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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 *****************************************************************************/static void Transform( 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 *****************************************************************************/static 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 ){    VLC_UNUSED(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( 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 ){    VLC_UNUSED(p_this); VLC_UNUSED(oldval);    return var_Set( (vlc_object_t *)_p_vout, psz_var, newval );}

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亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
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