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Sparkler.cpp
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Sparkler.cpp
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/*
Sparkler is a function for vfx, a vapoursynth plugin
Creates a Sparkler Firework on frame
Author V.C.Mohan.
Date 2 April 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;
int EndFrame;
int startx, starty, endx, endy;
int radius, span;
bool color;
uint8_t* allCol;
int* xy; // beam ends and flower locations
int nbeams;
} SparklerData;
static void VS_CC sparklerInit(VSMap* in, VSMap* out, void** instanceData,
VSNode* node, VSCore* core, const VSAPI* vsapi) {
SparklerData* d = (SparklerData*)*instanceData;
vsapi->setVideoInfo(d->vi, 1, node);
const VSFormat* fi = d->vi->format;
d->nbeams = 64;
d->xy = (int*)vs_aligned_malloc(sizeof(int) * d->nbeams, 32);
for (int i = 0; i < d->nbeams; i++)
{
d->xy[i] = (rand() % (3 * d->radius) / 4) + d->radius / 4;
if ((i % 4) > 1) d->xy[i] = -d->xy[i];
}
d->span = d->radius / 4;
d->allCol = (uint8_t*)vs_aligned_malloc(sizeof(float) * 9 * 3, 32);
uint8_t* yuvCol = d->allCol + sizeof(float) * 8 * 3;
// 0 th will be black. 7th will be white. in between all colors
for (int i = 0; i < 8; i++)
{
if (fi->sampleType == stInteger && fi->bytesPerSample == 1)
{
uint8_t* bgr = (uint8_t*)d->allCol;
uint8_t* yuv = (uint8_t*)yuvCol;
bgr[3 * i] = (i & 1) * ((1 << fi->bitsPerSample) - 1);
bgr[3 * i + 1] = (i & 2) * ((1 << fi->bitsPerSample) - 1);
bgr[3 * i + 2] = (i & 4) * ((1 << fi->bitsPerSample) - 1);
if (fi->colorFamily == cmYUV)
{
BGR8YUV(yuv, bgr + 3 * i);
bgr[3 * i] = yuv[0];
bgr[3 * i + 1] = yuv[1];
bgr[3 * i + 2] = yuv[2];
}
}
else if (fi->sampleType == stInteger && fi->bytesPerSample == 2)
{
uint16_t* bgr = (uint16_t*)d->allCol;
uint16_t* yuv = (uint16_t*)yuvCol;
bgr[3 * i + 0] = (uint16_t)((i & 1) * ((1 << fi->bitsPerSample) - 1));
bgr[3 * i + 1] = (uint16_t)((i & 2) * ((1 << fi->bitsPerSample) - 1));
bgr[3 * i + 2] = (uint16_t)((i & 4) * ((1 << fi->bitsPerSample) - 1));
if (fi->colorFamily == cmYUV)
{
BGR16YUV(yuv, bgr + 3 * i, fi->bitsPerSample);
bgr[3 * i] = yuv[0];
bgr[3 * i + 1] = yuv[1];
bgr[3 * i + 2] = yuv[2];
}
}
else if (fi->sampleType == stFloat && fi->bytesPerSample == 4)
{
float* bgr = (float*)d->allCol;;
float* yuv = (float*)yuvCol;
bgr[3 * i + 0] = (float)((i & 1));
bgr[3 * i + 1] = (float)((i & 2));
bgr[3 * i + 2] = (float)((i & 4));
if (fi->colorFamily == cmYUV)
{
BGR32YUV(yuv, bgr + 3 * i);
bgr[3 * i] = yuv[0];
bgr[3 * i + 1] = yuv[1];
bgr[3 * i + 2] = yuv[2];
}
}
}
}
//----------------------------------------------------------------------------------------------
static const VSFrameRef* VS_CC sparklerGetFrame(int in, int activationReason, void** instanceData,
void** frameData, VSFrameContext* frameCtx, VSCore* core, const VSAPI* vsapi)
{
SparklerData* d = (SparklerData*)*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;
const VSFormat* fi = d->vi->format;
int ht = d->vi->height;
int wd = d->vi->width;
VSFrameRef* dst = vsapi->copyFrame(src, core);
int nbytes = fi->bytesPerSample;
int nbits = fi->bitsPerSample;
int nb = fi->bitsPerSample;
int subH[] = { 0,fi->subSamplingH, fi->subSamplingH };
int subW[] = { 0,fi->subSamplingW, fi->subSamplingW };
int andH = ( 1 << subH[1]) - 1;
int andW = (1 << subW[1]) - 1;
int np = fi->numPlanes > 3 ? 3 : fi->numPlanes;
uint8_t* dp[] = { NULL, NULL, NULL, NULL };
//const uint8_t* sp[] = { NULL, NULL, NULL, NULL };
int pitch[] = { 0,0,0 };
for (int p = 0; p < np; p++)
{
//sp[p] = vsapi->getReadPtr(src, p);
dp[p] = vsapi->getWritePtr(dst, p);
pitch[p] = vsapi->getStride(dst, p) / nbytes;
}
// now create sparkler
int xx = d->startx + (n * (d->endx - d->startx)) / nframes;
int yy = d->starty + (n * (d->endy - d->starty)) / nframes;
int rayxy[8]; // 3 beams, 1 flower
for (int i = 0; i < 8; i++)
{
rayxy[i] = d->xy[( (n / 3) + i) % d->nbeams] * (4 - i / 2) / 4;
}
//srand((2 << 16) - 1);
// flower color
int colIndex = 1 + (n / 3) % 6;
if (!d->color)
{
colIndex = 7;
}
if (n % 3 != 0)
{
for (int p = 0; p < np; p++)
{
if (fi->sampleType == stInteger && nbytes == 1)
{
unsigned char* dpp = dp[p];
uint8_t colf = d->allCol[3 * colIndex + p];
for (int i = 0; i < 4; i++)
{
drawRay((dpp), pitch[p], colf, xx >> subW[p], yy >> subH[p],
rayxy[2 * i] >> subW[p], rayxy[2 * i + 1] >> subH[p],
wd >> subW[p], ht >> subH[p]);
drawFlower((dpp), pitch[p], colf,
(xx + rayxy[i + 1]) >> subW[p], (yy + rayxy[2 * i ]) >> subH[p],
d->span >> subW[p], d->span >> subH[p], wd >> subW[p], ht >> subH[p]);
}
}
else if (fi->sampleType == stInteger && nbytes == 2)
{
uint16_t* dpp = (uint16_t*)(dp[p]);
uint16_t* color = (uint16_t*)d->allCol;
uint16_t colf = color[3 * colIndex + p];
for (int i = 0; i < 4; i++)
{
drawRay((dpp), pitch[p], colf, xx >> subW[p], yy >> subH[p],
rayxy[2 * i] >> subW[p], rayxy[2 * i + 1] >> subH[p],
wd >> subW[p], ht >> subH[p]);
drawFlower((dpp), pitch[p], colf,
(xx + rayxy[i + 1]) >> subW[p], (yy + rayxy[2 * i]) >> subH[p],
d->span >> subW[p], d->span >> subH[p], wd >> subW[p], ht >> subH[p]);
}
}
if (fi->sampleType == stFloat && nbytes == 4)
{
float* dpp = (float*)(dp[p]);
float* color = (float*)d->allCol;
float colf = (color[3 * colIndex + p]);
for (int i = 0; i < 4; i++)
{
drawRay((dpp), pitch[p], colf, xx >> subW[p], yy >> subH[p],
rayxy[2 * i] >> subW[p], rayxy[2 * i + 1] >> subH[p],
wd >> subW[p], ht >> subH[p]);
drawFlower((dpp), pitch[p], colf,
(xx + rayxy[i + 1]) >> subW[p], (yy + rayxy[2 * i]) >> subH[p],
d->span >> subW[p], d->span >> subH[p], wd >> subW[p], ht >> subH[p]);
}
}
}
}
vsapi->freeFrame( src);
return (dst);
}
return 0;
}
static void VS_CC sparklerFree(void* instanceData, VSCore* core, const VSAPI* vsapi) {
SparklerData* d = (SparklerData*)instanceData;
vsapi->freeNode(d->node);
free(d);
}
static void VS_CC sparklerCreate(const VSMap* in, VSMap* out, void* userData, VSCore* core, const VSAPI* vsapi)
{
SparklerData d;
SparklerData* data;
int err;
d.node = vsapi->propGetNode(in, "clip", 0, 0);
d.vi = vsapi->getVideoInfo(d.node);
if (d.vi->format->colorFamily != cmRGB && d.vi->format->colorFamily != cmYUV
&& d.vi->format->colorFamily != cmGray)
{
vsapi->setError(out, "Sparkler: RGB, YUV and Gray format input only is supported");
vsapi->freeNode(d.node);
return;
}
if (d.vi->format->sampleType != stInteger && d.vi->format->sampleType != stFloat)
{
vsapi->setError(out, "Sparkler: 8 to 16 bit integer and 32 bit float input only is supported");
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, "Sparkler: 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, "Sparkler: ef must be within video and greater than sf");
vsapi->freeNode(d.node);
return;
}
d.radius = int64ToIntS(vsapi->propGetInt(in, "rad", 0, &err));
if (err)
d.radius = 64 > d.vi->width / 8 ? d.vi->width / 8: 64;
else if (d.radius < 4 || d.radius > d.vi->width / 4)
{
vsapi->setError(out, "Sparkler: rad can be 4 to frame width / 4");
vsapi->freeNode(d.node);
return;
}
d.startx = int64ToIntS(vsapi->propGetInt(in, "x", 0, &err));
if (err)
d.startx = d.vi->width / 2; // 64 > d.vi->width / 8 ? d.vi->width / 8 : 64;
else if (d.startx < 0 || d.startx > d.vi->width )
{
vsapi->setError(out, "Sparkler: x can be 0 to frame width");
vsapi->freeNode(d.node);
return;
}
d.starty = int64ToIntS(vsapi->propGetInt(in, "y", 0, &err));
if (err)
d.starty = d.vi->height / 2;
else if (d.starty < 0 || d.starty > d.vi->height)
{
vsapi->setError(out, "Sparkler: y can be 0 to frame height");
vsapi->freeNode(d.node);
return;
}
d.endx = int64ToIntS(vsapi->propGetInt(in, "ex", 0, &err));
if (err)
d.endx = d.startx; // 64 > d.vi->width / 8 ? d.vi->width / 8 : 64;
else if (d.endx < 0 || d.endx > d.vi->width)
{
vsapi->setError(out, "Sparkler: ex can be 0 to frame width");
vsapi->freeNode(d.node);
return;
}
d.endy = int64ToIntS(vsapi->propGetInt(in, "ey", 0, &err));
if (err)
d.endy = d.starty; //
else if (d.endy < 0 || d.endy > d.vi->height)
{
vsapi->setError(out, "Sparkler: ey can be 0 to frame height");
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;
data = (SparklerData*)malloc(sizeof(d));
*data = d;
vsapi->createFilter(in, out, "Sparkler", sparklerInit, sparklerGetFrame, sparklerFree, fmParallel, 0, data, core);
}
//////////////////////////////////////////
// Init waveLength appears to be reserved for python. so using wavelen
/*
VS_EXTERNAL_API(void) VapourSynthPluginInit(VSConfigPlugin configFunc, VSRegisterFunction registerFunc, VSPlugin* plugin) {
configFunc("com.effects.vxf", "Sparkler", "Effect sparkler ", VAPOURSYNTH_API_VERSION, 1, plugin);
registerFunc("Sparkler", "clip:clip;sf:int:opt;ef:int:opt;rad:int:opt;"
"x:int:opt;y:int:opt;ex:int:opt;ey:int:opt;color:int:opt;", sparklerCreate, 0, plugin);
}
*/