f( f_width, f_y ); glVertex3f( - 1.0, 1.0, 1.0 );        /* Back */        glTexCoord2f( f_x, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );        glTexCoord2f( f_x, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );        /* Right */        glTexCoord2f( f_x, f_y ); glVertex3f( 1.0, 1.0, 1.0 );        glTexCoord2f( f_x, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );        glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );        /* Top */        glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );        glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, 1.0, 1.0 );        glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, 1.0, 1.0 );        glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );        /* Bottom */        glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, - 1.0, 1.0 );        glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, - 1.0, 1.0 );        glEnd();    }    glDisable( VLCGL_TARGET );    p_sys->p_vout->pf_swap( p_sys->p_vout );    if( p_sys->p_vout->pf_unlock )    {        p_sys->p_vout->pf_unlock( p_sys->p_vout );    }}int GetAlignedSize( int i_size ){    /* Return the nearest power of 2 */    int i_result = 1;    while( i_result < i_size )    {        i_result *= 2;    }    return i_result;}/***************************************************************************** * Control: control facility for the vout *****************************************************************************/static int Control( vout_thread_t *p_vout, int i_query, va_list args ){    vout_sys_t *p_sys = p_vout->p_sys;    switch( i_query )    {    case VOUT_SNAPSHOT:        return vout_vaControlDefault( p_vout, i_query, args );    default:        if( p_sys->p_vout->pf_control )            return p_sys->p_vout->pf_control( p_sys->p_vout, i_query, args );        else            return vout_vaControlDefault( p_vout, i_query, args );    }}static int InitTextures( vout_thread_t *p_vout ){    vout_sys_t *p_sys = p_vout->p_sys;    int i_index;    glDeleteTextures( 2, p_sys->p_textures );    glGenTextures( 2, p_sys->p_textures );    for( i_index = 0; i_index < 2; i_index++ )    {        glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );        /* Set the texture parameters */        glTexParameterf( VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0 );        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR );        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR );        glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );#ifdef __APPLE__        /* Tell the driver not to make a copy of the texture but to use           our buffer */        glEnable( GL_UNPACK_CLIENT_STORAGE_APPLE );        glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE );#if 0        /* Use VRAM texturing */        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,                         GL_STORAGE_CACHED_APPLE );#else        /* Use AGP texturing */        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,                         GL_STORAGE_SHARED_APPLE );#endif#endif        /* Call glTexImage2D only once, and use glTexSubImage2D later */        glTexImage2D( VLCGL_TARGET, 0, 3, p_sys->i_tex_width,                      p_sys->i_tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,                      p_sys->pp_buffer[i_index] );    }    return 0;}/***************************************************************************** * SendEvents: forward mouse and keyboard events to the parent p_vout *****************************************************************************/static int SendEvents( vlc_object_t *p_this, char const *psz_var,                       vlc_value_t oldval, vlc_value_t newval, void *_p_vout ){    return var_Set( (vlc_object_t *)_p_vout, psz_var, newval );}

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