static const char *ppsz_effects[] = {
"none", "cube", "transparent-cube", "cylinder", "torus", "sphere","SQUAREXY","SQUARER", "ASINXY", "ASINR", "SINEXY", "SINER" };
static const char *ppsz_effects_text[] = {
- N_("None"), N_("Cube"), N_("Transparent Cube"),
+ N_("None"), N_("Cube"), N_("Transparent Cube"),
N_("Cylinder"), N_("Torus"), N_("Sphere"), N_("SQUAREXY"),N_("SQUARER"), N_("ASINXY"), N_("ASINR"), N_("SINEXY"), N_("SINER") };
#endif
static int SendEvents ( vlc_object_t *, char const *,
vlc_value_t, vlc_value_t, void * );
-#ifdef OPENGL_MORE_EFFECT
+#ifdef OPENGL_MORE_EFFECT
static float Z_Compute ( float, int, float, float );
static void Transform ( float, int, float, float, int, int, int, int, double *, double * );
{
p_sys->i_effect ++;
}
- if (pow(2,p_sys->i_effect) < INIFILE)
+ if (pow(2,p_sys->i_effect) < INIFILE)
p_sys->i_effect = pow(2,p_sys->i_effect);
else if ( strcmp( val.psz_string, ppsz_effects[p_sys->i_effect]))
{
glTranslatef( 0.0, 0.0, - 5.0 );
}
#ifdef OPENGL_MORE_EFFECT
- else
+ else
{
/* Set the perpective */
glMatrixMode( GL_PROJECTION );
case ASINR:
case SINEXY:
case SINER:
-#endif
+#endif
glEnable( GL_CULL_FACE );
break;
glTranslatef( 0.0, 0.0, - 5.0 );
}
#ifdef OPENGL_MORE_EFFECT
- else
+ else
{
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -3.0 );
-
+
float f_pov_x, f_pov_y, f_pov_z;
f_pov_x = var_CreateGetFloat( p_vout, "opengl-pov-x");
f_pov_y = var_CreateGetFloat( p_vout, "opengl-pov-y");
f_pov_z = var_CreateGetFloat( p_vout, "opengl-pov-z");
gluLookAt(0, 0, 0, f_pov_x, f_pov_y, f_pov_z, 0, 1, 0);
}
-#endif
+#endif
}
if( p_sys->p_vout->pf_unlock )
}
#endif
// to align in real time in OPENGL
- if (p_sys->p_vout->i_alignment != p_vout->i_alignment)
- {
- p_vout->i_changes = VOUT_CROP_CHANGE; //to force change
- p_sys->p_vout->i_alignment = p_vout->i_alignment;
- }
-
+ if (p_sys->p_vout->i_alignment != p_vout->i_alignment)
+ {
+ p_vout->i_changes = VOUT_CROP_CHANGE; //to force change
+ p_sys->p_vout->i_alignment = p_vout->i_alignment;
+ }
+
return i_ret;
}
r = sqrt(x*x+y*y);
theta = atan2(y,x);
- switch (distortion)
+ switch (distortion)
{
/* GRID2D TRANSFORMATION */
case SINEXY:
float f_z = 0.0;
double d_p = p / 100.0;
- switch (distortion)
+ switch (distortion)
{
/* 3D MODEL */
case CYLINDER:
- if (d_p > 0)
+ 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)
+ 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)
+ 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));
}
else
#ifdef OPENGL_MORE_EFFECT
- if ((p_sys->i_effect > OPENGL_EFFECT_TRANSPARENT_CUBE) ||
+ 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 = 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;
-
+ 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)
+ 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;
+ 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)
+
+ 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) &&
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);
+ 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));
+ glVertex3f((float)d_x, (float)d_y, Z_Compute(f_p, i_distortion, (float)d_x, (float)d_y));
}
}
- }
+ }
glEnd();
}
else