Пример #1
0
void VideoEffect::Render(Effect *effect, const SettingsMap &SettingsMap, RenderBuffer &buffer) {
    Render(buffer,
		   SettingsMap["FILEPICKERCTRL_Video_Filename"],
		SettingsMap.GetDouble("TEXTCTRL_Video_Starttime", 0.0),
		SettingsMap.GetBool("CHECKBOX_Video_AspectRatio", false),
		SettingsMap.Get("CHOICE_Video_DurationTreatment", "Normal")
		);
}
Пример #2
0
void PixelBufferClass::SetLayerSettings(int layer, const SettingsMap &settingsMap) {
    LayerInfo *inf = layers[layer];
    inf->persistent = settingsMap.GetBool(CHECKBOX_OverlayBkg);
    inf->mask.clear();

    inf->fadeInSteps = (int)(settingsMap.GetDouble(TEXTCTRL_Fadein, 0.0)*1000)/frameTimeInMs;
    inf->fadeOutSteps = (int)(settingsMap.GetDouble(TEXTCTRL_Fadeout, 0.0)*1000)/frameTimeInMs;

    inf->inTransitionType = settingsMap.Get(CHOICE_In_Transition_Type, STR_FADE);
    inf->outTransitionType = settingsMap.Get(CHOICE_Out_Transition_Type, STR_FADE);
    inf->inTransitionAdjust = settingsMap.GetInt(SLIDER_In_Transition_Adjust, 0);
    inf->outTransitionAdjust = settingsMap.GetInt(SLIDER_Out_Transition_Adjust, 0);
    inf->inTransitionReverse = settingsMap.GetBool(CHECKBOX_In_Transition_Reverse);
    inf->outTransitionReverse = settingsMap.GetBool(CHECKBOX_Out_Transition_Reverse);

    inf->blur = settingsMap.GetInt(SLIDER_EffectBlur, 1);
    inf->sparkle_count = settingsMap.GetInt(SLIDER_SparkleFrequency, 0);

    inf->RotoZoom = settingsMap.GetInt(CHECKBOX_RotoZoom, 0) ;
    inf->ZoomCycles = settingsMap.GetInt(SLIDER_ZoomCycles, 1);
    inf->ZoomRotation = settingsMap.GetInt(SLIDER_ZoomRotation, 0);
    inf->ZoomInOut = settingsMap.GetInt(SLIDER_ZoomInOut, 0);

    inf->brightness = settingsMap.GetInt(SLIDER_Brightness, 100);
    inf->contrast=settingsMap.GetInt(SLIDER_Contrast, 0);

    SetMixType(layer, settingsMap.Get(CHOICE_LayerMethod, STR_NORMAL));

    inf->effectMixThreshold = (float)settingsMap.GetInt(SLIDER_EffectLayerMix, 0)/100.0;
    inf->effectMixVaries = settingsMap.GetBool(CHECKBOX_LayerMorph);


    const std::string &type = settingsMap.Get(CHOICE_BufferStyle, STR_DEFAULT);
    const std::string &transform = settingsMap.Get(CHOICE_BufferTransform, STR_NONE);
    if (inf->bufferType != type || inf->bufferTransform != transform)
    {
        inf->Nodes.clear();
        model->InitRenderBufferNodes(type, transform, inf->Nodes, inf->BufferWi, inf->BufferHt);
        inf->bufferType = type;
        inf->bufferTransform = transform;
        inf->buffer.InitBuffer(inf->BufferHt, inf->BufferWi);
    }
}
Пример #3
0
double RenderableEffect::GetValueCurveDouble(wxString name, double def, const SettingsMap &SettingsMap, float offset)
{
    double res = SettingsMap.GetDouble("TEXTCTRL_" + name, def);

    wxString vc = SettingsMap.Get("VALUECURVE_" + name, "");
    if (vc != "")
    {
        ValueCurve valc(vc.ToStdString());
        if (valc.IsActive())
        {
            res = valc.GetOutputValueAt(offset);
        }
    }

    return res;
}
Пример #4
0
void GarlandsEffect::Render(Effect *effect, const SettingsMap &SettingsMap, RenderBuffer &buffer) {
    int GarlandType = SettingsMap.GetInt("SLIDER_Garlands_Type", 0);
    int Spacing = SettingsMap.GetInt("SLIDER_Garlands_Spacing", 0);
    float cycles = SettingsMap.GetDouble("TEXTCTRL_Garlands_Cycles", 1.0);

    if (Spacing < 1) {
        Spacing = 1;
    }
    int x,y,yadj,ylimit,ring;
    double ratio;
    xlColor color;
    int dir = GetDirection(SettingsMap.Get("CHOICE_Garlands_Direction", "Up"));
    double position = buffer.GetEffectTimeIntervalPosition(cycles);
    if (dir > 3) {
        dir -= 4;
        if (position > 0.5) {
            position = (1.0 - position) * 2.0;
        } else {
            position *= 2.0;
        }
    }
    int buffMax = buffer.BufferHt;
    int garlandWid = buffer.BufferWi;
    if (dir > 1) {
        buffMax = buffer.BufferWi;
        garlandWid = buffer.BufferHt;
    }
    double PixelSpacing=Spacing*buffMax/100.0;
    if (PixelSpacing < 2.0) PixelSpacing=2.0;


    double total = buffMax * PixelSpacing - buffMax + 1;
    double positionOffset = total * position;

    for (ring = 0; ring < buffMax; ring++)
    {
        ratio=double(buffMax-ring-1)/double(buffMax);
        buffer.GetMultiColorBlend(ratio, false, color);

        y = 1.0 + ring*PixelSpacing - positionOffset;


        ylimit=ring;
        for (x=0; x<garlandWid; x++)
        {
            yadj=y;
            switch (GarlandType)
            {
            case 1:
                switch (x%5)
                {
                case 2:
                    yadj-=2;
                    break;
                case 1:
                case 3:
                    yadj-=1;
                    break;
                }
                break;
            case 2:
                switch (x%5)
                {
                case 2:
                    yadj-=4;
                    break;
                case 1:
                case 3:
                    yadj-=2;
                    break;
                }
                break;
            case 3:
                switch (x%6)
                {
                case 3:
                    yadj-=6;
                    break;
                case 2:
                case 4:
                    yadj-=4;
                    break;
                case 1:
                case 5:
                    yadj-=2;
                    break;
                }
                break;
            case 4:
                switch (x%5)
                {
                case 1:
                case 3:
                    yadj-=2;
                    break;
                }
                break;
            }
            if (yadj < ylimit) yadj=ylimit;
            if (yadj < buffMax) {
                if (dir == 1 || dir == 2) {
                    yadj = buffMax - yadj - 1;
                }
                if (dir > 1) {
                    buffer.SetPixel(yadj,x,color);
                } else {
                    buffer.SetPixel(x,yadj,color);
                }
            }
        }
    }
}
Пример #5
0
void ColorWashEffect::Render(Effect *effect, const SettingsMap &SettingsMap, RenderBuffer &buffer) {
    bool HorizFade = SettingsMap.GetBool(CHECKBOX_ColorWash_HFade);
    bool VertFade = SettingsMap.GetBool(CHECKBOX_ColorWash_VFade);
    float cycles = SettingsMap.GetDouble(TEXTCTRL_ColorWash_Cycles, 1.0);
    bool EntireModel = SettingsMap.GetInt(CHECKBOX_ColorWash_EntireModel, 1);
    int x1 = SettingsMap.GetInt(SLIDER_ColorWash_X1, -50);
    int y1 = SettingsMap.GetInt(SLIDER_ColorWash_Y1, -50);
    int x2 = SettingsMap.GetInt(SLIDER_ColorWash_X2, 50);
    int y2 = SettingsMap.GetInt(SLIDER_ColorWash_Y2, 50);
    bool shimmer = SettingsMap.GetInt(CHECKBOX_ColorWash_Shimmer, 0);
    bool circularPalette = SettingsMap.GetInt(CHECKBOX_ColorWash_CircularPalette, 0);
    
    
    int x,y;
    xlColor color, orig;
    
    double position = buffer.GetEffectTimeIntervalPosition(cycles);
    buffer.GetMultiColorBlend(position, circularPalette, color);
    
    int startX = 0;
    int startY = 0;
    int endX = buffer.BufferWi - 1;
    int endY = buffer.BufferHt - 1;
    
    if (!EntireModel) {
        startX = std::min(x1, x2);
        endX = std::max(x1, x2);
        startY = std::min(y1, y2);
        endY = std::max(y1, y2);
        startX = std::round(double(buffer.BufferWi - 0.5) * (double)startX / 100.0);
        endX = std::round(double(buffer.BufferWi - 0.5) * (double)endX / 100.0);
        startY = std::round(double(buffer.BufferHt - 0.5) * (double)startY / 100.0);
        endY = std::round(double(buffer.BufferHt - 0.5) * (double)endY / 100.0);
        startX = std::max(startX, 0);
        endX = std::min(endX, buffer.BufferWi - 1);
        startY = std::max(startY, 0);
        endY = std::min(endY, buffer.BufferHt - 1);
    }
    int tot = buffer.curPeriod - buffer.curEffStartPer;
    if (!shimmer || (tot % 2) == 0) {
        double HalfHt=double(endY - startY)/2.0;
        double HalfWi=double(endX - startX)/2.0;
        
        orig = color;
        HSVValue hsvOrig = color.asHSV();
        xlColor color2 = color;
        for (x=startX; x <= endX; x++)
        {
            HSVValue hsv = hsvOrig;
            if (HorizFade) {
                if (buffer.allowAlpha) {
                    color.alpha = (double)orig.alpha*(1.0-std::abs(HalfWi-x-startX)/HalfWi);
                } else {
                    hsv.value*=1.0-std::abs(HalfWi-x-startX)/HalfWi;
                    color = hsv;
                }
            }
            color2.alpha = color.alpha;
            for (y=startY; y<=endY; y++) {
                if (VertFade) {
                    if (buffer.allowAlpha) {
                        color.alpha = (double)color2.alpha*(1.0-std::abs(HalfHt-(y-startY))/HalfHt);
                    } else {
                        HSVValue hsv2 = hsv;
                        hsv2.value*=1.0-std::abs(HalfHt-(y-startY))/HalfHt;
                        color = hsv2;
                    }
                }
                buffer.SetPixel(x, y, color);
            }
        }
    } else {
        orig = xlBLACK;
    }
    wxMutexLocker lock(effect->GetBackgroundDisplayList().lock);
    if (VertFade || HorizFade) {
        effect->GetBackgroundDisplayList().resize((buffer.curEffEndPer - buffer.curEffStartPer + 1) * 4 * 2);
        int total = buffer.curEffEndPer - buffer.curEffStartPer + 1;
        double x1 = double(buffer.curPeriod - buffer.curEffStartPer) / double(total);
        double x2 = (buffer.curPeriod - buffer.curEffStartPer + 1.0) / double(total);
        int idx = (buffer.curPeriod - buffer.curEffStartPer) * 8;
        buffer.SetDisplayListVRect(effect, idx, x1, 0.0, x2, 0.5,
                                   xlBLACK, orig);
        buffer.SetDisplayListVRect(effect, idx + 4, x1, 0.5, x2, 1.0,
                                   orig, xlBLACK);
    } else {
        effect->GetBackgroundDisplayList().resize((buffer.curEffEndPer - buffer.curEffStartPer + 1) * 4);
        int midX = (startX + endX) / 2;
        int midY = (startY + endY) / 2;
        buffer.CopyPixelsToDisplayListX(effect, midY, midX, midX);
    }

}
Пример #6
0
void OnEffect::Render(Effect *eff, const SettingsMap &SettingsMap, RenderBuffer &buffer) {
    int start = SettingsMap.GetInt(TEXTCTRL_Eff_On_Start, 100);
    int end = SettingsMap.GetInt(TEXTCTRL_Eff_On_End, 100);
    bool shimmer = SettingsMap.GetInt(CHECKBOX_On_Shimmer, 0) > 0;
    float cycles = SettingsMap.GetDouble(TEXTCTRL_On_Cycles, 1.0);
    int x,y;
    int cidx = 0;
    if (shimmer) {
        int tot = buffer.curPeriod - buffer.curEffStartPer;
        if (tot % 2) {
            if (buffer.palette.Size() <= 1) {
                return;
            }
            cidx = 1;
        }
    }

    bool spatialcolour = buffer.palette.IsSpatial(cidx);

    double adjust = buffer.GetEffectTimeIntervalPosition(cycles);

    xlColor color;
    if (start == 100 && end == 100) {
        buffer.palette.GetColor(cidx, color);
    } else {
        HSVValue hsv;
        buffer.palette.GetHSV(cidx,hsv);
        double d = adjust;
        d = start + (end - start) * d;
        d = d / 100.0;
        hsv.value = hsv.value * d;
        color = hsv;
    }
    
    int transparency = GetValueCurveInt("On_Transparency", 0, SettingsMap, adjust);
    if (transparency) {
        transparency *= 255;
        transparency /= 100;
        color.alpha = 255 - transparency;
    }

    ///////////////////////// DMX Support ////////////////////////
    // if the model is a DMX model this will write the color into
    // the proper red, green, and blue channels.
    //////////////////////////////////////////////////////////////
    if (buffer.cur_model != "") {
        Model* model_info = buffer.frame->AllModels[buffer.cur_model];
        if (model_info != nullptr) {
            if( model_info->GetDisplayAs() == "DMX" ) {
                xlColor c;
                DmxModel* dmx = (DmxModel*)model_info;
                int red_channel = dmx->GetRedChannel();
                int grn_channel = dmx->GetGreenChannel();
                int blu_channel = dmx->GetBlueChannel();
                if( red_channel != 0 ) {
                    c.red = color.red;
                    c.green = color.red;
                    c.blue = color.red;
                    buffer.SetPixel(red_channel-1, 0, c);
                }
                if( grn_channel != 0 ) {
                    c.red = color.green;
                    c.green = color.green;
                    c.blue = color.green;
                    buffer.SetPixel(grn_channel-1, 0, c);
                }
                if( blu_channel != 0 ) {
                    c.red = color.blue;
                    c.green = color.blue;
                    c.blue = color.blue;
                    buffer.SetPixel(blu_channel-1, 0, c);
                }
                return;
            }
        }
    }
    //////////////////////////////////////////////////////////////
    ///////////////////// End DMX Support ////////////////////////
    //////////////////////////////////////////////////////////////

    //Every Node set to selected color
    for (x=0; x<buffer.BufferWi; x++)
    {
        for (y=0; y<buffer.BufferHt; y++)
        {
            if (spatialcolour)
            {
                buffer.palette.GetSpatialColor(cidx, (float)x / (float)buffer.BufferWi, (float)y / (float)buffer.BufferHt, color);
                if (start == 100 && end == 100) {
                }
                else {
                    HSVValue hsv = color.asHSV();
                    double d = adjust;
                    d = start + (end - start) * d;
                    d = d / 100.0;
                    hsv.value = hsv.value * d;
                    color = hsv;
                }
                if (transparency) {
                    color.alpha = 255 - transparency;
                }
            }

            buffer.SetPixel(x,y,color);
        }
    }

    if (shimmer || cycles != 1.0) {
        std::lock_guard<std::recursive_mutex> lock(eff->GetBackgroundDisplayList().lock);
        eff->GetBackgroundDisplayList().resize((buffer.curEffEndPer - buffer.curEffStartPer + 1) * 6);
        buffer.CopyPixelsToDisplayListX(eff, 0, 0, 0);
    } else if (buffer.needToInit) {
        std::lock_guard<std::recursive_mutex> lock(eff->GetBackgroundDisplayList().lock);
        eff->GetBackgroundDisplayList().resize(6);
        if (start == 100 && end == 100) {
            buffer.palette.GetColor(0, color);
            buffer.SetDisplayListHRect(eff, 0, 0.0, 0.0, 1.0, 1.0, color, color);
        } else {
            HSVValue hsv;
            buffer.palette.GetHSV(cidx,hsv);
            hsv.value = hsv.value * start / 100.0;
            color = hsv;

            buffer.palette.GetHSV(cidx,hsv);
            hsv.value = hsv.value * end / 100.0;
            buffer.SetDisplayListHRect(eff, 0, 0.0, 0.0, 1.0, 1.0, color, xlColor(hsv));
        }
        buffer.needToInit = false;
    }
}
Пример #7
0
void FireworksEffect::Render(Effect *effect, const SettingsMap &SettingsMap, RenderBuffer &buffer) {
    int Number_Explosions = SettingsMap.GetInt("SLIDER_Fireworks_Explosions", 16);
    int Count = SettingsMap.GetInt("SLIDER_Fireworks_Count", 50);
    float Velocity = SettingsMap.GetDouble("SLIDER_Fireworks_Velocity", 2.0f);
    int Fade = SettingsMap.GetInt("SLIDER_Fireworks_Fade", 50);

    float f = 0.0;
    bool useMusic = SettingsMap.GetBool("CHECKBOX_Fireworks_UseMusic", false);
    float sensitivity = (float)SettingsMap.GetInt("SLIDER_Fireworks_Sensitivity", 50) / 100.0;
    bool useTiming = SettingsMap.GetBool("CHECKBOX_FIRETIMING", false);
    wxString timing = SettingsMap.Get("CHOICE_FIRETIMINGTRACK", "");
    if (timing == "") useTiming = false;
    if (useMusic)
    {
        if (buffer.GetMedia() != nullptr) {
            std::list<float>* pf = buffer.GetMedia()->GetFrameData(buffer.curPeriod, FRAMEDATA_HIGH, "");
            if (pf != nullptr)
            {
                f = *pf->begin();
            }
        }
    }

    FireworksRenderCache *cache = (FireworksRenderCache*)buffer.infoCache[id];
    if (cache == nullptr) {
        cache = new FireworksRenderCache();
        buffer.infoCache[id] = cache;
    }
    
    int& next = cache->next;
    int& sincelasttriggered = cache->sincelasttriggered;
    int x25,x75,y25,y75;
    //float velocity = 3.5;
    int ColorIdx;
    float v;
    HSVValue hsv;
    size_t colorcnt = buffer.GetColorCount();
    
    if (buffer.needToInit) {
        SetPanelTimingTracks();
        cache->sincelasttriggered = 0;
        cache->next = 0;
        buffer.needToInit = false;
        for(int i=0; i<maxFlakes; i++) {
            cache->fireworkBursts[i]._bActive = false;
        }
        for (int x = 0; x < Number_Explosions; x++) {
            double start = -1;
            if (!useMusic)
            {
                start = buffer.curEffStartPer + buffer.rand01() * (buffer.curEffEndPer - buffer.curEffStartPer);
            }
            x25=(int)buffer.BufferWi*0.25;
            x75=(int)buffer.BufferWi*0.75;
            y25=(int)buffer.BufferHt*0.25;
            y75=(int)buffer.BufferHt*0.75;
            int startX;
            int startY;
            if((x75-x25)>0) startX = x25 + rand()%(x75-x25); else startX=0;
            if((y75-y25)>0) startY = y25 + rand()%(y75-y25); else startY=0;
            
            // Create a new burst
            ColorIdx=rand() % colorcnt; // Select random numbers from 0 up to number of colors the user has checked. 0-5 if 6 boxes checked
            for(int i=0; i<Count; i++) {
                cache->fireworkBursts[x * Count + i].Reset(startX, startY, false, Velocity, ColorIdx, start);
            }
        }

        if (timing != "")
        {
            effect->GetParentEffectLayer()->GetParentElement()->GetSequenceElements()->AddRenderDependency(timing.ToStdString(), buffer.cur_model);
        }
    }

    if (useMusic)
    {
        // only trigger a firework if music is greater than the sensitivity
        if (f > sensitivity)
        {
            // trigger if it was not previously triggered or has been triggered for REPEATTRIGGER frames
            if (sincelasttriggered == 0 || sincelasttriggered > REPEATTRIGGER)
            {
                // activate all the particles in the next firework
                for (int j = 0; j < Count; j++)
                {
                    cache->fireworkBursts[Count*next + j]._bActive = true;
                    buffer.palette.GetHSV(cache->fireworkBursts[Count*next + j]._colorindex, hsv); // Now go and get the hsv value for this ColorIdx
                    cache->fireworkBursts[Count*next + j]._hsv = hsv;
                }

                // use the next firework next time
                next++;
                if (next == Number_Explosions)
                {
                    next = 0;
                }
            }

            // if music is over the trigger level for REPEATTRIGGER frames then we will trigger another firework
            sincelasttriggered++;
            if (sincelasttriggered > REPEATTRIGGER)
            {
                sincelasttriggered = 0;
            }
        }
        else
        {
            // not triggered so clear last triggered counter
            sincelasttriggered = 0;
        }
    }

    if (useTiming)
    {
        if (mSequenceElements == nullptr)
        {
            // no timing tracks ... this shouldnt happen
        }
        else
        {
            // Load the names of the timing tracks
            Element* t = nullptr;
            for (size_t l = 0; l < mSequenceElements->GetElementCount(); l++)
            {
                Element* e = mSequenceElements->GetElement(l);
                if (e->GetEffectLayerCount() == 1 && e->GetType() == ELEMENT_TYPE_TIMING)
                {
                    if (e->GetName() == timing)
                    {
                        t = e;
                        break;
                    }
                }
            }

            if (t == nullptr)
            {
                // timing track not found ... this shouldnt happen
            }
            else
            {
                sincelasttriggered = 0;
                EffectLayer* el = t->GetEffectLayer(0);
                for (int j = 0; j < el->GetEffectCount(); j++)
                {
                    if (buffer.curPeriod == el->GetEffect(j)->GetStartTimeMS() / buffer.frameTimeInMs ||
                        buffer.curPeriod == el->GetEffect(j)->GetEndTimeMS() / buffer.frameTimeInMs)
                    {
                        // activate all the particles in the next firework
                        for (int k = 0; k < Count; k++)
                        {
                            cache->fireworkBursts[Count*next + k]._bActive = true;
                            buffer.palette.GetHSV(cache->fireworkBursts[Count*next + k]._colorindex, hsv); // Now go and get the hsv value for this ColorIdx
                            cache->fireworkBursts[Count*next + k]._hsv = hsv;
                        }

                        // use the next firework next time
                        next++;
                        if (next == Number_Explosions)
                        {
                            next = 0;
                        }
                        break;
                    }
                }
            }
        }
    }

    for (int i=0; i<(Count*Number_Explosions); i++) {
        if (!useMusic && !useTiming)
        {
            if (cache->fireworkBursts[i].startPeriod == buffer.curPeriod) {
                cache->fireworkBursts[i]._bActive = true;
                buffer.palette.GetHSV(cache->fireworkBursts[i]._colorindex, hsv); // Now go and get the hsv value for this ColorIdx
                cache->fireworkBursts[i]._hsv = hsv;
            }
        }

        // ... active flakes:
        if (cache->fireworkBursts[i]._bActive)
        {
            // Update position
            cache->fireworkBursts[i]._x += cache->fireworkBursts[i]._dx;
            cache->fireworkBursts[i]._y += (-cache->fireworkBursts[i]._dy - cache->fireworkBursts[i]._cycles*cache->fireworkBursts[i]._cycles/10000000.0);
            // If this flake run for more than maxCycle or this flake is out of bounds, time to switch it off
            cache->fireworkBursts[i]._cycles+=20;
            if (cache->fireworkBursts[i]._cycles >= 10000 || cache->fireworkBursts[i]._y >= buffer.BufferHt || cache->fireworkBursts[i]._y < 0 ||
                cache->fireworkBursts[i]._x < 0. || cache->fireworkBursts[i]._x >= buffer.BufferWi)
            {
                cache->fireworkBursts[i]._bActive = false;
                if (useMusic)
                {
                    cache->fireworkBursts[i].Reset();
                }
                continue;
            }
        }
        if(cache->fireworkBursts[i]._bActive == true)
        {
            v = ((Fade*10.0)-cache->fireworkBursts[i]._cycles)/(Fade*10.0);
            if (v<0) v=0.0;
            if (buffer.allowAlpha) {
                xlColor c(cache->fireworkBursts[i]._hsv);
                c.alpha = 255.0 * v;
                buffer.SetPixel(cache->fireworkBursts[i]._x, cache->fireworkBursts[i]._y, c);
            } else {
                hsv=cache->fireworkBursts[i]._hsv;
                hsv.value=v;
                buffer.SetPixel(cache->fireworkBursts[i]._x, cache->fireworkBursts[i]._y, hsv);
            }
        }
    }
}