--- /dev/null
+
+/*
+ * CINELERRA
+ * Copyright (C) 1997-2011 Adam Williams <broadcast at earthling dot net>
+ *
+ * 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; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * 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.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ */
+
+
+
+#include "filexml.h"
+#include "color3way.h"
+#include "bchash.h"
+#include "language.h"
+#include "playback3d.h"
+
+#include "aggregated.h"
+#include "../interpolate/aggregated.h"
+#include "../gamma/aggregated.h"
+
+#include <stdio.h>
+#include <string.h>
+
+
+REGISTER_PLUGIN(Color3WayMain)
+
+
+Color3WayConfig::Color3WayConfig()
+{
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ hue_x[i] = 0.0;
+ hue_y[i] = 0.0;
+ value[i] = 0.0;
+ saturation[i] = 0.0;
+ }
+}
+
+int Color3WayConfig::equivalent(Color3WayConfig &that)
+{
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ if(!EQUIV(hue_x[i], that.hue_x[i]) ||
+ !EQUIV(hue_y[i], that.hue_y[i]) ||
+ !EQUIV(value[i], that.value[i]) ||
+ !EQUIV(saturation[i], that.saturation[i])) return 0;
+ }
+ return 1;
+}
+
+void Color3WayConfig::copy_from(Color3WayConfig &that)
+{
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ hue_x[i] = that.hue_x[i];
+ hue_y[i] = that.hue_y[i];
+ value[i] = that.value[i];
+ saturation[i] = that.saturation[i];
+ }
+}
+
+void Color3WayConfig::interpolate(Color3WayConfig &prev,
+ Color3WayConfig &next,
+ int64_t prev_frame,
+ int64_t next_frame,
+ int64_t current_frame)
+{
+ double next_scale = (double)(current_frame - prev_frame) / (next_frame - prev_frame);
+ double prev_scale = (double)(next_frame - current_frame) / (next_frame - prev_frame);
+
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ hue_x[i] = prev.hue_x[i] * prev_scale + next.hue_x[i] * next_scale;
+ hue_y[i] = prev.hue_y[i] * prev_scale + next.hue_y[i] * next_scale;
+ value[i] = prev.value[i] * prev_scale + next.value[i] * next_scale;
+ saturation[i] = prev.saturation[i] * prev_scale + next.saturation[i] * next_scale;
+ }
+}
+
+
+void Color3WayConfig::boundaries()
+{
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ float point_radius = sqrt(SQR(hue_x[i]) + SQR(hue_y[i]));
+ if(point_radius > 1)
+ {
+ float angle = atan2(hue_x[i],
+ hue_y[i]);
+ hue_x[i] = sin(angle);
+ hue_y[i] = cos(angle);
+ }
+ }
+}
+
+void Color3WayConfig::copy_to_all(int section)
+{
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ hue_x[i] = hue_x[section];
+ hue_y[i] = hue_y[section];
+ value[i] = value[section];
+ saturation[i] = saturation[section];
+ }
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Color3WayPackage::Color3WayPackage()
+ : LoadPackage()
+{
+}
+
+
+
+
+
+
+Color3WayUnit::Color3WayUnit(Color3WayMain *plugin,
+ Color3WayEngine *server)
+ : LoadClient(server)
+{
+ this->plugin = plugin;
+}
+
+// Lower = sharper curve
+#define SHADOW_GAMMA 32.0
+#define HIGHLIGHT_GAMMA 32.0
+// Keep value == 0 from blowing up
+#define FUDGE (1.0 / 256.0)
+// Scale curve from 0 - 1
+#define SHADOW_BORDER (1.0 / ((1.0 / SHADOW_GAMMA + FUDGE) / FUDGE))
+#define HIGHLIGHT_BORDER (1.0 / ((1.0 / HIGHLIGHT_GAMMA + FUDGE) / FUDGE))
+
+#define SHADOW_CURVE(value) \
+ (((1.0 / (((value) / SHADOW_GAMMA + FUDGE) / FUDGE)) - SHADOW_BORDER) / (1.0 - SHADOW_BORDER))
+
+#define SHADOW_LINEAR(value) (1.0 - (value))
+
+#define HIGHLIGHT_CURVE(value) \
+ (((1.0 / (((1.0 - value) / HIGHLIGHT_GAMMA + FUDGE) / FUDGE)) - HIGHLIGHT_BORDER) / (1.0 - HIGHLIGHT_BORDER))
+
+#define HIGHLIGHT_LINEAR(value) \
+ (value)
+
+#define MIDTONE_CURVE(value, factor) \
+ ((factor) <= 0 ? \
+ (1.0 - SHADOW_LINEAR(value) - HIGHLIGHT_CURVE(value)) : \
+ (1.0 - SHADOW_CURVE(value) - HIGHLIGHT_LINEAR(value)))
+
+#define TOTAL_TRANSFER(value, factor) \
+ (factor[SHADOWS] * SHADOW_LINEAR(value) + \
+ factor[MIDTONES] * MIDTONE_CURVE(value, factor[MIDTONES]) + \
+ factor[HIGHLIGHTS] * HIGHLIGHT_LINEAR(value))
+
+#define PROCESS_PIXEL(r, g, b) \
+/* Apply hue */ \
+ r = r + TOTAL_TRANSFER(r, r_factor); \
+ g = g + TOTAL_TRANSFER(g, g_factor); \
+ b = b + TOTAL_TRANSFER(b, b_factor); \
+/* Apply saturation/value */ \
+ float h, s, v; \
+ HSV::rgb_to_hsv(r, g, b, h, s, v); \
+ v += TOTAL_TRANSFER(v, v_factor); \
+ s += TOTAL_TRANSFER(s, s_factor); \
+ s = MAX(s, 0); \
+ HSV::hsv_to_rgb(r, g, b, h, s, v);
+
+
+#define PROCESS(type, max, components, is_yuv) \
+{ \
+ type *in = (type*)plugin->get_input()->get_rows()[i]; \
+ type *out = (type*)plugin->get_input()->get_rows()[i]; \
+ for(int j = 0; j < w; j++) \
+ { \
+/* Convert to RGB float */ \
+ float r; \
+ float g; \
+ float b; \
+ if(is_yuv) \
+ { \
+ YUV::yuv_to_rgb_f(r, \
+ g, \
+ b, \
+ (float)in[0] / max, \
+ (float)in[1] / max - 0.5, \
+ (float)in[2] / max - 0.5); \
+ in += 3; \
+ } \
+ else \
+ { \
+ r = (float)*in++ / max; \
+ g = (float)*in++ / max; \
+ b = (float)*in++ / max; \
+ } \
+ \
+ PROCESS_PIXEL(r, g, b) \
+ \
+/* Convert to project colormodel */ \
+ if(is_yuv) \
+ { \
+ float y, u, v; \
+ YUV::rgb_to_yuv_f(r, g, b, y, u, v); \
+ r = y; \
+ g = u + 0.5; \
+ b = v + 0.5; \
+ } \
+ if(max == 0xff) \
+ { \
+ CLAMP(r, 0, 1); \
+ CLAMP(g, 0, 1); \
+ CLAMP(b, 0, 1); \
+ } \
+ *out++ = (type)(r * max); \
+ *out++ = (type)(g * max); \
+ *out++ = (type)(b * max); \
+ if(components == 4) \
+ { \
+ in++; \
+ out++; \
+ } \
+ } \
+}
+
+#define CALCULATE_FACTORS(s_out, v_out, s_in, v_in) \
+ s_out = s_in; \
+ v_out = v_in;
+
+
+
+void Color3WayUnit::process_package(LoadPackage *package)
+{
+ Color3WayPackage *pkg = (Color3WayPackage*)package;
+ int w = plugin->get_input()->get_w();
+
+ float r_factor[SECTIONS];
+ float g_factor[SECTIONS];
+ float b_factor[SECTIONS];
+ float s_factor[SECTIONS];
+ float v_factor[SECTIONS];
+
+
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ plugin->calculate_factors(&r_factor[i], &g_factor[i], &b_factor[i], i);
+ CALCULATE_FACTORS(s_factor[i],
+ v_factor[i],
+ plugin->config.saturation[i],
+ plugin->config.value[i])
+// printf("Color3WayUnit::process_package %d %f %f %f %f %f\n",
+// __LINE__,
+// r_factor[i],
+// g_factor[i],
+// b_factor[i],
+// s_factor[i],
+// v_factor[i]);
+ }
+
+
+
+ for(int i = pkg->row1; i < pkg->row2; i++)
+ {
+ switch(plugin->get_input()->get_color_model())
+ {
+ case BC_RGB888:
+ PROCESS(unsigned char, 0xff, 3, 0)
+ break;
+ case BC_RGBA8888:
+ PROCESS(unsigned char, 0xff, 4, 0)
+ break;
+ case BC_YUV888:
+ PROCESS(unsigned char, 0xff, 3, 1)
+ break;
+ case BC_YUVA8888:
+ PROCESS(unsigned char, 0xff, 4, 1)
+ break;
+ case BC_RGB_FLOAT:
+ PROCESS(float, 1.0, 3, 0)
+ break;
+ case BC_RGBA_FLOAT:
+ PROCESS(float, 1.0, 4, 0)
+ break;
+ }
+ }
+}
+
+
+
+
+
+
+Color3WayEngine::Color3WayEngine(Color3WayMain *plugin, int cpus)
+ : LoadServer(cpus, cpus)
+{
+ this->plugin = plugin;
+}
+
+Color3WayEngine::~Color3WayEngine()
+{
+}
+
+void Color3WayEngine::init_packages()
+{
+
+#if 0
+printf("Color3WayEngine::init_packages %d\n", __LINE__);
+for(int i = 0; i <= 255; i++)
+{
+ printf("%f\t%f\t%f\n",
+ SHADOW_CURVE((float)i / 255),
+ MIDTONE_CURVE((float)i / 255),
+ HIGHLIGHT_CURVE((float)i / 255));
+}
+#endif
+
+ for(int i = 0; i < LoadServer::get_total_packages(); i++)
+ {
+ Color3WayPackage *pkg = (Color3WayPackage*)get_package(i);
+ pkg->row1 = plugin->get_input()->get_h() * i / LoadServer::get_total_packages();
+ pkg->row2 = plugin->get_input()->get_h() * (i + 1) / LoadServer::get_total_packages();
+ }
+}
+
+
+LoadClient* Color3WayEngine::new_client()
+{
+ return new Color3WayUnit(plugin, this);
+}
+
+LoadPackage* Color3WayEngine::new_package()
+{
+ return new Color3WayPackage;
+}
+
+
+
+
+
+
+
+
+
+
+Color3WayMain::Color3WayMain(PluginServer *server)
+ : PluginVClient(server)
+{
+ need_reconfigure = 1;
+ engine = 0;
+ w = 500;
+ h = 300;
+ for(int i = 0; i < SECTIONS; i++) copy_to_all[i] = 0;
+}
+
+Color3WayMain::~Color3WayMain()
+{
+
+ delete engine;
+}
+
+const char* Color3WayMain::plugin_title() { return _("Color 3 Way"); }
+int Color3WayMain::is_realtime() { return 1; }
+
+
+int Color3WayMain::reconfigure()
+{
+
+ return 0;
+}
+
+void Color3WayMain::process_pixel(float *r,
+ float *g,
+ float *b,
+ float r_in,
+ float g_in,
+ float b_in,
+ float x,
+ float y)
+{
+ float r_factor[SECTIONS];
+ float g_factor[SECTIONS];
+ float b_factor[SECTIONS];
+ float s_factor[SECTIONS];
+ float v_factor[SECTIONS];
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ calculate_factors(r_factor + i,
+ g_factor + i,
+ b_factor + i,
+ x,
+ y);
+ CALCULATE_FACTORS(s_factor[i], v_factor[i], 0, 0)
+ }
+
+ PROCESS_PIXEL(r_in, g_in, b_in);
+ *r = r_in;
+ *g = g_in;
+ *b = b_in;
+}
+
+void Color3WayMain::calculate_factors(float *r,
+ float *g,
+ float *b,
+ float x,
+ float y)
+{
+// float h = atan2(-x, -y) * 360 / 2 / M_PI + 180;
+// float v = 1.0;
+// float s = sqrt(SQR(x) + SQR(y));
+// HSV::hsv_to_rgb(*r, *g, *b, h, s, v);
+//printf("Color3WayMain::calculate_factors %d %f %f %f %f %f\n", __LINE__, x, y, h, s, v);
+
+ *r = sqrt(SQR(x) + SQR(y - -1));
+ *g = sqrt(SQR(x - -1.0 / ROOT_2) + SQR(y - 1.0 / ROOT_2));
+ *b = sqrt(SQR(x - 1.0 / ROOT_2) + SQR(y - 1.0 / ROOT_2));
+
+ *r = 1.0 - *r;
+ *g = 1.0 - *g;
+ *b = 1.0 - *b;
+}
+
+void Color3WayMain::calculate_factors(float *r, float *g, float *b, int section)
+{
+ calculate_factors(r, g, b, config.hue_x[section], config.hue_y[section]);
+
+
+//printf("Color3WayMain::calculate_factors %d %f %f %f\n", __LINE__, *r, *g, *b);
+}
+
+
+
+
+
+
+
+LOAD_CONFIGURATION_MACRO(Color3WayMain, Color3WayConfig)
+NEW_WINDOW_MACRO(Color3WayMain, Color3WayWindow)
+
+
+
+
+
+int Color3WayMain::process_buffer(VFrame *frame,
+ int64_t start_position,
+ double frame_rate)
+{
+ need_reconfigure |= load_configuration();
+
+ if(!engine) engine = new Color3WayEngine(this,
+// 1);
+ PluginClient::smp + 1);
+
+//printf("Color3WayMain::process_realtime 1 %d\n", need_reconfigure);
+ if(need_reconfigure)
+ {
+
+ reconfigure();
+ need_reconfigure = 0;
+ }
+
+
+
+ read_frame(frame,
+ 0,
+ get_source_position(),
+ get_framerate(),
+ get_use_opengl());
+
+ int aggregate_interpolate = 0;
+ int aggregate_gamma = 0;
+ get_aggregation(&aggregate_interpolate,
+ &aggregate_gamma);
+
+
+
+ engine->process_packages();
+
+
+ return 0;
+}
+
+
+void Color3WayMain::update_gui()
+{
+ if(thread)
+ {
+ load_configuration();
+ ((Color3WayWindow*)thread->window)->lock_window("Color3WayMain::update_gui");
+ ((Color3WayWindow*)thread->window)->update();
+ ((Color3WayWindow*)thread->window)->unlock_window();
+ }
+}
+
+
+
+
+void Color3WayMain::save_data(KeyFrame *keyframe)
+{
+ FileXML output;
+
+// cause data to be stored directly in text
+ output.set_shared_output(keyframe->get_data(), MESSAGESIZE);
+ output.tag.set_title("COLOR3WAY");
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ char string[BCTEXTLEN];
+ sprintf(string, "HUE_X_%d", i);
+ output.tag.set_property(string, config.hue_x[i]);
+ sprintf(string, "HUE_Y_%d", i);
+ output.tag.set_property(string, config.hue_y[i]);
+ sprintf(string, "VALUE_%d", i);
+ output.tag.set_property(string, config.value[i]);
+ sprintf(string, "SATURATION_%d", i);
+ output.tag.set_property(string, config.saturation[i]);
+ if(is_defaults())
+ {
+ sprintf(string, "COPY_TO_ALL_%d", i);
+ output.tag.set_property(string, copy_to_all[i]);
+ }
+ }
+
+ if(is_defaults())
+ {
+ output.tag.set_property("W", w);
+ output.tag.set_property("H", h);
+ }
+
+ output.append_tag();
+ output.tag.set_title("/COLOR3WAY");
+ output.append_tag();
+ output.append_newline();
+ output.terminate_string();
+}
+
+void Color3WayMain::read_data(KeyFrame *keyframe)
+{
+ FileXML input;
+
+ input.set_shared_input(keyframe->get_data(), strlen(keyframe->get_data()));
+
+ int result = 0;
+
+ while(!result)
+ {
+ result = input.read_tag();
+
+ if(!result)
+ {
+ if(input.tag.title_is("COLOR3WAY"))
+ {
+ for(int i = 0; i < SECTIONS; i++)
+ {
+ char string[BCTEXTLEN];
+ sprintf(string, "HUE_X_%d", i);
+ config.hue_x[i] = input.tag.get_property(string, config.hue_x[i]);
+ sprintf(string, "HUE_Y_%d", i);
+ config.hue_y[i] = input.tag.get_property(string, config.hue_y[i]);
+ sprintf(string, "VALUE_%d", i);
+ config.value[i] = input.tag.get_property(string, config.value[i]);
+ sprintf(string, "SATURATION_%d", i);
+ config.saturation[i] = input.tag.get_property(string, config.saturation[i]);
+
+ if(is_defaults())
+ {
+ sprintf(string, "COPY_TO_ALL_%d", i);
+ copy_to_all[i] = input.tag.get_property(string, copy_to_all[i]);
+ }
+ }
+
+ if(is_defaults())
+ {
+ w = input.tag.get_property("W", w);
+ h = input.tag.get_property("H", h);
+ }
+ }
+ }
+ }
+}
+
+void Color3WayMain::get_aggregation(int *aggregate_interpolate,
+ int *aggregate_gamma)
+{
+ if(!strcmp(get_output()->get_prev_effect(1), _("Interpolate Pixels")) &&
+ !strcmp(get_output()->get_prev_effect(0), _("Gamma")))
+ {
+ *aggregate_interpolate = 1;
+ *aggregate_gamma = 1;
+ }
+ else
+ if(!strcmp(get_output()->get_prev_effect(0), _("Interpolate Pixels")))
+ {
+ *aggregate_interpolate = 1;
+ }
+ else
+ if(!strcmp(get_output()->get_prev_effect(0), _("Gamma")))
+ {
+ *aggregate_gamma = 1;
+ }
+}
+
+int Color3WayMain::handle_opengl()
+{
+#ifdef HAVE_GL
+
+ get_output()->to_texture();
+ get_output()->enable_opengl();
+
+ unsigned int shader = 0;
+ const char *shader_stack[] = { 0, 0, 0, 0, 0, 0, 0, 0 };
+ int current_shader = 0;
+ int aggregate_interpolate = 0;
+ int aggregate_gamma = 0;
+
+ get_aggregation(&aggregate_interpolate,
+ &aggregate_gamma);
+
+printf("Color3WayMain::handle_opengl %d %d\n", aggregate_interpolate, aggregate_gamma);
+ if(aggregate_interpolate)
+ INTERPOLATE_COMPILE(shader_stack, current_shader)
+
+ if(aggregate_gamma)
+ GAMMA_COMPILE(shader_stack, current_shader, aggregate_interpolate)
+
+ COLORBALANCE_COMPILE(shader_stack,
+ current_shader,
+ aggregate_gamma || aggregate_interpolate)
+
+ shader = VFrame::make_shader(0,
+ shader_stack[0],
+ shader_stack[1],
+ shader_stack[2],
+ shader_stack[3],
+ shader_stack[4],
+ shader_stack[5],
+ shader_stack[6],
+ shader_stack[7],
+ 0);
+
+ if(shader > 0)
+ {
+ glUseProgram(shader);
+ glUniform1i(glGetUniformLocation(shader, "tex"), 0);
+
+ if(aggregate_interpolate) INTERPOLATE_UNIFORMS(shader);
+ if(aggregate_gamma) GAMMA_UNIFORMS(shader);
+
+ COLORBALANCE_UNIFORMS(shader);
+
+ }
+
+ get_output()->init_screen();
+ get_output()->bind_texture(0);
+ get_output()->draw_texture();
+ glUseProgram(0);
+ get_output()->set_opengl_state(VFrame::SCREEN);
+#endif
+ return 0;
+}
+
+
+
+
+
+
+