mirror of
https://github.com/game-stop/veejay.git
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83 lines
2.4 KiB
C
83 lines
2.4 KiB
C
/*
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* Linux VeeJay
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*
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* Copyright(C)2002 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 <config.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <libvjmem/vjmem.h>
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#include "dissolve.h"
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#include <stdlib.h>
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vj_effect *dissolve_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 = 1;
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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] = 0;
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ve->limits[1][0] = 255;
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ve->defaults[0] = 150;
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ve->parallel = 1;
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ve->description = "Dissolve Overlay";
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ve->sub_format = 1;
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ve->extra_frame = 1;
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ve->has_user = 0;
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ve->param_description = vje_build_param_list( ve->num_params, "Opacity" );
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return ve;
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}
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void dissolve_apply(VJFrame *frame, VJFrame *frame2, int width,
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int height, int opacity)
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{
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unsigned int i;
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unsigned int len = frame->len;
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const int op1 = (opacity > 255) ? 255 : opacity;
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const int op0 = 255 - op1;
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uint8_t *Y = frame->data[0];
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uint8_t *Cb = frame->data[1];
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uint8_t *Cr = frame->data[2];
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uint8_t *Y2 = frame2->data[0];
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uint8_t *Cb2 = frame2->data[1];
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uint8_t *Cr2 = frame2->data[2];
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for (i = 0; i < len; i++)
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{
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// set pixel as completely transparent or completely solid
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if(Y[i] > opacity) // completely transparent
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{
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Y[i] = (op0 * Y[i] + op1 * Y2[i]) >> 8;
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Cb[i] = (op0 * Cb[i] + op1 * Cb2[i]) >> 8;
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Cr[i] = (op0 * Cr[i] + op1 * Cr2[i]) >> 8;
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}
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else // pixel is solid
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{
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Y[i] = Y2[i];
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Cb[i] = Cb2[i];
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Cr[i] = Cr2[i];
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}
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}
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}
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