📄 adjust.c
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/***************************************************************************** * Render: displays previously rendered output ***************************************************************************** * This function send the currently rendered image to adjust modified image, * waits until it is displayed and switch the two rendering buffers, preparing * next frame. *****************************************************************************/static void Render( vout_thread_t *p_vout, picture_t *p_pic ){ int pi_luma[256]; int pi_gamma[256]; picture_t *p_outpic; uint8_t *p_in, *p_in_v, *p_in_end, *p_line_end; uint8_t *p_out, *p_out_v; vlc_bool_t b_thres; double f_hue; double f_gamma; int32_t i_cont, i_lum; int i_sat, i_sin, i_cos, i_x, i_y; int i; vlc_value_t val; /* This is a new frame. Get a structure from the video_output. */ while( ( p_outpic = vout_CreatePicture( p_vout->p_sys->p_vout, 0, 0, 0 ) ) == NULL ) { if( p_vout->b_die || p_vout->b_error ) { return; } msleep( VOUT_OUTMEM_SLEEP ); } vout_DatePicture( p_vout->p_sys->p_vout, p_outpic, p_pic->date ); vout_LinkPicture( p_vout->p_sys->p_vout, p_outpic ); /* Getvariables */ var_Get( p_vout, "contrast", &val ); i_cont = (int) ( val.f_float * 255 ); var_Get( p_vout, "brightness", &val ); i_lum = (int) (( val.f_float - 1.0 ) * 255 ); var_Get( p_vout, "hue", &val ); f_hue = (float) ( val.i_int * M_PI / 180 ); var_Get( p_vout, "saturation", &val ); i_sat = (int) (val.f_float * 256 ); var_Get( p_vout, "gamma", &val ); f_gamma = 1.0 / val.f_float; var_Get( p_vout, "brightness-threshold", &val ); b_thres = (vlc_bool_t) ( val.b_bool ); /* * Threshold mode drops out everything about luma, contrast and gamma. */ if( b_thres != VLC_TRUE ) { /* Contrast is a fast but kludged function, so I put this gap to be * cleaner :) */ i_lum += 128 - i_cont / 2; /* Fill the gamma lookup table */ for( i = 0 ; i < 256 ; i++ ) { pi_gamma[ i ] = clip( pow(i / 255.0, f_gamma) * 255.0); } /* Fill the luma lookup table */ for( i = 0 ; i < 256 ; i++ ) { pi_luma[ i ] = pi_gamma[clip( i_lum + i_cont * i / 256)]; } } else { /* * We get luma as threshold value: the higher it is, the darker is * the image. Should I reverse this? */ for( i = 0 ; i < 256 ; i++ ) { pi_luma[ i ] = (i < i_lum) ? 0 : 255; } /* * Desaturates image to avoid that strange yellow halo... */ i_sat = 0; } /* * Do the Y plane */ p_in = p_pic->p[0].p_pixels; p_in_end = p_in + p_pic->p[0].i_visible_lines * p_pic->p[0].i_pitch - 8; p_out = p_outpic->p[0].p_pixels; for( ; p_in < p_in_end ; ) { p_line_end = p_in + p_pic->p[0].i_visible_pitch - 8; for( ; p_in < p_line_end ; ) { /* Do 8 pixels at a time */ *p_out++ = pi_luma[ *p_in++ ]; *p_out++ = pi_luma[ *p_in++ ]; *p_out++ = pi_luma[ *p_in++ ]; *p_out++ = pi_luma[ *p_in++ ]; *p_out++ = pi_luma[ *p_in++ ]; *p_out++ = pi_luma[ *p_in++ ]; *p_out++ = pi_luma[ *p_in++ ]; *p_out++ = pi_luma[ *p_in++ ]; } p_line_end += 8; for( ; p_in < p_line_end ; ) { *p_out++ = pi_luma[ *p_in++ ]; } p_in += p_pic->p[0].i_pitch - p_pic->p[0].i_visible_pitch; p_out += p_outpic->p[0].i_pitch - p_outpic->p[0].i_visible_pitch; } /* * Do the U and V planes */ p_in = p_pic->p[1].p_pixels; p_in_v = p_pic->p[2].p_pixels; p_in_end = p_in + p_pic->p[1].i_visible_lines * p_pic->p[1].i_pitch - 8; p_out = p_outpic->p[1].p_pixels; p_out_v = p_outpic->p[2].p_pixels; i_sin = sin(f_hue) * 256; i_cos = cos(f_hue) * 256; i_x = ( cos(f_hue) + sin(f_hue) ) * 32768; i_y = ( cos(f_hue) - sin(f_hue) ) * 32768; if ( i_sat > 256 ) {#define WRITE_UV_CLIP() \ i_u = *p_in++ ; i_v = *p_in_v++ ; \ *p_out++ = clip( (( ((i_u * i_cos + i_v * i_sin - i_x) >> 8) \ * i_sat) >> 8) + 128); \ *p_out_v++ = clip( (( ((i_v * i_cos - i_u * i_sin - i_y) >> 8) \ * i_sat) >> 8) + 128) uint8_t i_u, i_v; for( ; p_in < p_in_end ; ) { p_line_end = p_in + p_pic->p[1].i_visible_pitch - 8; for( ; p_in < p_line_end ; ) { /* Do 8 pixels at a time */ WRITE_UV_CLIP(); WRITE_UV_CLIP(); WRITE_UV_CLIP(); WRITE_UV_CLIP(); WRITE_UV_CLIP(); WRITE_UV_CLIP(); WRITE_UV_CLIP(); WRITE_UV_CLIP(); } p_line_end += 8; for( ; p_in < p_line_end ; ) { WRITE_UV_CLIP(); } p_in += p_pic->p[1].i_pitch - p_pic->p[1].i_visible_pitch; p_in_v += p_pic->p[2].i_pitch - p_pic->p[2].i_visible_pitch; p_out += p_outpic->p[1].i_pitch - p_outpic->p[1].i_visible_pitch; p_out_v += p_outpic->p[2].i_pitch - p_outpic->p[2].i_visible_pitch; } } else {#define WRITE_UV() \ i_u = *p_in++ ; i_v = *p_in_v++ ; \ *p_out++ = (( ((i_u * i_cos + i_v * i_sin - i_x) >> 8) \ * i_sat) >> 8) + 128; \ *p_out_v++ = (( ((i_v * i_cos - i_u * i_sin - i_y) >> 8) \ * i_sat) >> 8) + 128 uint8_t i_u, i_v; for( ; p_in < p_in_end ; ) { p_line_end = p_in + p_pic->p[1].i_visible_pitch - 8; for( ; p_in < p_line_end ; ) { /* Do 8 pixels at a time */ WRITE_UV(); WRITE_UV(); WRITE_UV(); WRITE_UV(); WRITE_UV(); WRITE_UV(); WRITE_UV(); WRITE_UV(); } p_line_end += 8; for( ; p_in < p_line_end ; ) { WRITE_UV(); } p_in += p_pic->p[1].i_pitch - p_pic->p[1].i_visible_pitch; p_in_v += p_pic->p[2].i_pitch - p_pic->p[2].i_visible_pitch; p_out += p_outpic->p[1].i_pitch - p_outpic->p[1].i_visible_pitch; p_out_v += p_outpic->p[2].i_pitch - p_outpic->p[2].i_visible_pitch; } } vout_UnlinkPicture( p_vout->p_sys->p_vout, p_outpic ); vout_DisplayPicture( p_vout->p_sys->p_vout, p_outpic );}/***************************************************************************** * SendEvents: forward mouse and keyboard events to the parent p_vout *****************************************************************************/static int SendEvents( vlc_object_t *p_this, char const *psz_var, vlc_value_t oldval, vlc_value_t newval, void *p_data ){ var_Set( (vlc_object_t *)p_data, psz_var, newval ); return VLC_SUCCESS;}/***************************************************************************** * SendEventsToChild: forward events to the child/children vout *****************************************************************************/static int SendEventsToChild( vlc_object_t *p_this, char const *psz_var, vlc_value_t oldval, vlc_value_t newval, void *p_data ){ vout_thread_t *p_vout = (vout_thread_t *)p_this; var_Set( p_vout->p_sys->p_vout, psz_var, newval ); return VLC_SUCCESS;}
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