mirror of
https://github.com/game-stop/veejay.git
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305 lines
9.9 KiB
C
305 lines
9.9 KiB
C
/*
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* Linux VeeJay
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*
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* Copyright(C)2019 Niels Elburg <nwelburg@gmail.com>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License , or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307 , USA.
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*/
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#include "common.h"
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#include <veejaycore/vjmem.h>
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#include "halftone.h"
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/*
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* simple effect that iterates over a frame using a bounding box
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* a new value will be determined (average of all pixels in the bounding box, the brightest or the darkest pixel)
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* and the bounding box will be filled with a circle filled with this new value
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*/
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vj_effect *halftone_init(int w, int h)
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{
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vj_effect *ve = (vj_effect *) vj_calloc(sizeof(vj_effect));
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ve->num_params = 4;
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ve->defaults = (int *) vj_calloc(sizeof(int) * ve->num_params); /* default values */
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ve->limits[0] = (int *) vj_calloc(sizeof(int) * ve->num_params); /* min */
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ve->limits[1] = (int *) vj_calloc(sizeof(int) * ve->num_params); /* max */
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ve->limits[0][0] = 2;
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ve->limits[1][0] = ( w > h ? w / 2 : h / 2 );
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ve->limits[0][1] = 0;
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ve->limits[1][1] = 3;
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ve->limits[0][2] = 0;
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ve->limits[1][2] = 1;
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ve->limits[0][3] = 0;
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ve->limits[1][3] = 2;
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ve->defaults[0] = ( w > h ? w / 64 : h / 64 );
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ve->defaults[1] = 0;
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ve->defaults[2] = 0;
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ve->defaults[3] = 0;
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ve->description = "Halftone";
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ve->sub_format = 1;
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ve->extra_frame = 0;
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ve->parallel = 0;
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ve->has_user = 0;
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ve->param_description = vje_build_param_list( ve->num_params, "Radius", "Mode", "Orientation", "Parity" );
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ve->hints = vje_init_value_hint_list( ve->num_params );
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vje_build_value_hint_list( ve->hints, ve->limits[1][1],1, "White Dots", "Black Dots", "Gray Dots", "Colored Dots" );
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vje_build_value_hint_list( ve->hints, ve->limits[1][2],2, "Centered", "North West");// , "North", "North East", "East", "South East" ...); // TODO
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vje_build_value_hint_list( ve->hints, ve->limits[1][3],3, "Even", "Odd", "No parity"); //TODO add 'Berzek?' parameter aka broken/random parity; very cool on Mode animation
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return ve;
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}
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static void halftone_apply_avg_col( VJFrame *frame, int radius, int orientation, int odd)
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{
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uint8_t *Y = frame->data[0];
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uint8_t *U = frame->data[1];
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uint8_t *V = frame->data[2];
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const int w = frame->width;
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const int h = frame->height;
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const int rad = radius/2;
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const int bw = radius;
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const int bh = radius;
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int x,y,x1,y1,x_inf,y_inf, x_sup, y_sup;
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x_inf = 0; // initial init for North East
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y_inf = 0;
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x_sup = w;
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y_sup = h;
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grid_getbounds_from_orientation(radius, orientation, odd, &x_inf, &y_inf, &x_sup, &y_sup);
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for( y = y_inf; y < h; y += radius ) {
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for( x = x_inf; x < w; x += radius ) {
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uint32_t sum = 0;
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uint32_t hit = 0;
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uint8_t u = U[ y * w + x ];
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uint8_t v = V[ y * w + x ];
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//~ int lim_x = (x + radius);
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//~ if( lim_x > w )
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//~ lim_x = w;
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//~ int lim_y = (y + radius);
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//~ if( lim_y > h)
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//~ lim_y = h;
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// clip negative index (out of image) for colors pickup
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for( y1 = (y < 0) ? 0 : y ; y1 < (y + radius) && y1 < h; y1 ++ ) {
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for( x1 = (x < 0) ? 0 : x ; x1 < (x + radius) && x1 < w; x1 ++ ) {
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sum += Y[ y1 * w + x1 ];
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hit ++;
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Y[ y1 * w + x1 ] = pixel_Y_lo_;
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U[ y1 * w + x1 ] = 128;
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V[ y1 * w + x1 ] = 128;
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}
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}
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uint32_t val = (sum / hit);
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int wrad = 1 + (int) ( ((double) val / 255.0 ) * rad);
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veejay_draw_circle( Y , x,y, bw, bh, w, h, wrad, val );
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veejay_draw_circle( U , x,y, bw, bh, w, h, wrad, u );
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veejay_draw_circle( V , x,y, bw, bh, w, h, wrad, v );
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}
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}
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}
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static void halftone_apply_avg_gray( VJFrame *frame, int radius, int orientation, int odd)
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{
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uint8_t *Y = frame->data[0];
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uint8_t *U = frame->data[1];
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uint8_t *V = frame->data[2];
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const int w = frame->width;
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const int h = frame->height;
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const int rad = radius/2;
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const int bw = radius;
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const int bh = radius;
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int x,y,x1,y1,x_inf,y_inf, x_sup, y_sup;
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x_inf = 0; // initial init for North East
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y_inf = 0;
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x_sup = w;
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y_sup = h;
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grid_getbounds_from_orientation(radius, orientation, odd, &x_inf, &y_inf, &x_sup, &y_sup);
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for( y = y_inf; y < h; y += radius ) {
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for( x = x_inf; x < w; x += radius ) {
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uint32_t sum = 0;
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uint32_t hit = 0;
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//~ int lim_x = (x + radius);
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//~ if( lim_x > w )
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//~ lim_x = w;
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//~ int lim_y = (y + radius);
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//~ if( lim_y > h)
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//~ lim_y = h;
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// clip negative index (out of image) for colors pickup
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for( y1 = (y < 0) ? 0 : y ; y1 < (y + radius) && y1 < h; y1 ++ ) {
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for( x1 = (x < 0) ? 0 : x ; x1 < (x + radius) && x1 < w; x1 ++ ) {
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sum += Y[ y1 * w + x1 ];
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hit ++;
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Y[ y1 * w + x1 ] = pixel_Y_lo_;
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}
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}
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uint32_t val = (sum / hit);
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int wrad = 1 + (int) ( ((double) val / 255.0 ) * rad);
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veejay_draw_circle( Y,x,y, bw, bh, w, h, wrad, val );
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}
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}
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veejay_memset( U, 128, w * h );
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veejay_memset( V, 128, w * h );
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}
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static void halftone_apply_avg_black( VJFrame *frame, int radius, int orientation, int odd)
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{
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uint8_t *Y = frame->data[0];
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uint8_t *U = frame->data[1];
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uint8_t *V = frame->data[2];
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const int w = frame->width;
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const int h = frame->height;
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const int rad = radius/2;
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const int bw = radius;
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const int bh = radius;
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int x,y,x1,y1,x_inf,y_inf, x_sup, y_sup;
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x_inf = 0; // initial init for North East
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y_inf = 0;
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x_sup = w;
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y_sup = h;
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grid_getbounds_from_orientation(radius, orientation, odd, &x_inf, &y_inf, &x_sup, &y_sup);
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for( y = y_inf; y < h; y += radius ) {
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for( x = x_inf; x < w; x += radius ) {
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uint32_t sum = 0;
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uint32_t hit = 0;
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//~ int lim_x = (x + radius);
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//~ if( lim_x > w )
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//~ lim_x = w;
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//~ int lim_y = (y + radius);
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//~ if( lim_y > h)
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//~ lim_y = h;
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// clip negative index (out of image) for colors pickup
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for( y1 = (y < 0) ? 0 : y ; y1 < (y + radius) && y1 < h; y1 ++ ) {
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for( x1 = (x < 0) ? 0 : x ; x1 < (x + radius) && x1 < w; x1 ++ ) {
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sum += Y[ y1 * w + x1 ];
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hit ++;
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Y[ y1 * w + x1 ] = pixel_Y_hi_;
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}
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}
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uint32_t val = (sum / hit);
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int wrad = 1 + (int) ( ((double) val / 255.0 ) * rad);
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veejay_draw_circle( Y,x,y, bw, bh, w, h, wrad, pixel_Y_lo_ );
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}
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}
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veejay_memset( U, 128, w * h );
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veejay_memset( V, 128, w * h );
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}
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static void halftone_apply_avg_white( VJFrame *frame, int radius, int orientation, int odd)
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{
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uint8_t *Y = frame->data[0];
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uint8_t *U = frame->data[1];
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uint8_t *V = frame->data[2];
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const int w = frame->width;
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const int h = frame->height;
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const int rad = radius/2;
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const int bw = radius;
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const int bh = radius;
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int x,y,x1,y1,x_inf,y_inf, x_sup, y_sup;
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x_inf = 0; // initial init for North East
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y_inf = 0;
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x_sup = w;
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y_sup = h;
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grid_getbounds_from_orientation(radius, orientation, odd, &x_inf, &y_inf, &x_sup, &y_sup);
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for( y = y_inf ; y < h; y += radius ) {
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for( x = x_inf ; x < w; x += radius ) {
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uint32_t sum = 0;
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uint32_t hit = 0;
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//~ int lim_x = (x + radius);
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//~ if( lim_x > w )
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//~ lim_x = w;
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//~ int lim_y = (y + radius);
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//~ if( lim_y > h)
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//~ lim_y = h;
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// clip negative index (out of image) for colors pickup
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for( y1 = (y < 0) ? 0 : y ; y1 < (y + radius) && y1 < h; y1 ++ ) {
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for( x1 = (x < 0) ? 0 : x ; x1 < (x + radius) && x1 < w; x1 ++ ) {
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sum += Y[ y1 * w + x1 ];
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hit ++;
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Y[ y1 * w + x1 ] = pixel_Y_lo_;
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}
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}
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uint32_t val = (sum / hit);
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int wrad = 1 + (int) ( ((double) val / 255.0 ) * rad);
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veejay_draw_circle( Y,x,y, bw, bh, w, h, wrad, pixel_Y_hi_ );
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}
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}
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veejay_memset( U, 128, w * h );
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veejay_memset( V, 128, w * h );
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}
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void halftone_apply( void *ptr, VJFrame *frame, int *args ) {
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int radius = args[0];
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int mode = args[1];
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int orientation = args[2];
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int parity = args[3];
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switch(mode) {
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case 0:
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halftone_apply_avg_white( frame, radius, (vj_effect_orientation)orientation, (vj_effect_parity)parity);
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break;
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case 1:
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halftone_apply_avg_black( frame, radius , (vj_effect_orientation)orientation, (vj_effect_parity)parity);
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break;
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case 2:
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halftone_apply_avg_gray( frame, radius , (vj_effect_orientation)orientation, (vj_effect_parity)parity);
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break;
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case 3:
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halftone_apply_avg_col( frame, radius , (vj_effect_orientation)orientation, (vj_effect_parity)parity);
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break;
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}
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}
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