/* * Linux VeeJay * * Copyright(C)2002 Niels Elburg * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License , or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307 , USA. */ #include #include #include #include #include "dissolve.h" #include vj_effect *dissolve_init(int w, int h) { vj_effect *ve = (vj_effect *) vj_calloc(sizeof(vj_effect)); ve->num_params = 1; ve->defaults = (int *) vj_calloc(sizeof(int) * ve->num_params); /* default values */ ve->limits[0] = (int *) vj_calloc(sizeof(int) * ve->num_params); /* min */ ve->limits[1] = (int *) vj_calloc(sizeof(int) * ve->num_params); /* max */ ve->limits[0][0] = 0; ve->limits[1][0] = 255; ve->defaults[0] = 150; ve->parallel = 1; ve->description = "Dissolve Overlay"; ve->sub_format = 1; ve->extra_frame = 1; ve->has_user = 0; ve->param_description = vje_build_param_list( ve->num_params, "Opacity" ); return ve; } void dissolve_apply(VJFrame *frame, VJFrame *frame2, int width, int height, int opacity) { unsigned int i; unsigned int len = frame->len; const int op1 = (opacity > 255) ? 255 : opacity; const int op0 = 255 - op1; uint8_t *Y = frame->data[0]; uint8_t *Cb = frame->data[1]; uint8_t *Cr = frame->data[2]; uint8_t *Y2 = frame2->data[0]; uint8_t *Cb2 = frame2->data[1]; uint8_t *Cr2 = frame2->data[2]; for (i = 0; i < len; i++) { // set pixel as completely transparent or completely solid if(Y[i] > opacity) // completely transparent { Y[i] = (op0 * Y[i] + op1 * Y2[i]) >> 8; Cb[i] = (op0 * Cb[i] + op1 * Cb2[i]) >> 8; Cr[i] = (op0 * Cr[i] + op1 * Cr2[i]) >> 8; } else // pixel is solid { Y[i] = Y2[i]; Cb[i] = Cb2[i]; Cr[i] = Cr2[i]; } } }