Example #1
0
static void ft2_source_render(void *data, gs_effect_t effect)
{
	struct ft2_source *srcdata = data;
	if (srcdata == NULL) return;

	if (srcdata->tex == NULL || srcdata->vbuf == NULL) return;

	gs_reset_blend_state();
	if (srcdata->outline_text) draw_outlines(srcdata);
	if (srcdata->drop_shadow) draw_drop_shadow(srcdata);

	draw_uv_vbuffer(srcdata->vbuf, srcdata->tex,
		srcdata->draw_effect, (uint32_t)wcslen(srcdata->text) * 6);

	UNUSED_PARAMETER(effect);
}
Example #2
0
static void
draw_image (ModeInfo *mi, int i, GLfloat t, GLfloat s, GLfloat z)
{
  int wire = MI_IS_WIREFRAME(mi);
  photopile_state *ss = &sss[MI_SCREEN(mi)];
  image *frame = ss->frames + i;

  position pos = interpolate(t, frame->pos);
  GLfloat w = frame->geom.width * 0.5;
  GLfloat h = frame->geom.height * 0.5;
  GLfloat z1 = z - 0.25 / (MI_COUNT(mi) + 1);
  GLfloat z2 = z - 0.5  / (MI_COUNT(mi) + 1); 
  GLfloat w1 = w;
  GLfloat h1 = h;
  GLfloat h2 = h;

  if (polaroid_p)
    {
      GLfloat minSize = MIN(w, h);
      GLfloat maxSize = MAX(w, h);

      /* Clip or scale image to fit in the frame.
       */
      if (clip_p)
        {
          w = h = minSize;
        }
      else
        {
          GLfloat scale = minSize / maxSize;
          w *= scale;
          h *= scale;
        }

      w1 = minSize * 1.16;      /* enlarge frame border */
      h1 = minSize * 1.5;
      h2 = w1;
      s /= 1.5;                 /* compensate for border size */
    }

  glPushMatrix();

  /* Position and scale this image.
   */
  glTranslatef (pos.x, pos.y, 0);
  glRotatef (pos.angle, 0, 0, 1);
  glScalef (s, s, 1);

  /* Draw the drop shadow. */
  if (shadows_p && !wire)
    {
      glColor3f (0, 0, 0);
      draw_drop_shadow(ss->shadow, -w1, -h1, z2, 2.0 * w1, h1 + h2, 20.0);
      glDisable (GL_BLEND);
    }

  glDisable (GL_LIGHTING);
  glEnable (GL_DEPTH_TEST);
  glDisable (GL_CULL_FACE);

  /* Draw the retro instant-film frame.
   */
  if (polaroid_p)
    {
      if (! wire)
        {
          glShadeModel (GL_SMOOTH);
          glEnable (GL_LINE_SMOOTH);
          glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);

          glColor3f (1, 1, 1);
          glBegin (GL_QUADS);
          glVertex3f (-w1, -h1, z2);
          glVertex3f ( w1, -h1, z2);
          glVertex3f ( w1,  h2, z2);
          glVertex3f (-w1,  h2, z2);
          glEnd();
        }

      glLineWidth (1.0);
      glColor3f (0.5, 0.5, 0.5);
      glBegin (GL_LINE_LOOP);
      glVertex3f (-w1, -h1, z);
      glVertex3f ( w1, -h1, z);
      glVertex3f ( w1,  h2, z);
      glVertex3f (-w1,  h2, z);
      glEnd();
    }

  /* Draw the image quad.
   */
  if (! wire)
    {
      GLfloat texw = w / frame->tw;
      GLfloat texh = h / frame->th;
      GLfloat texx = (frame->geom.x + 0.5 * frame->geom.width)  / frame->tw;
      GLfloat texy = (frame->geom.y + 0.5 * frame->geom.height) / frame->th;

      glBindTexture (GL_TEXTURE_2D, frame->texid);
      glEnable (GL_TEXTURE_2D);
      glColor3f (1, 1, 1);
      glBegin (GL_QUADS);
      glTexCoord2f (texx - texw, texy + texh); glVertex3f (-w, -h, z1);
      glTexCoord2f (texx + texw, texy + texh); glVertex3f ( w, -h, z1);
      glTexCoord2f (texx + texw, texy - texh); glVertex3f ( w,  h, z1);
      glTexCoord2f (texx - texw, texy - texh); glVertex3f (-w,  h, z1);
      glEnd();
      glDisable (GL_TEXTURE_2D);
    }

  /* Draw a box around it.
   */
  if (! wire)
    {
      glShadeModel (GL_SMOOTH);
      glEnable (GL_LINE_SMOOTH);
      glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
    }
  glLineWidth (1.0);
  glColor3f (0.5, 0.5, 0.5);
  glBegin (GL_LINE_LOOP);
  glVertex3f (-w, -h, z);
  glVertex3f ( w, -h, z);
  glVertex3f ( w,  h, z);
  glVertex3f (-w,  h, z);
  glEnd();

  /* Draw a title under the image.
   */
  if (titles_p)
    {
      int sw, sh, ascent, descent;
      GLfloat scale = 1;
      const char *title = frame->title ? frame->title : "(untitled)";
      XCharStruct e;

      /* #### Highly approximate, but doing real clipping is harder... */
      int max = 35;
      if (strlen(title) > max)
        title += strlen(title) - max;

      texture_string_metrics (ss->texfont, title, &e, &ascent, &descent);
      sw = e.width;
      sh = ascent + descent;

      /* Scale the text to match the pixel size of the photo */
      scale *= w / 300.0;

      /* Move to below photo */
      glTranslatef (0, -h - sh * (polaroid_p ? 2.2 : 0.5), 0);
      glTranslatef (-sw*scale/2, sh*scale/2, z);
      glScalef (scale, scale, 1);

      if (wire || !polaroid_p)
        {
          glColor3f (1, 1, 1);
        }
      else
        {
          glColor3f (0, 0, 0);
        }

      if (!wire)
        {
          glEnable (GL_TEXTURE_2D);
          glEnable (GL_BLEND);
          print_texture_string (ss->texfont, title);
        }
      else
        {
          glBegin (GL_LINE_LOOP);
          glVertex3f (0,  0,  0);
          glVertex3f (sw, 0,  0);
          glVertex3f (sw, sh, 0);
          glVertex3f (0,  sh, 0);
          glEnd();
        }
    }

  glPopMatrix();
}