Exemple #1
0
void PixelBufferClass::CalcOutput(int EffectPeriod)
{
    wxColour color;
    wxImage::HSVValue hsv;
    int curStep, fadeInSteps, fadeOutSteps;

    double fadeInFactor=1, fadeOutFactor=1;

    for(int ii=0; ii<2; ii++)
    {
        fadeFactor[ii] = 1.0;
        Effect[ii].GetFadeSteps( fadeInSteps, fadeOutSteps);
        if( fadeInSteps > 0 || fadeOutSteps > 0)
        {
            int effStartPer, effNextPer, effEndPer;
            Effect[ii].GetEffectPeriods( effStartPer, effNextPer, effEndPer);
            if (EffectPeriod < (effStartPer)+fadeInSteps)
            {
                curStep = EffectPeriod - effStartPer;
                fadeInFactor = (double)curStep/(double)fadeInSteps;
            }
            if (EffectPeriod > (effNextPer)-fadeOutSteps)
            {
                curStep = EffectPeriod - (effNextPer-fadeOutSteps);
                fadeOutFactor = 1-(double)curStep/(double)fadeOutSteps;
            }
            if(fadeInFactor < 1 && fadeOutFactor < 1)
            {
                fadeFactor[ii] = (fadeInFactor+fadeOutFactor)/(double)2.0;
            }
            else if (fadeInFactor<1)
            {
                fadeFactor[ii] = fadeInFactor;
            }
            else
            {
                fadeFactor[ii] = fadeOutFactor;
            }
        }
    }
    // layer calculation and map to output
    size_t NodeCount=Nodes.size();
    for(size_t i=0; i<NodeCount; i++)
    {
        if (!Nodes[i]->IsVisible())
        {
            // unmapped pixel - set to black
            Nodes[i]->SetColor(0,0,0);
        }
        else
        {
            // get blend of two effects
            GetMixedColor(Nodes[i]->Coords[0].bufX, Nodes[i]->Coords[0].bufY, color);

            // add sparkles
            if (sparkle_count > 0 && color.GetRGB()!=0)
            {
                switch (Nodes[i]->sparkle%sparkle_count)
                {
                case 1:
                case 7:
                    // too dim
                    //color.Set("#444444");
                    break;
                case 2:
                case 6:
                    color.Set("#888888");
                    break;
                case 3:
                case 5:
                    color.Set("#BBBBBB");
                    break;
                case 4:
                    color.Set("#FFFFFF");
                    break;
                }
                Nodes[i]->sparkle++;
            }
            // Apply brightness
            wxImage::RGBValue rgb(color.Red(),color.Green(),color.Blue());
            hsv = wxImage::RGBtoHSV(rgb);
            hsv.value = hsv.value * ((double)brightness/(double)100);


            // Apply Contrast

            if(hsv.value< 0.5) // reduce brightness when below 0.5 in the V value or increase if > 0.5
            {
                hsv.value = hsv.value - (hsv.value* ((double)contrast/(double)100));
            }
            else
            {

                hsv.value = hsv.value + (hsv.value* ((double)contrast/(double)100));
            }


            if(hsv.value < 0.0) hsv.value=0.0;
            if(hsv.value > 1.0) hsv.value=1.0;


            rgb = wxImage::HSVtoRGB(hsv);
            color = wxColor(rgb.red,rgb.green,rgb.blue);

            // set color for physical output
            Nodes[i]->SetColor(color);
        }
    }
}
Exemple #2
0
void PixelBufferClass::CalcOutput(int EffectPeriod)
{
    xlColor color;
    wxImage::HSVValue hsv;
    int curStep, fadeInSteps, fadeOutSteps;

    double fadeInFactor=1, fadeOutFactor=1;

    for(int ii=0; ii<2; ii++)
    {
        fadeFactor[ii] = 1.0;
        Effect[ii].GetFadeSteps( fadeInSteps, fadeOutSteps);
        if( fadeInSteps > 0 || fadeOutSteps > 0)
        {
            int effStartPer, effNextPer, effEndPer;
            Effect[ii].GetEffectPeriods( effStartPer, effNextPer, effEndPer);
            if (EffectPeriod < (effStartPer)+fadeInSteps)
            {
                curStep = EffectPeriod - effStartPer;
                fadeInFactor = (double)curStep/(double)fadeInSteps;
            }
            if (EffectPeriod > (effNextPer)-fadeOutSteps)
            {
                curStep = EffectPeriod - (effNextPer-fadeOutSteps);
                fadeOutFactor = 1-(double)curStep/(double)fadeOutSteps;
            }
            if(fadeInFactor < 1 && fadeOutFactor < 1)
            {
                fadeFactor[ii] = (fadeInFactor+fadeOutFactor)/(double)2.0;
            }
            else if (fadeInFactor<1)
            {
                fadeFactor[ii] = fadeInFactor;
            }
            else
            {
                fadeFactor[ii] = fadeOutFactor;
            }
        }
    }
    // layer calculation and map to output
    size_t NodeCount=Nodes.size();
    for(size_t i=0; i<NodeCount; i++)
    {
        if (!Nodes[i]->IsVisible())
        {
            // unmapped pixel - set to black
            Nodes[i]->SetColor(0,0,0);
        }
        else
        {
            // get blend of two effects
            GetMixedColor(Nodes[i]->Coords[0].bufX, Nodes[i]->Coords[0].bufY, color);

            // add sparkles
            if (sparkle_count > 0 && color.GetRGB()!=0)
            {
                switch (Nodes[i]->sparkle%sparkle_count)
                {
                case 1:
                case 7:
                    // too dim
                    //color.Set("#444444");
                    break;
                case 2:
                case 6:
                    color.Set(0x88, 0x88, 0x88);
                    break;
                case 3:
                case 5:
                    color.Set(0xbb, 0xbb, 0xbb);
                    break;
                case 4:
                    color.Set(255, 255, 255);
                    break;
                }
                Nodes[i]->sparkle++;
            }
            // Apply brightness
            wxImage::RGBValue rgb(color.Red(),color.Green(),color.Blue());
//TODO: bypass below hsv conversion if brightness == 100 && contrast == 100?
            hsv = wxImage::RGBtoHSV(rgb);
            //ModelBrightness=1.0;    // <SCM> we will use this until we figure how to pass in Model brightness

//NOTE: ModelBrightness is additive (+/- adjustment), but brightness from effect settings is a multiplier (scaled)
            float fModelBrightness=((float)ModelBrightness/100) + 1.0;
            hsv.value = hsv.value * ((double)brightness/(double)100)*fModelBrightness;


            // Apply Contrast

            if(hsv.value< 0.5) // reduce brightness when below 0.5 in the V value or increase if > 0.5
            {
                hsv.value = hsv.value - (hsv.value* ((double)contrast/(double)100));
            }
            else
            {

                hsv.value = hsv.value + (hsv.value* ((double)contrast/(double)100));
            }


            if(hsv.value < 0.0) hsv.value=0.0;
            if(hsv.value > 1.0) hsv.value=1.0;


            rgb = wxImage::HSVtoRGB(hsv);

            // set color for physical output
            Nodes[i]->SetColor(rgb.red,rgb.green,rgb.blue);
        }
    }
}
Exemple #3
0
void PixelBufferClass::CalcOutput(int EffectPeriod, const std::vector<bool> & validLayers)
{
    xlColor color;
    HSVValue hsv;
    int curStep;

    // blur all the layers if necessary ... before the merge?
    for (int layer = 0; layer < numLayers; layer++)
    {
        // do gausian blur
        if (layers[layer]->blur > 1)
        {
            Blur(layers[layer]);
        }

        if (layers[layer]->RotoZoom > 0)
        {
            RotoZoom(layers[layer]);
        }
    }

    for(int ii=0; ii < numLayers; ii++)
    {
        double fadeInFactor=1, fadeOutFactor=1;
        layers[ii]->fadeFactor = 1.0;
        layers[ii]->inMaskFactor = 1.0;
        layers[ii]->outMaskFactor = 1.0;
        if( layers[ii]->fadeInSteps > 0 || layers[ii]->fadeOutSteps > 0)
        {
            int effStartPer, effEndPer;
            layers[ii]->buffer.GetEffectPeriods( effStartPer, effEndPer);
            if (EffectPeriod < (effStartPer)+layers[ii]->fadeInSteps)
            {
                curStep = EffectPeriod - effStartPer + 1;
                fadeInFactor = (double)curStep/(double)layers[ii]->fadeInSteps;
            }
            if (EffectPeriod > (effEndPer)-layers[ii]->fadeOutSteps)
            {
                curStep = EffectPeriod - (effEndPer-layers[ii]->fadeOutSteps);
                fadeOutFactor = 1-(double)curStep/(double)layers[ii]->fadeOutSteps;
            }
            //calc fades
            if (STR_FADE == layers[ii]->inTransitionType) {
                if (fadeInFactor<1) {
                    layers[ii]->fadeFactor = fadeInFactor;
                }
            }
            if (STR_FADE == layers[ii]->outTransitionType) {
                if (fadeOutFactor<1) {
                    if (STR_FADE == layers[ii]->inTransitionType
                        && fadeInFactor<1) {
                        layers[ii]->fadeFactor = (fadeInFactor+fadeOutFactor)/(double)2.0;
                    } else {
                        layers[ii]->fadeFactor = fadeOutFactor;
                    }
                }
            }
            if (STR_FADE != layers[ii]->inTransitionType) {
                layers[ii]->inMaskFactor = fadeInFactor;
            }
            if (STR_FADE != layers[ii]->outTransitionType) {
                layers[ii]->outMaskFactor = fadeOutFactor;
            }
            layers[ii]->calculateMask();
        } else {
            layers[ii]->mask.clear();
        }
    }

    // layer calculation and map to output
    size_t NodeCount = layers[0]->Nodes.size();
    for(size_t i = 0; i < NodeCount; i++)
    {
        if (!layers[0]->Nodes[i]->IsVisible())
        {
            // unmapped pixel - set to black
            layers[0]->Nodes[i]->SetColor(xlBLACK);
        }
        else
        {
            // get blend of two effects
            GetMixedColor(i,
                          color,
                          validLayers);

            // Apply dimming curve
            DimmingCurve *curve = layers[0]->Nodes[i]->model->modelDimmingCurve;
            if (curve != nullptr)
            {
                curve->apply(color);
            }

            // set color for physical output
            layers[0]->Nodes[i]->SetColor(color);
        }
    }
}