[MPlayer-cvslog] r28874 - trunk/libass/ass_render.c
greg
subversion at mplayerhq.hu
Sun Mar 8 03:53:14 CET 2009
Author: greg
Date: Sun Mar 8 03:53:14 2009
New Revision: 28874
Log:
Replace rotation functions with a simplified version adapted from
vsfilter.
This (mostly) fixes http://bugzilla.mplayerhq.hu/show_bug.cgi?id=1394#c7
Modified:
trunk/libass/ass_render.c
Modified: trunk/libass/ass_render.c
==============================================================================
--- trunk/libass/ass_render.c Sun Mar 8 00:56:03 2009 (r28873)
+++ trunk/libass/ass_render.c Sun Mar 8 03:53:14 2009 (r28874)
@@ -1796,75 +1796,46 @@ static void get_base_point(FT_BBox bbox,
}
/**
- * \brief Multiply 4-vector by 4-matrix
- * \param a 4-vector
- * \param m 4-matrix]
- * \param b out: 4-vector
- * Calculates a * m and stores result in b
- */
-static inline void transform_point_3d(double *a, double *m, double *b)
-{
- b[0] = a[0] * m[0] + a[1] * m[4] + a[2] * m[8] + a[3] * m[12];
- b[1] = a[0] * m[1] + a[1] * m[5] + a[2] * m[9] + a[3] * m[13];
- b[2] = a[0] * m[2] + a[1] * m[6] + a[2] * m[10] + a[3] * m[14];
- b[3] = a[0] * m[3] + a[1] * m[7] + a[2] * m[11] + a[3] * m[15];
-}
-
-/**
- * \brief Apply 3d transformation to a vector
- * \param v FreeType vector (2d)
- * \param m 4-matrix
- * Transforms v by m, projects the result back to the screen plane
- * Result is returned in v.
- */
-static inline void transform_vector_3d(FT_Vector* v, double *m) {
- const double camera = 2500 * frame_context.border_scale; // camera distance
- const double cutoff_z = 10.;
- double a[4], b[4];
- a[0] = d6_to_double(v->x);
- a[1] = d6_to_double(v->y);
- a[2] = 0.;
- a[3] = 1.;
- transform_point_3d(a, m, b);
- /* Apply perspective projection with the following matrix:
- 2500 0 0 0
- 0 2500 0 0
- 0 0 0 0
- 0 0 8 2500
- where 2500 is camera distance, 8 - z-axis scale.
- Camera is always located in (org_x, org_y, -2500). This means
- that different subtitle events can be displayed at the same time
- using different cameras. */
- b[0] *= camera;
- b[1] *= camera;
- b[3] = 8 * b[2] + camera;
- if (b[3] < cutoff_z)
- b[3] = cutoff_z;
- v->x = double_to_d6(b[0] / b[3]);
- v->y = double_to_d6(b[1] / b[3]);
-}
-
-/**
- * \brief Apply 3d transformation to a glyph
- * \param glyph FreeType glyph
- * \param m 4-matrix
- * Transforms glyph by m, projects the result back to the screen plane
- * Result is returned in glyph.
+ * \brief Apply transformation to outline points of a glyph
+ * Applies rotations given by frx, fry and frz and projects the points back
+ * onto the screen plane.
*/
-static inline void transform_glyph_3d(FT_Glyph glyph, double *m, FT_Vector shift) {
- int i;
- FT_Outline* outline = &((FT_OutlineGlyph)glyph)->outline;
+static void transform_3d_points(FT_Vector shift, FT_Glyph glyph, double frx, double fry, double frz) {
+ double sx = sin(frx);
+ double sy = sin(fry);
+ double sz = sin(frz);
+ double cx = cos(frx);
+ double cy = cos(fry);
+ double cz = cos(frz);
+ FT_Outline *outline = &((FT_OutlineGlyph) glyph)->outline;
FT_Vector* p = outline->points;
+ double x, y, z, xx, yy, zz;
+ int i;
for (i=0; i<outline->n_points; i++) {
- p[i].x += shift.x;
- p[i].y += shift.y;
- transform_vector_3d(p + i, m);
- p[i].x -= shift.x;
- p[i].y -= shift.y;
- }
+ x = p[i].x + shift.x;
+ y = p[i].y + shift.y;
+ z = 0.;
- //transform_vector_3d(&glyph->advance, m);
+ xx = x*cz + y*sz;
+ yy = -(x*sz - y*cz);
+ zz = z;
+
+ x = xx;
+ y = yy*cx + zz*sx;
+ z = yy*sx - zz*cx;
+
+ xx = x*cy + z*sy;
+ yy = y;
+ zz = x*sy - z*cy;
+
+ zz = FFMAX(zz, -19000);
+
+ x = (xx * 20000) / (zz + 20000);
+ y = (yy * 20000) / (zz + 20000);
+ p[i].x = x - shift.x + 0.5;
+ p[i].y = y - shift.y + 0.5;
+ }
}
/**
@@ -1879,28 +1850,18 @@ static inline void transform_glyph_3d(FT
*/
static void transform_3d(FT_Vector shift, FT_Glyph* glyph, FT_Glyph* glyph2, double frx, double fry, double frz)
{
- fry = - fry; // FreeType's y axis goes in the opposite direction
+ frx = - frx;
+ frz = - frz;
if (frx != 0. || fry != 0. || frz != 0.) {
- double m[16];
- double sx = sin(frx);
- double sy = sin(fry);
- double sz = sin(frz);
- double cx = cos(frx);
- double cy = cos(fry);
- double cz = cos(frz);
- m[0] = cy * cz; m[1] = cy*sz; m[2] = -sy; m[3] = 0.0;
- m[4] = -cx*sz + sx*sy*cz; m[5] = cx*cz + sx*sy*sz; m[6] = sx*cy; m[7] = 0.0;
- m[8] = sx*sz + cx*sy*cz; m[9] = -sx*cz + cx*sy*sz; m[10] = cx*cy; m[11] = 0.0;
- m[12] = 0.0; m[13] = 0.0; m[14] = 0.0; m[15] = 1.0;
-
if (glyph && *glyph)
- transform_glyph_3d(*glyph, m, shift);
+ transform_3d_points(shift, *glyph, frx, fry, frz);
if (glyph2 && *glyph2)
- transform_glyph_3d(*glyph2, m, shift);
+ transform_3d_points(shift, *glyph2, frx, fry, frz);
}
}
+
/**
* \brief Main ass rendering function, glues everything together
* \param event event to render
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