]> git.sesse.net Git - nageru/blobdiff - theme.lua
Hook up the channel click events.
[nageru] / theme.lua
index 6fbf1f8d7a39f99a71816e220e0950170e5a6806..7a5ff80e80b0d68e8b96541ac71155b4977a609a 100644 (file)
--- a/theme.lua
+++ b/theme.lua
 -- Themes are written in Lua, which reflects a simplified form of the Movit API
 -- where all the low-level details (such as texture formats) are handled by the
 -- C++ side and you generally just build chains.
-io.write("hello from lua\n");
+io.write("hello from lua\n")
 
-local live_signal_num = 0;
-local preview_signal_num = 1;
+local zoom_start = -2.0
+local zoom_end = -1.0
+local zoom_src = 0.0
+local zoom_dst = 1.0
+
+local live_signal_num = 0
+local preview_signal_num = 1
 
 -- The main live chain.
-local main_chain = EffectChain.new(16, 9);
-local input0 = main_chain:add_live_input();
-input0:connect_signal(0);
-local input1 = main_chain:add_live_input();
-input1:connect_signal(1);
-local resample_effect = main_chain:add_effect(ResampleEffect.new(), input0);
-local padding_effect = main_chain:add_effect(IntegralPaddingEffect.new());
-padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0);
-
-local resample2_effect = main_chain:add_effect(ResampleEffect.new(), input1);
--- Effect *saturation_effect = main_chain->add_effect(new SaturationEffect());
--- CHECK(saturation_effect->set_float("saturation", 0.3f));
-local wb_effect = main_chain:add_effect(WhiteBalanceEffect.new());
-wb_effect:set_float("output_color_temperature", 3500.0);
-local padding2_effect = main_chain:add_effect(IntegralPaddingEffect.new());
-
-main_chain:add_effect(OverlayEffect.new(), padding_effect, padding2_effect);
-main_chain:finalize(true);
-
--- A chain to show a single input on screen.
-local simple_chain = EffectChain.new(16, 9);
-local simple_chain_input = simple_chain:add_live_input();
-simple_chain_input:connect_signal(0);  -- First input card. Can be changed whenever you want.
-simple_chain:finalize(false);
+function make_sbs_chain(hq)
+       local chain = EffectChain.new(16, 9)
+       local input0 = chain:add_live_input()
+       input0:connect_signal(0)
+       local input1 = chain:add_live_input()
+       input1:connect_signal(1)
+
+       local resample_effect = nil
+       local resize_effect = nil
+       if (hq) then
+               resample_effect = chain:add_effect(ResampleEffect.new(), input0)
+       else
+               resize_effect = chain:add_effect(ResizeEffect.new(), input0)
+       end
+
+       local padding_effect = chain:add_effect(IntegralPaddingEffect.new())
+       padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0)
+
+       local resample2_effect = nil
+       local resize2_effect = nil
+       if (hq) then
+               resample2_effect = chain:add_effect(ResampleEffect.new(), input1)
+       else
+               resize2_effect = chain:add_effect(ResizeEffect.new(), input1)
+       end
+       -- Effect *saturation_effect = chain->add_effect(new SaturationEffect())
+       -- CHECK(saturation_effect->set_float("saturation", 0.3f))
+       local wb_effect = chain:add_effect(WhiteBalanceEffect.new())
+       wb_effect:set_float("output_color_temperature", 3500.0)
+       local padding2_effect = chain:add_effect(IntegralPaddingEffect.new())
+
+       chain:add_effect(OverlayEffect.new(), padding_effect, padding2_effect)
+       chain:finalize(hq)
+
+       return {
+               chain = chain,
+               input0 = {
+                       input = input0,
+                       resample_effect = resample_effect,
+                       resize_effect = resize_effect,
+                       padding_effect = padding_effect
+               },
+               input1 = {
+                       input = input1,
+                       resample_effect = resample2_effect,
+                       resize_effect = resize2_effect,
+                       padding_effect = padding2_effect
+               }
+       }
+end
+
+local main_chain_hq = make_sbs_chain(true)
+local main_chain_lq = make_sbs_chain(false)
+
+-- A chain to show a single input on screen (HQ version).
+local simple_chain_hq = EffectChain.new(16, 9)
+local simple_chain_hq_input = simple_chain_hq:add_live_input()
+simple_chain_hq_input:connect_signal(0);  -- First input card. Can be changed whenever you want.
+simple_chain_hq:finalize(true)
+
+-- A chain to show a single input on screen (LQ version).
+local simple_chain_lq = EffectChain.new(16, 9)
+local simple_chain_lq_input = simple_chain_lq:add_live_input()
+simple_chain_lq_input:connect_signal(0);  -- First input card. Can be changed whenever you want.
+simple_chain_lq:finalize(false)
 
 -- Returns the number of outputs in addition to the live (0) and preview (1).
 -- Called only once, at the start of the program.
 function num_channels()
-       return 2;
+       return 3
 end
 
 -- Called every frame.
 function get_transitions()
-       return {"Cut", "Fade", "Zoom!"};
+       return {"Cut", "Fade", "Zoom!"}
 end
 
 function transition_clicked(num, t)
-       -- Only a cut for now.
-       local temp = live_signal_num;
-       live_signal_num = preview_signal_num;
-       preview_signal_num = temp;
+       -- local temp = live_signal_num
+       -- live_signal_num = preview_signal_num
+       -- preview_signal_num = temp
+
+       zoom_start = t
+       zoom_end = t + 1.0
+
+       local temp = zoom_src
+       zoom_src = zoom_dst
+       zoom_dst = temp
 end
 
-function channel_clicked(num, t)
-       -- Presumably change the preview here.
-       io.write("STUB: channel_clicked\n");
+function channel_clicked(num)
+       preview_signal_num = num
 end
 
 -- Called every frame. Get the chain for displaying at input <num>,
@@ -80,90 +131,122 @@ end
 -- if and only if num==0.
 function get_chain(num, t, width, height)
        if num == 0 then  -- Live.
+               if t > zoom_end and zoom_dst == 1.0 then
+                       -- Special case: Show only the single image on screen.
+                       prepare = function()
+                               simple_chain_hq_input:connect_signal(live_signal_num)
+                       end
+                       return simple_chain_hq, prepare
+               end
                prepare = function()
-                       prepare_live_chain(t, width, height);
+                       if t < zoom_start then
+                               prepare_sbs_chain(main_chain_hq, zoom_src, width, height)
+                       elseif t > zoom_end then
+                               prepare_sbs_chain(main_chain_hq, zoom_dst, width, height)
+                       else
+                               local tt = (t - zoom_start) / (zoom_end - zoom_start)
+                               -- Smooth it a bit.
+                               tt = math.sin(tt * 3.14159265358 * 0.5)
+                               prepare_sbs_chain(main_chain_hq, zoom_src + (zoom_dst - zoom_src) * tt, width, height)
+                       end
                end
-               return main_chain, prepare;
+               return main_chain_hq.chain, prepare
        end
        if num == 1 then  -- Preview.
-               prepare = function()
-                       simple_chain_input:connect_signal(preview_signal_num);
-               end
-               return simple_chain, prepare;
+               num = preview_signal_num + 2
        end
        if num == 2 then
                prepare = function()
-                       simple_chain_input:connect_signal(0);
+                       simple_chain_lq_input:connect_signal(0)
                end
-               return simple_chain, prepare;
+               return simple_chain_lq, prepare
        end
        if num == 3 then
                prepare = function()
-                       simple_chain_input:connect_signal(1);
+                       simple_chain_lq_input:connect_signal(1)
                end
-               return simple_chain, prepare;
+               return simple_chain_lq, prepare
+       end
+       if num == 4 then
+               prepare = function()
+                       prepare_sbs_chain(main_chain_lq, 0.0, width, height)
+               end
+               return main_chain_lq.chain, prepare
        end
 end
 
-function place_rectangle(resample_effect, padding_effect, x0, y0, x1, y1)
-       local srcx0 = 0.0;
-       local srcx1 = 1.0;
-       local srcy0 = 0.0;
-       local srcy1 = 1.0;
+function place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height)
+       local srcx0 = 0.0
+       local srcx1 = 1.0
+       local srcy0 = 0.0
+       local srcy1 = 1.0
 
        -- Cull.
-       if x0 > 1280.0 or x1 < 0.0 or y0 > 720.0 or y1 < 0.0 then
-               resample_effect:set_int("width", 1);
-               resample_effect:set_int("height", 1);
-               resample_effect:set_float("zoom_x", 1280.0);
-               resample_effect:set_float("zoom_y", 720.0);
-               padding_effect:set_int("left", 2000);
-               padding_effect:set_int("top", 2000);
-               return;
+       if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
+               resample_effect:set_int("width", 1)
+               resample_effect:set_int("height", 1)
+               resample_effect:set_float("zoom_x", screen_width)
+               resample_effect:set_float("zoom_y", screen_height)
+               padding_effect:set_int("left", screen_width + 100)
+               padding_effect:set_int("top", screen_height + 100)
+               return
        end
 
        -- Clip. (TODO: Clip on upper/left sides, too.)
-       if x1 > 1280.0 then
-               srcx1 = (1280.0 - x0) / (x1 - x0);
-               x1 = 1280.0;
+       if x1 > screen_width then
+               srcx1 = (screen_width - x0) / (x1 - x0)
+               x1 = screen_width
        end
-       if y1 > 720.0 then
-               srcy1 = (720.0 - y0) / (y1 - y0);
-               y1 = 720.0;
+       if y1 > screen_height then
+               srcy1 = (screen_height - y0) / (y1 - y0)
+               y1 = screen_height
        end
 
-       local x_subpixel_offset = x0 - math.floor(x0);
-       local y_subpixel_offset = y0 - math.floor(y0);
-
-       -- Resampling must be to an integral number of pixels. Round up,
-       -- 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;
-       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));
-       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.
-       padding_effect:set_int("left", math.floor(x0));
-       padding_effect:set_int("top", math.floor(y0));
-
-       -- Correct _that_ discrepancy by subpixel offset in the resampling.
-       resample_effect:set_float("left", -x_subpixel_offset / zoom_x);
-       resample_effect:set_float("top", -y_subpixel_offset / zoom_y);
-
-       -- Finally, adjust the border so it is exactly where we want it.
-       padding_effect:set_float("border_offset_left", x_subpixel_offset);
-       padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width));
-       padding_effect:set_float("border_offset_top", y_subpixel_offset);
-       padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height));
+       if resample_effect ~= nil then
+               -- High-quality resampling.
+               local x_subpixel_offset = x0 - math.floor(x0)
+               local y_subpixel_offset = y0 - math.floor(y0)
+
+               -- Resampling must be to an integral number of pixels. Round up,
+               -- 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
+               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))
+               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.
+               padding_effect:set_int("left", math.floor(x0))
+               padding_effect:set_int("top", math.floor(y0))
+
+               -- Correct _that_ discrepancy by subpixel offset in the resampling.
+               resample_effect:set_float("left", -x_subpixel_offset / zoom_x)
+               resample_effect:set_float("top", -y_subpixel_offset / zoom_y)
+
+               -- Finally, adjust the border so it is exactly where we want it.
+               padding_effect:set_float("border_offset_left", x_subpixel_offset)
+               padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width))
+               padding_effect:set_float("border_offset_top", y_subpixel_offset)
+               padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
+       else
+               -- Lower-quality simple resizing.
+               local width = round(x1 - x0)
+               local height = round(y1 - y0)
+               resize_effect:set_int("width", width)
+               resize_effect:set_int("height", height)
+
+               -- Padding must also be to a whole-pixel offset.
+               padding_effect:set_int("left", math.floor(x0))
+               padding_effect:set_int("top", math.floor(y0))
+       end
 end
 
 -- This is broken, of course (even for positive numbers), but Lua doesn't give us access to real rounding.
@@ -171,39 +254,42 @@ function round(x)
        return math.floor(x + 0.5)
 end
 
-function prepare_live_chain(t, width, height)
-       input0:connect_signal(live_signal_num);
-       input1:connect_signal(1);
-
-       local width0 = 848;
-       local height0 = round(width0 * 9.0 / 16.0);
-
-       local top0 = 48;
-       local left0 = 16;
-       local bottom0 = top0 + height0;
-       local right0 = left0 + width0;
-
-       local width1 = 384;
-       local height1 = 216;
-
-       local bottom1 = 720 - 48;
-       local right1 = 1280 - 16;
-       local top1 = bottom1 - height1;
-       local left1 = right1 - width1;
-       local sub_t = 0.5 + 0.5 * math.cos(t * 1.0);
-       local scale0 = 1.0 + sub_t * (1280.0 / 848.0 - 1.0);
-       local tx0 = 0.0 + sub_t * (-16.0 * scale0);
-       local ty0 = 0.0 + sub_t * (-48.0 * scale0);
-
-       top0 = top0 * scale0 + ty0;
-       bottom0 = bottom0 * scale0 + ty0;
-       left0 = left0 * scale0 + tx0;
-       right0 = right0 * scale0 + tx0;
-
-       top1 = top1 * scale0 + ty0;
-       bottom1 = bottom1 * scale0 + ty0;
-       left1 = left1 * scale0 + tx0;
-       right1 = right1 * scale0 + tx0;
-       place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
-       place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
+function prepare_sbs_chain(chain, t, screen_width, screen_height)
+       chain.input0.input:connect_signal(live_signal_num)
+       chain.input1.input:connect_signal(1)
+
+       -- First input is positioned (16,48) from top-left.
+       local width0 = round(848 * screen_width/1280.0)
+       local height0 = round(width0 * 9.0 / 16.0)
+
+       local top0 = 48 * screen_height/720.0
+       local left0 = 16 * screen_width/1280.0
+       local bottom0 = top0 + height0
+       local right0 = left0 + width0
+
+       -- Second input is positioned (16,48) from the bottom-right.
+       local width1 = 384 * screen_width/1280.0
+       local height1 = 216 * screen_height/720.0
+
+       local bottom1 = screen_height - 48 * screen_height/720.0
+       local right1 = screen_width - 16 * screen_width/1280.0
+       local top1 = bottom1 - height1
+       local left1 = right1 - width1
+
+       -- Interpolate between the fullscreen and side-by-side views.
+       local scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0)
+       local tx0 = 0.0 + t * (-left0 * scale0)
+       local ty0 = 0.0 + t * (-top0 * scale0)
+
+       top0 = top0 * scale0 + ty0
+       bottom0 = bottom0 * scale0 + ty0
+       left0 = left0 * scale0 + tx0
+       right0 = right0 * scale0 + tx0
+
+       top1 = top1 * scale0 + ty0
+       bottom1 = bottom1 * scale0 + ty0
+       left1 = left1 * scale0 + tx0
+       right1 = right1 * scale0 + tx0
+       place_rectangle(chain.input0.resample_effect, chain.input0.resize_effect, chain.input0.padding_effect, left0, top0, right0, bottom0, screen_width, screen_height)
+       place_rectangle(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, left1, top1, right1, bottom1, screen_width, screen_height)
 end