/* * Software written by Jared Bruni https://github.com/lostjared This software is dedicated to all the people that experience mental illness. Website: http://lostsidedead.com YouTube: http://youtube.com/LostSideDead Instagram: http://instagram.com/jaredbruni Twitter: http://twitter.com/jaredbruni Facebook: http://facebook.com/LostSideDead0x You can use this program free of charge and redistrubute it online as long as you do not charge anything for this program. This program is meant to be 100% free. BSD 2-Clause License Copyright (c) 2019, Jared Bruni All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include"ac.h" // initalize to null ac::ParticleEmiter::ParticleEmiter() : part(0), w(0), h(0), speed(1){} // clean up after done ac::ParticleEmiter::~ParticleEmiter() { if(part != 0) { for(int i = 0; i < w; ++i) delete [] part[i]; delete [] part; part = 0; } } void ac::ParticleEmiter::reset() { w = 0; h = 0; } // set frame pixel values void ac::ParticleEmiter::set(cv::Mat &frame) { if(static_cast(frame.cols) != w || static_cast(frame.rows) != h) { if(part != 0) { for(int i = 0; i < w; ++i) delete [] part[i]; delete [] part; } w = frame.cols; h = frame.rows; part = new Particle*[w]; for(int i = 0; i < w; ++i) { part[i] = new Particle[h]; for(int z = 0; z < h; ++z) { part[i][z].x = i; part[i][z].y = z; part[i][z].dir = rand()%8; } } } for(int z = 0; z < h; ++z) { for(int i = 0; i < w; ++i) { cv::Vec3b pixel = frame.at(z, i); part[i][z].pixel = pixel; } } } // draw pixel values to frame void ac::ParticleEmiter::draw(cv::Mat &frame) { speed = 1; movePixels();//move values before drawing for(int z = 0; z < h; ++z) { for(int i = 0; i < w; ++i) { int x_pos = part[i][z].x; int y_pos = part[i][z].y; if(x_pos > 0 && x_pos < frame.cols && y_pos > 0 && y_pos < frame.rows) { cv::Vec3b &pixel = frame.at(y_pos, x_pos); pixel = part[i][z].pixel; } } } } void ac::ParticleEmiter::draw_blend(cv::Mat &frame) { speed = 5; DarkenFilter(frame); movePixels();//move values before drawing static double alpha = 1.0, alpha_max = 5.0; for(int z = 0; z < h; ++z) { for(int i = 0; i < w; ++i) { int x_pos = part[i][z].x; int y_pos = part[i][z].y; if(x_pos > 0 && x_pos < frame.cols && y_pos > 0 && y_pos < frame.rows) { cv::Vec3b &pixel = frame.at(y_pos, x_pos); for(int j = 0; j < 3; ++j) pixel[j] = pixel[j]+(part[i][z].pixel[j]^static_cast(alpha)); } } } static int dir = 1; procPos(dir, alpha, alpha_max, 10, 0.1); } void ac::ParticleEmiter::draw_flash(cv::Mat &frame) { speed = 10; static int flash_index = 0; static cv::Vec3b black(0,0,0); cv::Vec3b color(rand()%255, rand()%255, rand()%255); movePixels();//move values before drawing for(int z = 0; z < h; ++z) { for(int i = 0; i < w; ++i) { int x_pos = part[i][z].x; int y_pos = part[i][z].y; if(x_pos > 0 && x_pos < frame.cols && y_pos > 0 && y_pos < frame.rows) { cv::Vec3b &pixel = frame.at(y_pos, x_pos); switch(flash_index) { case 0: pixel = part[i][z].pixel; break; case 1: pixel = black; break; case 2: pixel = color; break; } ++flash_index; if(flash_index > 2) flash_index = 0; } } } } void ac::ParticleEmiter::draw_alpha(cv::Mat &frame) { speed = 20; movePixels();//move values before drawing static double alpha = 1.0, alpha_max = 10; for(int z = 0; z < h; ++z) { for(int i = 0; i < w; ++i) { int x_pos = part[i][z].x; int y_pos = part[i][z].y; if(x_pos > 0 && x_pos < frame.cols && y_pos > 0 && y_pos < frame.rows) { cv::Vec3b &pixel = frame.at(y_pos, x_pos); for(int j = 0; j < 3; ++j) pixel[j] += part[i][z].pixel[j]*static_cast(alpha); } } } static int dir = 1; procPos(dir, alpha, alpha_max, 15, 0.01); } // draw movement fast void ac::ParticleEmiter::draw_move(cv::Mat &frame) { speed = 50; movePixels();//move values before drawing static double alpha = 1.0, alpha_max = 6.0; for(int z = 0; z < h; ++z) { for(int i = 0; i < w; ++i) { int x_pos = part[i][z].x; int y_pos = part[i][z].y; if(x_pos > 0 && x_pos < frame.cols && y_pos > 0 && y_pos < frame.rows) { cv::Vec3b &pixel = frame.at(y_pos, x_pos); pixel = part[i][z].pixel; } } } static int dir = 1; procPos(dir, alpha, alpha_max); } void ac::ParticleEmiter::draw_op(cv::Mat &frame) { speed = 1; movePixels(); for(int z = 0; z < h; ++z) { for(int i = 0; i < w; ++i) { int x_pos = part[i][z].x; int y_pos = part[i][z].y; if(x_pos > 0 && x_pos < frame.cols && y_pos > 0 && y_pos < frame.rows) { cv::Vec3b &pixel = frame.at(y_pos, x_pos); for(int j = 0; j < 3; ++j) pixel[j] = part[i][z].pixel[j]^pixel[j]; } } } } // move pixel coordinates around void ac::ParticleEmiter::movePixels() { for(int i = 0; i < w; ++i) { for(int z = 0; z < h; ++z) { Particle &p = part[i][z]; p.m_count ++; if(p.m_count > 250) { p.m_count = 0; p.dir = rand()%4; continue; } switch(p.dir) { case DIR_UP: if(p.y > 0) { p.y -= speed; } else { p.dir = rand()%8; } break; case DIR_UP_LEFT: if(p.y > 0 && p.x > 0) { p.y -= speed; p.x -= speed; } else { p.dir = rand()%8; } break; case DIR_UP_RIGHT: if(p.y > 0 && p.x < w-1) { p.y -= speed; p.x += speed; } else { p.dir = rand()%8; } break; case DIR_DOWN_LEFT: if(p.y < h-1 && p.x > 0) { p.y += speed; p.x -= speed; } else { p.dir = rand()%8; } break; case DIR_DOWN_RIGHT: if(p.y < h-1 && p.x < w-1) { p.y += speed; p.x += speed; } else { p.dir = rand()*8; } break; case DIR_DOWN: if(p.y < h-1) { p.y += speed; } else { p.dir = rand()%8; } break; case DIR_LEFT: if(p.x > 0) { p.x -= speed; } else { p.dir = rand()%8; } break; case DIR_RIGHT: if(p.x < w-1) { p.x += speed; } else { p.dir = rand()%8; } break; default: p.dir = rand()%8; } } } } ac::ParticleEmiter emiter; // initialize // Particle Filter void ac::ParticleRelease(cv::Mat &frame) { emiter.set(frame);// set values each frame emiter.draw(frame); // draw values each frame } void ac::ParticleBlend(cv::Mat &frame) { emiter.set(frame); emiter.draw_blend(frame); } void ac::ParticleFlash(cv::Mat &frame) { emiter.set(frame); emiter.draw_flash(frame); } void ac::ParticleAlpha(cv::Mat &frame) { emiter.set(frame); emiter.draw_alpha(frame); } void ac::ParticleFast(cv::Mat &frame) { static ParticleEmiter emiter; if(frames_released == true || reset_alpha == true) { emiter.reset(); } emiter.set(frame); emiter.draw_move(frame); } void ac::ParticleSnow(cv::Mat &frame) { emiter.set(frame); emiter.draw_op(frame); }