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Bubbles.cpp
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Bubbles.cpp
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//////////////////////////////////////////
/*---------------------------------------------------------------------------------------
Bubbles a function of vfx vapoursynth plugin
Creates bubbles from specified source white or colored with a life span
Bubbles travel max up to a specified point.
Author V.C.Mohan.
Date 22 Feb 2021
copyright 2021
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, version 3 of the License.
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.
A copy of the GNU General Public License is at
see <http://www.gnu.org/licenses/>.
-----------------------------------------------------------------------------*/
#include "VapourSynth.h"
#include "VSHelper.h"
typedef struct {
VSNodeRef *node;
const VSVideoInfo *vi;
int StartFrame; // :0
int EndFrame; // :last frame
int srcx; // bubbles source x coord: 0
int srcy; // bubbles source y coord: frame height
int farx; // how far bubbles travel along x : width - srcx
int floory; // y coord of floor below which bubbles will not go : srcy
int rise; // max rise of bubbles above srcy : srcy
bool color; // Are bubbles colored?: true
int life; // how many frames bubbles persist to live: (EndFrame - startframe) / 2 or 200
int radius; //radius of bubbles : 8
int nbf; // number of new bubblescreated in frame
int* px, * py; // parabola px values
} BubblesData;
static void VS_CC bubblesInit(VSMap *in, VSMap *out, void **instanceData, VSNode *node, VSCore *core, const VSAPI *vsapi) {
BubblesData *d = (BubblesData *) * instanceData;
vsapi->setVideoInfo(d->vi, 1, node);
//int radius = 8;
// d->nbf = 200;
d->px = (int *) vs_aligned_malloc<int>(sizeof(int)* 2 * d->life * d->nbf, 32);
d->py = d->px + d->nbf * d->life;
srand (((d->EndFrame - d->StartFrame) * (d->EndFrame - d->StartFrame)
* (d->EndFrame - d->StartFrame)) | 1 );
for (int i = 0; i < d->nbf * d->life; i++)
{
// trajectory constants for 200 bubbles
d->px[i] = (rand() % (d->farx - d->srcx)) + 10 * d->radius;
d->py[i] = 10 * d->radius + (rand() % (d->rise - 10 * d->radius));
}
}
static const VSFrameRef* VS_CC bubblesGetFrame(int in, int activationReason, void** instanceData, void** frameData, VSFrameContext* frameCtx, VSCore* core, const VSAPI* vsapi) {
BubblesData* d = (BubblesData*)*instanceData;
if (activationReason == arInitial) {
vsapi->requestFrameFilter(in, d->node, frameCtx);
}
else if (activationReason == arAllFramesReady) {
const VSFrameRef* src = vsapi->getFrameFilter(in, d->node, frameCtx);
if (in < d->StartFrame || in > d->EndFrame)
return src;
int n = in - d->StartFrame;
int nframes = d->EndFrame - d->StartFrame + 1;
VSFrameRef* dst = vsapi->copyFrame(src, core);
const VSFormat* fi = d->vi->format;
unsigned char* dp[] = { NULL, NULL, NULL };
int subH = fi->subSamplingH;
int subW = fi->subSamplingW;
int andH = (1 << subH) - 1;
int andW = (1 << subW) - 1;
int dpitch[] = { 0,0,0 };
int nbytes = fi->bytesPerSample;
int nbits = fi->bitsPerSample;
int np = fi->numPlanes > 3 ? 3 : fi->numPlanes;
int ht = d->vi->height;
int wd = d->vi->width;
for (int p = 0; p < np; p++)
{
dp[p] = vsapi->getWritePtr(dst, p);
dpitch[p] = vsapi->getStride(dst, p) / nbytes;
}
int nbbls = d->life * d->nbf;
// each frame nbf new bubbles start. after n = life remains 200 total living
// int nmax = n > d->life ? n + d->life : n + n + 1;
int nmax = n > d->life ? n + nbbls : n * d->nbf + n;
for (int nx = n; nx < nmax; nx++)
{ // origin of parabola 0,0 is frame coords px+srcx, srcy-py=0
// the parabola coord of bubble origin is px[nx],py=srcx
int modnx = nx % nbbls; //
// int modnx = nx % d->nbf;
float pp = (d->px[modnx] * d->px[modnx]) / (4.0f * (d->py[modnx])); // parameter p of parabola
int dx = ((d->farx - d->srcx) % (2 * d->px[modnx])) * (nmax - nx) / (nbbls / 2 + (nmax - nx) / 2);
// distance interval travel by bubble relative to source
// in the denominator (nmax-nx)/2 is to slow down bubbles progressively
// in their travel towards farx
int xx = d->px[modnx] - dx; // xx relative to parabola zero
int fx = d->srcx + dx;
if (d->farx < d->srcx)
xx = d->px[modnx] + dx; // relative x
int yy = (int)((xx * xx) / (4 * pp)); //yy relative to parabola zero
int fy = d->srcy - d->py[modnx] + yy; // frame y
// limits of check to ensure minimum search
int bradius = 5 + d->px[modnx] % 10; // radius value dependant on px to get some variation of size
int rsq = bradius * bradius;
int r1sq = (bradius - 1) * (bradius - 1); // rsq to r1sq is outer rim
int r4sq = (bradius - 4) * (bradius - 4); // r4sq and r6sq is for glint
int r6sq = (bradius - 6) * (bradius - 6); // even if radius becomes -ve square sts right
int sx = fx - bradius;
int sy = fy - bradius;
int ex = fx + bradius;
int ey = fy + bradius;
// using px and pp which are random but continue frame to frame
//for consistant but random color of bubble
int red = d->px[modnx] % 140;
int green = ((int)pp) % 140;
int blue = (2 * (red + green)) % 140;
if (!d->color)
{
red = 128;
green = 128;
blue = 128;
}
unsigned char bgr[] = { (uint8_t)blue, (uint8_t)green, (uint8_t)red }, BGR[] = { (uint8_t)200, (uint8_t)200, (uint8_t)200 };
unsigned char yuv[3], YUV[3];
unsigned char* col, * Gray;
if (fi->colorFamily != cmRGB)
{
BGR2YUV(bgr, yuv); // for use of YUV formats
BGR2YUV(BGR, YUV);
if (d->color)
{
col = yuv;
Gray = YUV;
}
else
{
col = YUV;
Gray = YUV;
}
}
else
{
if (d->color)
{
col = bgr;
Gray = BGR;
}
else
{
col = BGR;
Gray = BGR;
}
}
float max = fi->colorFamily == cmRGB ? 255.0f : 235.0f;
if (sy > 0 && sy < d->floory && ey < d->floory && ey > d->srcy - d->rise)
{
int hdpitch = (sy)* dpitch[0];
for (int h = sy; h < ey; h++)
{
int hsq = (h - fy) * (h - fy);
for (int w = sx; w < ex; w++)
{
int radsq = hsq + (w - fx) * (w - fx);
if (radsq <= rsq)
{
for (int p = 0; p < np; p++)
{
if (fi->sampleType == stInteger)
{
if (nbytes == 1)
{
unsigned char hue = col[p];
unsigned char HUE = Gray[p];
// unsigned char val = *(dp[p] + (h >> subH) * dpitch[p] + (w >> subW));
if (p == 0 || fi->colorFamily == cmRGB || (subH == 0 && subW == 0))
{
if (radsq > (r1sq))
{
*(dp[p] + (h)*dpitch[p] + (w)) = HUE;
}
// To get a glint
else if (radsq < (r4sq)
&& radsq >(r6sq)
&& (w < fx + 3 && w > fx - 3))
{
*(dp[p] + (h)*dpitch[p] + (w)) = HUE;
}
else
{
unsigned char val = *(dp[p] + (h)*dpitch[p] + (w));
*(dp[p] + (h)*dpitch[p] + (w)) = val > hue ?
(val * 2 + hue) / 3 : hue;
}
}
else
{
if ((h & andH) == 0 && (w & andW) == 0)
{
if (radsq > (r1sq))
{
*(dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = HUE;
}
// To get a glint
else if (radsq < (r4sq)
&& radsq >(r6sq)
&& (w < fx + 3 && w > fx - 3))
{
*(dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = HUE;
}
else
{
unsigned char val = *(dp[p] + (h >> subH) * dpitch[p] + (w >> subW));
*(dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = val > hue ?
(val * 2 + hue) / 3 : hue;
}
}
}
}
else if ( nbytes == 2)
{
uint16_t hue = (uint16_t)( (int)col[p] << (nbits - 8) );
uint16_t HUE = (uint16_t)( (int)Gray[p] << (nbits - 8) );
if (p == 0 || fi->colorFamily == cmRGB || (subH == 0 && subW == 0))
{
if (radsq > (r1sq))
{
*((uint16_t*)dp[p] + (h)*dpitch[p] + (w)) = HUE;
}
// To get a glint
else if (radsq < (r4sq)
&& radsq >(r6sq)
&& (w < fx + 3 && w > fx - 3))
{
*((uint16_t*)dp[p] + (h)*dpitch[p] + (w)) = HUE;
}
else
{
uint16_t val = *((uint16_t*)dp[p] + (h)*dpitch[p] + (w));
*( (uint16_t*)dp[p] + (h)*dpitch[p] + (w)) = val > hue ?
(val * 2 + hue) / 3 : hue;
}
}
else
{
if ((h & andH) == 0 && (w & andW) == 0)
{
uint16_t val = *( (uint16_t*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW));
*( (uint16_t*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = val > hue ?
(val * 2 + hue) / 3 : hue;
if (radsq > (r1sq))
{
*((uint16_t*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = HUE;
}
// To get a glint
else if (radsq < (r4sq)
&& radsq >(r6sq)
&& (w < fx + 3 && w > fx - 3))
{
*((uint16_t*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = HUE;
}
else
{
uint16_t val = *((uint16_t*)dp[p] + (h >> subH)*dpitch[p] + (w >> subW));
*((uint16_t*)dp[p] + (h >> subH)*dpitch[p] + (w >> subW)) = val > hue ?
(val * 2 + hue) / 3 : hue;
}
}
}
}
}
else if (fi->sampleType == stFloat)
{
float hue = (float)col[p] / max;
float HUE = (float)Gray[p] / max;
if (p != 0 && fi->colorFamily == cmYUV)
{
hue -= 0.5f;
HUE -= 0.5f;
}
if (p == 0 || fi->colorFamily == cmRGB || (subH == 0 && subW == 0))
{
if (radsq > (r1sq))
{
*((float*)dp[p] + (h)*dpitch[p] + (w)) = HUE;
}
// To get a glint
else if (radsq < (r4sq)
&& radsq >(r6sq)
&& (w < fx + 3 && w > fx - 3))
{
*((float*)dp[p] + (h)*dpitch[p] + (w)) = HUE;
}
else
{
float val = *((float*)dp[p] + (h)*dpitch[p] + (w));
*((float*)dp[p] + (h)*dpitch[p] + (w)) = val > hue ?
(val * 2 + hue) / 3 : hue;
}
}
else
{
if ((h & andH) == 0 && (w & andW) == 0)
{
float val = *((float*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW));
*((float*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = val > hue ?
(val * 2 + hue) / 3 : hue;
if (radsq > (r1sq))
{
*((float*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = HUE;
}
// To get a glint
else if (radsq < (r4sq)
&& radsq >(r6sq)
&& (w < fx + 3 && w > fx - 3))
{
*((float*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = HUE;
}
else
{
float val = *((float*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW));
*((float*)dp[p] + (h >> subH) * dpitch[p] + (w >> subW)) = val > hue ?
(val * 2 + hue) / 3 : hue;
}
}
}
}
}
}
}
}
}
}
vsapi->freeFrame(src);
return dst;
}
return 0;
}
static void VS_CC bubblesFree(void *instanceData, VSCore *core, const VSAPI *vsapi) {
BubblesData *d = (BubblesData *)instanceData;
vsapi->freeNode(d->node);
vs_aligned_free(d->px);
free(d);
}
static void VS_CC bubblesCreate(const VSMap *in, VSMap *out, void *userData, VSCore *core, const VSAPI *vsapi) {
BubblesData d;
BubblesData *data;
int err;
d.node = vsapi->propGetNode(in, "clip", 0, 0);
d.vi = vsapi->getVideoInfo(d.node);
const VSFormat* fi = d.vi->format;
if (fi->colorFamily != cmRGB && fi->colorFamily != cmYUV && fi->colorFamily != cmGray
&& fi->sampleType != stInteger && fi->sampleType != stFloat)
{
vsapi->setError(out, "Bubbles: only RGB, YUV, Gray color formats, integer or float samples as Input allowed ");
vsapi->freeNode(d.node);
return;
}
d.StartFrame = int64ToIntS(vsapi->propGetInt(in, "sf", 0, &err));
if (err)
d.StartFrame = 0;
else if (d.StartFrame < 0 || d.StartFrame > d.vi->numFrames - 1)
{
vsapi->setError(out, "Bubbles: sf must be within video");
vsapi->freeNode(d.node);
return;
}
d.EndFrame = int64ToIntS(vsapi->propGetInt(in, "ef", 0, &err));
if (err)
d.EndFrame = d.vi->numFrames - 1;
else if (d.EndFrame < 0 || d.EndFrame > d.vi->numFrames - 1 || d.EndFrame <= d.StartFrame)
{
vsapi->setError(out, "Bubbles: ef must be within video and greater than sf");
vsapi->freeNode(d.node);
return;
}
d.srcx = int64ToIntS(vsapi->propGetInt(in, "sx", 0, &err));
if (err)
d.srcx = 8;
else if (d.srcx < 0 || d.srcx > d.vi->width - 1)
{
vsapi->setError(out, "Bubbles: sx source of bubbles must be within frame");
vsapi->freeNode(d.node);
return;
}
d.srcy = int64ToIntS(vsapi->propGetInt(in, "sy", 0, &err));
if (err)
d.srcy = d.vi->height - 1;
else if (d.srcy < 32 || d.srcy > d.vi->height / 2)
{
vsapi->setError(out, "Bubbles: sy source of bubbles must be 32 to less than half of frame height");
vsapi->freeNode(d.node);
return;
}
d.farx = int64ToIntS(vsapi->propGetInt(in, "farx", 0, &err));
if (err)
d.farx = d.vi->width - d.srcx;
else if (d.farx < 32 || d.farx > d.vi->width - 1 || abs (d.farx - d.srcx) > d.vi->width )
{
vsapi->setError(out, "Bubbles: farx fartest x coord to which bubbles travel must be 0 to less than frame width");
vsapi->freeNode(d.node);
return;
}
d.rise = int64ToIntS(vsapi->propGetInt(in, "rise", 0, &err));
if (err)
d.rise = d.srcy;
else if (d.rise < 180 || d.rise > d.srcy )
{
vsapi->setError(out, "Bubbles: rise must be between 180 and sy");
vsapi->freeNode(d.node);
return;
}
d.floory = int64ToIntS(vsapi->propGetInt(in, "floory", 0, &err));
if (err)
d.floory = d.srcy;
else if (d.floory < 0 || d.floory > d.srcy)
{
vsapi->setError(out, "Bubbles: floory lowest point Y coord to which bubbles travel must be 0 to less than sy");
vsapi->freeNode(d.node);
return;
}
d.radius = int64ToIntS(vsapi->propGetInt(in, "radius", 0, &err));
if (err)
d.radius = 8;
else if (d.radius < 6 || d.radius > 16)
{
vsapi->setError(out, "Bubbles: radius must be 6 to 16");
vsapi->freeNode(d.node);
return;
}
int temp = !! int64ToIntS(vsapi->propGetInt(in, "color", 0, &err));
if (err)
d.color = true;
else if (temp == 0)
d.color = false;
else
d.color = true;
d.life = int64ToIntS(vsapi->propGetInt(in, "life", 0, &err));
if (err)
d.life = ((d.EndFrame - d.StartFrame) >> 1) > 50? 50 : ((d.EndFrame - d.StartFrame) >> 1);
else if (d.life < 2 || d.life > d.EndFrame - d.StartFrame)
{
vsapi->setError(out, "Bubbles: life must be 2 to 100 and half of frames in this bubbles effect");
vsapi->freeNode(d.node);
return;
}
d.nbf = int64ToIntS(vsapi->propGetInt(in, "nbf", 0, &err));
if (err)
d.nbf = 4;
else if (d.nbf < 1 || d.nbf > 8)
{
vsapi->setError(out, "Bubbles: nbf must be 1 to 8 ");
vsapi->freeNode(d.node);
return;
}
data = (BubblesData*)malloc(sizeof(d));
*data = d;
vsapi->createFilter(in, out, "Bubbles", bubblesInit, bubblesGetFrame, bubblesFree, fmParallel, 0, data, core);
}
//////////////////////////////////////////
// Init
/*
VS_EXTERNAL_API(void) VapourSynthPluginInit(VSConfigPlugin configFunc, VSRegisterFunction registerFunc, VSPlugin *plugin) {
configFunc("com.example.bubbles", "bubbles", "VapourSynth bubbles Skeleton", VAPOURSYNTH_API_VERSION, 1, plugin);
registerFunc("bubbles", "clip:clip;sf:int:opt;ef:int:opt;sx:int:opt;sy:int:opt;farx:int:opt;floory:int:opt;"
"rad:int:opt;rise:int:opt;life:int:opt;nbf:int:opt;", bubblesCreate, 0, plugin);
}
*/