local last_resolution = {}
function make_sbs_input(scene)
- local resample_effect = ResampleEffect.new()
- local resize_effect = ResizeEffect.new()
return {
input = scene:add_input(),
- resample_effect = resample_effect,
- resize_effect = resize_effect,
- resample_switcher = scene:add_effect({resample_effect, resize_effect}),
+ resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
wb_effect = scene:add_effect(WhiteBalanceEffect.new()),
padding_effect = scene:add_effect(IntegralPaddingEffect.new())
}
return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
end
--- Helper function to write e.g. “720p60”. The difference between this
--- and get_channel_resolution_raw() is that this one also can say that
--- there's no signal.
-function get_channel_resolution(signal_num)
- local res = last_resolution[signal_num]
- if (not res) or not res.is_connected then
- return "disconnected"
- end
- if res.height <= 0 then
- return "no signal"
- end
- if not res.has_signal then
- if res.height == 525 then
- -- Special mode for the USB3 cards.
- return "no signal"
- end
- return get_channel_resolution_raw(res) .. ", no signal"
- else
- return get_channel_resolution_raw(res)
- end
-end
-
--- Helper function to write e.g. “60” or “59.94”.
-function get_frame_rate(res)
- local nom = res.frame_rate_nom
- local den = res.frame_rate_den
- if nom % den == 0 then
- return nom / den
- else
- return string.format("%.2f", nom / den)
- end
-end
-
--- Helper function to write e.g. “720p60”.
-function get_channel_resolution_raw(res)
- if res.interlaced then
- return res.height .. "i" .. get_frame_rate(res)
- else
- return res.height .. "p" .. get_frame_rate(res)
- end
-end
-
-- API ENTRY POINT
-- Returns the name for each additional channel (starting from 2).
-- Called at the start of the program, and then each frame for live
function channel_name(channel)
local signal_num = channel - 2
if is_plain_signal(signal_num) then
- return "Input " .. (signal_num + 1) .. " (" .. get_channel_resolution(signal_num) .. ")"
+ if last_resolution[signal_num] then
+ return "Input " .. (signal_num + 1) .. " (" .. last_resolution[signal_num].human_readable_resolution .. ")"
+ else
+ return "Input " .. (signal_num + 1)
+ end
elseif signal_num == SBS_SIGNAL_NUM then
return "Side-by-side"
elseif signal_num == STATIC_SIGNAL_NUM then
simple_scene.input:display(signal_num)
if needs_scale(signals, signal_num, width, height) then
if hq then
- simple_scene.resample_effect:choose_alternative(0) -- High-quality resampling (ResampleEffect)
+ simple_scene.resample_effect:choose(ResampleEffect) -- High-quality resampling.
else
- simple_scene.resample_effect:choose_alternative(1) -- Low-quality resampling (ResizeEffect)
+ simple_scene.resample_effect:choose(ResizeEffect) -- Low-quality resampling.
end
simple_scene.resample_effect:set_int("width", width)
simple_scene.resample_effect:set_int("height", height)
else
- simple_scene.resample_effect:choose_alternative(2) -- No scaling.
+ simple_scene.resample_effect:disable() -- No scaling.
end
set_neutral_color_from_signal(state, simple_scene.wb_effect, signal_num)
end
is_connected = signals:get_is_connected(signal_num),
has_signal = signals:get_has_signal(signal_num),
frame_rate_nom = signals:get_frame_rate_nom(signal_num),
- frame_rate_den = signals:get_frame_rate_den(signal_num)
+ frame_rate_den = signals:get_frame_rate_den(signal_num),
+ human_readable_resolution = signals:get_human_readable_resolution(signal_num)
}
if res.interlaced then
-- Cull.
if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
- input.resample_switcher:choose_alternative(1) -- Low-quality resizing.
- input.resize_effect:set_int("width", 1)
- input.resize_effect:set_int("height", 1)
+ input.resample_effect:choose(ResizeEffect) -- Low-quality resizing.
+ input.resample_effect:set_int("width", 1)
+ input.resample_effect:set_int("height", 1)
input.padding_effect:set_int("left", screen_width + 100)
input.padding_effect:set_int("top", screen_height + 100)
return
end
if hq then
- -- High-quality resampling.
- input.resample_switcher:choose_alternative(0)
+ -- High-quality resampling. Go for the actual effect (returned by choose())
+ -- since we want to set zoom_*, which will give an error if set on ResizeEffect.
+ local resample_effect = input.resample_effect:choose(ResampleEffect)
local x_subpixel_offset = x0 - math.floor(x0)
local y_subpixel_offset = y0 - math.floor(y0)
-- and then add an extra pixel so we have some leeway for the border.
local width = math.ceil(x1 - x0) + 1
local height = math.ceil(y1 - y0) + 1
- input.resample_effect:set_int("width", width)
- input.resample_effect:set_int("height", height)
+ resample_effect:set_int("width", width)
+ resample_effect:set_int("height", height)
-- Correct the discrepancy with zoom. (This will leave a small
-- excess edge of pixels and subpixels, which we'll correct for soon.)
local zoom_x = (x1 - x0) / (width * (srcx1 - srcx0))
local zoom_y = (y1 - y0) / (height * (srcy1 - srcy0))
- input.resample_effect:set_float("zoom_x", zoom_x)
- input.resample_effect:set_float("zoom_y", zoom_y)
- input.resample_effect:set_float("zoom_center_x", 0.0)
- input.resample_effect:set_float("zoom_center_y", 0.0)
+ resample_effect:set_float("zoom_x", zoom_x)
+ resample_effect:set_float("zoom_y", zoom_y)
+ resample_effect:set_float("zoom_center_x", 0.0)
+ resample_effect:set_float("zoom_center_y", 0.0)
-- Padding must also be to a whole-pixel offset.
input.padding_effect:set_int("left", math.floor(x0))
input.padding_effect:set_int("top", math.floor(y0))
-- Correct _that_ discrepancy by subpixel offset in the resampling.
- input.resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
- input.resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
+ resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
+ resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
-- Finally, adjust the border so it is exactly where we want it.
input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
else
-- Lower-quality simple resizing.
- input.resample_switcher:choose_alternative(1)
+ input.resample_effect:choose(ResizeEffect)
local width = round(x1 - x0)
local height = round(y1 - y0)
- input.resize_effect:set_int("width", width)
- input.resize_effect:set_int("height", height)
+ input.resample_effect:set_int("width", width)
+ input.resample_effect:set_int("height", height)
-- Padding must also be to a whole-pixel offset.
input.padding_effect:set_int("left", math.floor(x0))