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https://github.com/game-stop/veejay.git
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120 lines
3.6 KiB
C
120 lines
3.6 KiB
C
/*
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* Linux VeeJay
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*
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* Copyright(C)2023 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 "cosmichue.h"
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vj_effect *cosmichue_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] = 0;
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ve->limits[1][0] = 2000;
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ve->defaults[0] = 100;
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ve->limits[0][1] = 0;
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ve->limits[1][1] = 2000;
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ve->defaults[1] = 100;
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ve->limits[0][2] = 0;
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ve->limits[1][2] = 255;
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ve->defaults[2] = 100;
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ve->limits[0][3] = 0;
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ve->limits[1][3] = 3600;
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ve->defaults[3] = 0;
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ve->description = "Cosmic Hue";
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ve->sub_format = 1;
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ve->extra_frame = 0;
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ve->parallel = 1;
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ve->has_user = 0;
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ve->param_description = vje_build_param_list( ve->num_params, "Amplitude", "Frequency", "Opacity", "Hue Shift" );
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return ve;
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}
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void cosmichue_apply( void *ptr, VJFrame *frame, int *args ) {
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const int opacity = args[2];
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int i;
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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 float amplitude = args[0] * 0.1f;
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const float frequency = args[1] * 0.1f;
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float hue_shift = args[3] * 0.1f;
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float sin_lut[256];
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float cos_lut[256];
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float hsin_lut[256];
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float hcos_lut[256];
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float angle_step = (2*M_PI/256.0f);
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hue_shift = hue_shift * (M_PI/180.0f);
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hue_shift = fmod(hue_shift, 2 * M_PI);
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if (hue_shift < 0) {
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hue_shift += 2 * M_PI;
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}
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for (i = 0; i < 256; i ++ ) {
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float luminance = i / 255.0f;
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float angle = i * angle_step;
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sin_lut[i] = amplitude * a_sin( frequency * luminance );
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cos_lut[i] = amplitude * a_cos( frequency * luminance );
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hsin_lut[i] = a_sin( angle );
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hcos_lut[i] = a_cos( angle );
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}
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const int angle_index = (int)((hue_shift / (2 * M_PI)) * 256) % 256;
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for (i = 0; i < frame->len; i++) {
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int u = U[i] - 128;
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int v = V[i] - 128;
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float u_offset = sin_lut[ Y[i] ];
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float v_offset = cos_lut[ Y[i] ];
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u = (int)(u_offset + u);
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v = (int)(v_offset + v);
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float cos_val = hcos_lut[angle_index];
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float sin_val = hsin_lut[angle_index];
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int u_rotated = 128 + (int)(u * cos_val - v * sin_val);
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int v_rotated = 128 + (int)(u * sin_val + v * cos_val);
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u_rotated = (u_rotated + (u_rotated >> 31)) ^ (u_rotated >> 31);
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v_rotated = (v_rotated + (v_rotated >> 31)) ^ (v_rotated >> 31);
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U[i] = (uint8_t)((opacity * u_rotated + (0xff - opacity) * U[i]) >> 8);
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V[i] = (uint8_t)((opacity * v_rotated + (0xff - opacity) * V[i]) >> 8);
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}
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}
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