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Clean some duplicate code from the default theme.
[nageru] / nageru / theme.lua
1 -- The theme is what decides what's actually shown on screen, what kind of
2 -- transitions are available (if any), and what kind of inputs there are,
3 -- if any. In general, it drives the entire display logic by creating Movit
4 -- chains (called “scenes”), setting their parameters and then deciding which
5 -- to show when.
6 --
7 -- Themes are written in Lua, which reflects a simplified form of the Movit API
8 -- where all the low-level details (such as texture formats) and alternatives
9 -- (e.g. turning scaling on or off) are handled by the C++ side and you
10 -- generally just build scenes.
11
12 local state = {
13         transition_start = -2.0,
14         transition_end = -1.0,
15         transition_type = 0,
16         transition_src_signal = 0,
17         transition_dst_signal = 0,
18
19         neutral_colors = {
20                 {0.5, 0.5, 0.5},  -- Input 0.
21                 {0.5, 0.5, 0.5}   -- Input 1.
22         },
23
24         live_signal_num = 0,
25         preview_signal_num = 1
26 }
27
28 -- Valid values for live_signal_num and preview_signal_num.
29 local INPUT0_SIGNAL_NUM = 0
30 local INPUT1_SIGNAL_NUM = 1
31 local SBS_SIGNAL_NUM = 2
32 local STATIC_SIGNAL_NUM = 3
33
34 -- Valid values for transition_type. (Cuts are done directly, so they need no entry.)
35 local NO_TRANSITION = 0
36 local ZOOM_TRANSITION = 1  -- Also for slides.
37 local FADE_TRANSITION = 2
38
39 function make_sbs_input(scene)
40         return {
41                 input = scene:add_input(),
42                 resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
43                 wb_effect = scene:add_effect(WhiteBalanceEffect.new()),
44                 padding_effect = scene:add_effect(IntegralPaddingEffect.new())
45         }
46 end
47
48 -- The main live scene.
49 function make_sbs_scene()
50         local scene = Scene.new(16, 9)
51
52         local input0 = make_sbs_input(scene)
53         input0.input:display(0)
54         input0.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0)
55
56         local input1 = make_sbs_input(scene)
57         input1.input:display(1)
58         input1.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 0.0)
59
60         scene:add_effect(OverlayEffect.new(), input0.padding_effect, input1.padding_effect)
61         scene:finalize()
62
63         return {
64                 scene = scene,
65                 input0 = input0,
66                 input1 = input1
67         }
68 end
69 local sbs_scene = make_sbs_scene()
70
71 function make_fade_input(scene)
72         return {
73                 input = scene:add_input(),
74                 resample_effect = scene:add_optional_effect(ResampleEffect.new()),  -- Activated if scaling.
75                 wb_effect = scene:add_optional_effect(WhiteBalanceEffect.new())  -- Activated for video inputs.
76         }
77 end
78
79 -- A scene to fade between two inputs, of which either can be a picture
80 -- or a live input. Only used live.
81 function make_fade_scene()
82         local scene = Scene.new(16, 9)
83         local input0 = make_fade_input(scene)
84         local input1 = make_fade_input(scene)
85         local mix_effect = scene:add_effect(MixEffect.new(), input0.wb_effect, input1.wb_effect)
86         scene:finalize(true)  -- Only used live.
87
88         return {
89                 scene = scene,
90                 input0 = input0,
91                 input1 = input1,
92                 mix_effect = mix_effect
93         }
94 end
95 local fade_scene = make_fade_scene()
96
97 -- A scene to show a single input on screen.
98 local scene = Scene.new(16, 9)
99 local simple_scene = {
100         scene = scene,
101         input = scene:add_input(),
102         resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new(), IdentityEffect.new()}),
103         wb_effect = scene:add_effect(WhiteBalanceEffect.new())
104 }
105 scene:finalize()
106
107 -- A scene to show a single static picture on screen.
108 local static_image = ImageInput.new("bg.jpeg")  -- Also used as input to other scenes.
109 local static_scene = Scene.new(16, 9)
110 static_scene:add_input(static_image)  -- Note: Locks this input to images only.
111 static_scene:finalize()
112
113 -- Set some global state. Unless marked otherwise, these can only be set once,
114 -- at the start of the program.
115 Nageru.set_num_channels(4)
116
117 -- Sets, for each channel, which signal it corresponds to (starting from 0).
118 -- The information is used for whether right-click on the channel should bring up
119 -- an input selector or not. Only call this for channels that actually correspond
120 -- directly to a signal (ie., live inputs, not live (0) or preview (1)).
121 Nageru.set_channel_signal(2, 0)
122 Nageru.set_channel_signal(3, 1)
123
124 -- Set whether a given channel supports setting white balance. (Default is false.)
125 Nageru.set_supports_wb(2, true)
126 Nageru.set_supports_wb(3, true)
127
128 -- These can be set at any time.
129 Nageru.set_channel_name(SBS_SIGNAL_NUM + 2, "Side-by-side")
130 Nageru.set_channel_name(STATIC_SIGNAL_NUM + 2, "Static picture")
131
132 -- API ENTRY POINT
133 -- Called every frame. Returns the color (if any) to paint around the given
134 -- channel. Returns a CSS color (typically to mark live and preview signals);
135 -- "transparent" is allowed.
136 -- Will never be called for live (0) or preview (1).
137 function channel_color(channel)
138         if state.transition_type ~= NO_TRANSITION then
139                 if channel_involved_in(channel, state.transition_src_signal) or
140                    channel_involved_in(channel, state.transition_dst_signal) then
141                         return "#f00"
142                 end
143         else
144                 if channel_involved_in(channel, state.live_signal_num) then
145                         return "#f00"
146                 end
147         end
148         if channel_involved_in(channel, state.preview_signal_num) then
149                 return "#0f0"
150         end
151         return "transparent"
152 end
153
154 function is_plain_signal(num)
155         return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
156 end
157
158 function channel_involved_in(channel, signal_num)
159         if is_plain_signal(signal_num) then
160                 return channel == (signal_num + 2)
161         end
162         if signal_num == SBS_SIGNAL_NUM then
163                 return (channel == 2 or channel == 3)
164         end
165         if signal_num == STATIC_SIGNAL_NUM then
166                 return (channel == 5)
167         end
168         return false
169 end
170
171 -- API ENTRY POINT
172 -- Gets called with a new gray point when the white balance is changing.
173 -- The color is in linear light (not sRGB gamma).
174 function set_wb(channel, red, green, blue)
175         if is_plain_signal(channel - 2) then
176                 state.neutral_colors[channel - 2 + 1] = { red, green, blue }
177         end
178 end
179
180 function finish_transitions(t)
181         if state.transition_type ~= NO_TRANSITION and t >= state.transition_end then
182                 state.live_signal_num = state.transition_dst_signal
183                 state.transition_type = NO_TRANSITION
184         end
185 end
186
187 function in_transition(t)
188        return t >= state.transition_start and t <= state.transition_end
189 end
190
191 -- API ENTRY POINT
192 -- Called every frame.
193 function get_transitions(t)
194         if in_transition(t) then
195                 -- Transition already in progress, the only thing we can do is really
196                 -- cut to the preview. (TODO: Make an “abort” and/or “finish”, too?)
197                 return {"Cut"}
198         end
199
200         finish_transitions(t)
201
202         if state.live_signal_num == state.preview_signal_num then
203                 -- No transitions possible.
204                 return {}
205         end
206
207         if (is_plain_signal(state.live_signal_num) or state.live_signal_num == STATIC_SIGNAL_NUM) and
208            (is_plain_signal(state.preview_signal_num) or state.preview_signal_num == STATIC_SIGNAL_NUM) then
209                 return {"Cut", "", "Fade"}
210         end
211
212         -- Various zooms.
213         if state.live_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.preview_signal_num) then
214                 return {"Cut", "Zoom in"}
215         elseif is_plain_signal(state.live_signal_num) and state.preview_signal_num == SBS_SIGNAL_NUM then
216                 return {"Cut", "Zoom out"}
217         end
218
219         return {"Cut"}
220 end
221
222 function swap_preview_live()
223         local temp = state.live_signal_num
224         state.live_signal_num = state.preview_signal_num
225         state.preview_signal_num = temp
226 end
227
228 function start_transition(type_, t, duration)
229         state.transition_start = t
230         state.transition_end = t + duration
231         state.transition_type = type_
232         state.transition_src_signal = state.live_signal_num
233         state.transition_dst_signal = state.preview_signal_num
234         swap_preview_live()
235 end
236
237 -- API ENTRY POINT
238 -- Called when the user clicks a transition button.
239 function transition_clicked(num, t)
240         if num == 0 then
241                 -- Cut.
242                 if in_transition(t) then
243                         -- Ongoing transition; finish it immediately before the cut.
244                         finish_transitions(state.transition_end)
245                 end
246
247                 swap_preview_live()
248         elseif num == 1 then
249                 -- Zoom.
250                 finish_transitions(t)
251
252                 if state.live_signal_num == state.preview_signal_num then
253                         -- Nothing to do.
254                         return
255                 end
256
257                 if is_plain_signal(state.live_signal_num) and is_plain_signal(state.preview_signal_num) then
258                         -- We can't zoom between these. Just make a cut.
259                         io.write("Cutting from " .. state.live_signal_num .. " to " .. state.live_signal_num .. "\n")
260                         swap_preview_live()
261                         return
262                 end
263
264                 if (state.live_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.preview_signal_num)) or
265                    (state.preview_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.live_signal_num)) then
266                         start_transition(ZOOM_TRANSITION, t, 1.0)
267                 end
268         elseif num == 2 then
269                 finish_transitions(t)
270
271                 -- Fade.
272                 if (state.live_signal_num ~= state.preview_signal_num) and
273                    (is_plain_signal(state.live_signal_num) or
274                     state.live_signal_num == STATIC_SIGNAL_NUM) and
275                    (is_plain_signal(state.preview_signal_num) or
276                     state.preview_signal_num == STATIC_SIGNAL_NUM) then
277                         start_transition(FADE_TRANSITION, t, 1.0)
278                 else
279                         -- Fades involving SBS are ignored (we have no scene for it).
280                 end
281         end
282 end
283
284 -- API ENTRY POINT
285 function channel_clicked(num)
286         state.preview_signal_num = num
287 end
288
289 function setup_fade_input(state, input, signals, signal_num, width, height)
290         if signal_num == STATIC_SIGNAL_NUM then
291                 input.input:display(static_image)
292                 input.wb_effect:disable()
293
294                 -- We assume this is already correctly scaled at load time.
295                 input.resample_effect:disable()
296         else
297                 input.input:display(signal_num)
298                 input.wb_effect:enable()
299                 set_neutral_color(input.wb_effect, state.neutral_colors[signal_num - INPUT0_SIGNAL_NUM + 1])
300
301                 if (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) then
302                         input.resample_effect:enable()
303                         input.resample_effect:set_int("width", width)
304                         input.resample_effect:set_int("height", height)
305                 else
306                         input.resample_effect:disable()
307                 end
308         end
309 end
310
311 function needs_scale(signals, signal_num, width, height)
312         if signal_num == STATIC_SIGNAL_NUM then
313                 -- We assume this is already correctly scaled at load time.
314                 return false
315         end
316         assert(is_plain_signal(signal_num))
317         return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height)
318 end
319
320 function setup_simple_input(state, signals, signal_num, width, height, hq)
321         simple_scene.input:display(signal_num)
322         if needs_scale(signals, signal_num, width, height) then
323                 if hq then
324                         simple_scene.resample_effect:choose(ResampleEffect)  -- High-quality resampling.
325                 else
326                         simple_scene.resample_effect:choose(ResizeEffect)  -- Low-quality resampling.
327                 end
328                 simple_scene.resample_effect:set_int("width", width)
329                 simple_scene.resample_effect:set_int("height", height)
330         else
331                 simple_scene.resample_effect:disable()  -- No scaling.
332         end
333         set_neutral_color_from_signal(state, simple_scene.wb_effect, signal_num)
334 end
335
336 -- API ENTRY POINT
337 -- Called every frame. Get the scene for displaying at input <num>,
338 -- where 0 is live, 1 is preview, 2 is the first channel to display
339 -- in the bottom bar, and so on up to num_channels()+1. t is the
340 -- current time in seconds. width and height are the dimensions of
341 -- the output, although you can ignore them if you don't need them
342 -- (they're useful if you want to e.g. know what to resample by).
343 --
344 -- <signals> is basically an exposed InputState, which you can use to
345 -- query for information about the signals at the point of the current
346 -- frame. In particular, you can call get_frame_width() and get_frame_height()
347 -- for any signal number, and use that to e.g. assist in scene selection.
348 -- (You can also use get_width() and get_height(), which return the
349 -- _field_ size. This has half the height for interlaced signals.)
350 --
351 -- You should return scene to use, after having set any parameters you
352 -- want to set (through set_int() etc.). The parameters will be snapshot
353 -- at return time and used during rendering.
354 function get_scene(num, t, width, height, signals)
355         local input_resolution = {}
356         for signal_num=0,1 do
357                 local res = {
358                         width = signals:get_frame_width(signal_num),
359                         height = signals:get_frame_height(signal_num),
360                 }
361                 input_resolution[signal_num] = res
362
363                 local text_res = signals:get_human_readable_resolution(signal_num)
364                 Nageru.set_channel_name(signal_num + 2, "Input " .. (signal_num + 1) .. " (" .. text_res .. ")")
365         end
366
367         if num == 0 then  -- Live.
368                 finish_transitions(t)
369                 if state.transition_type == ZOOM_TRANSITION then
370                         -- Transition in or out of SBS.
371                         prepare_sbs_scene(state, calc_zoom_progress(state, t), state.transition_type, state.transition_src_signal, state.transition_dst_signal, width, height, input_resolution, true)
372                         return sbs_scene.scene
373                 elseif state.transition_type == NO_TRANSITION and state.live_signal_num == SBS_SIGNAL_NUM then
374                         -- Static SBS view.
375                         prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, true)
376                         return sbs_scene.scene
377                 elseif state.transition_type == FADE_TRANSITION then
378                         setup_fade_input(state, fade_scene.input0, signals, state.transition_src_signal, width, height)
379                         setup_fade_input(state, fade_scene.input1, signals, state.transition_dst_signal, width, height)
380
381                         local tt = calc_fade_progress(t, state.transition_start, state.transition_end)
382                         fade_scene.mix_effect:set_float("strength_first", 1.0 - tt)
383                         fade_scene.mix_effect:set_float("strength_second", tt)
384
385                         return fade_scene.scene
386                 elseif is_plain_signal(state.live_signal_num) then
387                         setup_simple_input(state, signals, state.live_signal_num, width, height, true)
388                         return simple_scene.scene
389                 elseif state.live_signal_num == STATIC_SIGNAL_NUM then  -- Static picture.
390                         return static_scene
391                 else
392                         assert(false)
393                 end
394         end
395         if num == 1 then  -- Preview.
396                 num = state.preview_signal_num + 2
397         end
398
399         -- Individual preview inputs.
400         if is_plain_signal(num - 2) then
401                 setup_simple_input(state, signals, num - 2, width, height, false)
402                 return simple_scene.scene
403         end
404         if num == SBS_SIGNAL_NUM + 2 then
405                 prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, false)
406                 return sbs_scene.scene
407         end
408         if num == STATIC_SIGNAL_NUM + 2 then
409                 return static_scene
410         end
411 end
412
413 function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
414         input.padding_effect:set_int("width", screen_width)
415         input.padding_effect:set_int("height", screen_height)
416
417         -- Cull.
418         if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
419                 input.resample_effect:choose(ResizeEffect)  -- Low-quality resizing.
420                 input.resample_effect:set_int("width", 1)
421                 input.resample_effect:set_int("height", 1)
422                 input.padding_effect:set_int("left", screen_width + 100)
423                 input.padding_effect:set_int("top", screen_height + 100)
424                 return
425         end
426
427         local srcx0 = 0.0
428         local srcx1 = 1.0
429         local srcy0 = 0.0
430         local srcy1 = 1.0
431
432         -- Clip.
433         if x0 < 0 then
434                 srcx0 = -x0 / (x1 - x0)
435                 x0 = 0
436         end
437         if y0 < 0 then
438                 srcy0 = -y0 / (y1 - y0)
439                 y0 = 0
440         end
441         if x1 > screen_width then
442                 srcx1 = (screen_width - x0) / (x1 - x0)
443                 x1 = screen_width
444         end
445         if y1 > screen_height then
446                 srcy1 = (screen_height - y0) / (y1 - y0)
447                 y1 = screen_height
448         end
449
450         if hq then
451                 -- High-quality resampling. Go for the actual effect (returned by choose())
452                 -- since we want to set zoom_*, which will give an error if set on ResizeEffect.
453                 local resample_effect = input.resample_effect:choose(ResampleEffect)
454
455                 local x_subpixel_offset = x0 - math.floor(x0)
456                 local y_subpixel_offset = y0 - math.floor(y0)
457
458                 -- Resampling must be to an integral number of pixels. Round up,
459                 -- and then add an extra pixel so we have some leeway for the border.
460                 local width = math.ceil(x1 - x0) + 1
461                 local height = math.ceil(y1 - y0) + 1
462                 resample_effect:set_int("width", width)
463                 resample_effect:set_int("height", height)
464
465                 -- Correct the discrepancy with zoom. (This will leave a small
466                 -- excess edge of pixels and subpixels, which we'll correct for soon.)
467                 local zoom_x = (x1 - x0) / (width * (srcx1 - srcx0))
468                 local zoom_y = (y1 - y0) / (height * (srcy1 - srcy0))
469                 resample_effect:set_float("zoom_x", zoom_x)
470                 resample_effect:set_float("zoom_y", zoom_y)
471                 resample_effect:set_float("zoom_center_x", 0.0)
472                 resample_effect:set_float("zoom_center_y", 0.0)
473
474                 -- Padding must also be to a whole-pixel offset.
475                 input.padding_effect:set_int("left", math.floor(x0))
476                 input.padding_effect:set_int("top", math.floor(y0))
477
478                 -- Correct _that_ discrepancy by subpixel offset in the resampling.
479                 resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
480                 resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
481
482                 -- Finally, adjust the border so it is exactly where we want it.
483                 input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
484                 input.padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width))
485                 input.padding_effect:set_float("border_offset_top", y_subpixel_offset)
486                 input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
487         else
488                 -- Lower-quality simple resizing.
489                 input.resample_effect:choose(ResizeEffect)
490
491                 local width = round(x1 - x0)
492                 local height = round(y1 - y0)
493                 input.resample_effect:set_int("width", width)
494                 input.resample_effect:set_int("height", height)
495
496                 -- Padding must also be to a whole-pixel offset.
497                 input.padding_effect:set_int("left", math.floor(x0))
498                 input.padding_effect:set_int("top", math.floor(y0))
499
500                 -- No subpixel stuff.
501                 input.padding_effect:set_float("border_offset_left", 0.0)
502                 input.padding_effect:set_float("border_offset_right", 0.0)
503                 input.padding_effect:set_float("border_offset_top", 0.0)
504                 input.padding_effect:set_float("border_offset_bottom", 0.0)
505         end
506 end
507
508 -- This is broken, of course (even for positive numbers), but Lua doesn't give us access to real rounding.
509 function round(x)
510         return math.floor(x + 0.5)
511 end
512
513 function lerp(a, b, t)
514         return a + (b - a) * t
515 end
516
517 function lerp_pos(a, b, t)
518         return {
519                 x0 = lerp(a.x0, b.x0, t),
520                 y0 = lerp(a.y0, b.y0, t),
521                 x1 = lerp(a.x1, b.x1, t),
522                 y1 = lerp(a.y1, b.y1, t)
523         }
524 end
525
526 function pos_from_top_left(x, y, width, height, screen_width, screen_height)
527         local xs = screen_width / 1280.0
528         local ys = screen_height / 720.0
529         return {
530                 x0 = round(xs * x),
531                 y0 = round(ys * y),
532                 x1 = round(xs * (x + width)),
533                 y1 = round(ys * (y + height))
534         }
535 end
536
537 function prepare_sbs_scene(state, t, transition_type, src_signal, dst_signal, screen_width, screen_height, input_resolution, hq)
538         set_neutral_color(sbs_scene.input0.wb_effect, state.neutral_colors[1])
539         set_neutral_color(sbs_scene.input1.wb_effect, state.neutral_colors[2])
540
541         -- First input is positioned (16,48) from top-left.
542         -- Second input is positioned (16,48) from the bottom-right.
543         local pos0 = pos_from_top_left(16, 48, 848, 477, screen_width, screen_height)
544         local pos1 = pos_from_top_left(1280 - 384 - 16, 720 - 216 - 48, 384, 216, screen_width, screen_height)
545
546         local pos_fs = { x0 = 0, y0 = 0, x1 = screen_width, y1 = screen_height }
547         local affine_param
548         if transition_type == NO_TRANSITION then
549                 -- Static SBS view.
550                 affine_param = { sx = 1.0, sy = 1.0, tx = 0.0, ty = 0.0 }   -- Identity.
551         else
552                 -- Zooming to/from SBS view into or out of a single view.
553                 assert(transition_type == ZOOM_TRANSITION)
554                 local signal, real_t
555                 if src_signal == SBS_SIGNAL_NUM then
556                         signal = dst_signal
557                         real_t = t
558                 else
559                         assert(dst_signal == SBS_SIGNAL_NUM)
560                         signal = src_signal
561                         real_t = 1.0 - t
562                 end
563
564                 if signal == INPUT0_SIGNAL_NUM then
565                         affine_param = find_affine_param(pos0, lerp_pos(pos0, pos_fs, real_t))
566                 elseif signal == INPUT1_SIGNAL_NUM then
567                         affine_param = find_affine_param(pos1, lerp_pos(pos1, pos_fs, real_t))
568                 end
569         end
570
571         -- NOTE: input_resolution is not 1-indexed, unlike usual Lua arrays.
572         place_rectangle_with_affine(sbs_scene.input0, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height, hq)
573         place_rectangle_with_affine(sbs_scene.input1, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height, hq)
574 end
575
576 -- Find the transformation that changes the first rectangle to the second one.
577 function find_affine_param(a, b)
578         local sx = (b.x1 - b.x0) / (a.x1 - a.x0)
579         local sy = (b.y1 - b.y0) / (a.y1 - a.y0)
580         return {
581                 sx = sx,
582                 sy = sy,
583                 tx = b.x0 - a.x0 * sx,
584                 ty = b.y0 - a.y0 * sy
585         }
586 end
587
588 function place_rectangle_with_affine(input, pos, aff, screen_width, screen_height, input_width, input_height, hq)
589         local x0 = pos.x0 * aff.sx + aff.tx
590         local x1 = pos.x1 * aff.sx + aff.tx
591         local y0 = pos.y0 * aff.sy + aff.ty
592         local y1 = pos.y1 * aff.sy + aff.ty
593
594         place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
595 end
596
597 function set_neutral_color(effect, color)
598         effect:set_vec3("neutral_color", color[1], color[2], color[3])
599 end
600
601 function set_neutral_color_from_signal(state, effect, signal)
602         if is_plain_signal(signal) then
603                 set_neutral_color(effect, state.neutral_colors[signal - INPUT0_SIGNAL_NUM + 1])
604         end
605 end
606
607 function calc_zoom_progress(state, t)
608         if t < state.transition_start then
609                 return 0.0
610         elseif t > state.transition_end then
611                 return 1.0
612         else
613                 local tt = (t - state.transition_start) / (state.transition_end - state.transition_start)
614                 -- Smooth it a bit.
615                 return math.sin(tt * 3.14159265358 * 0.5)
616         end
617 end
618
619 function calc_fade_progress(t, transition_start, transition_end)
620         local tt = (t - transition_start) / (transition_end - transition_start)
621         if tt < 0.0 then
622                 return 0.0
623         elseif tt > 1.0 then
624                 return 1.0
625         end
626
627         -- Make the fade look maybe a tad more natural, by pumping it
628         -- through a sigmoid function.
629         tt = 10.0 * tt - 5.0
630         tt = 1.0 / (1.0 + math.exp(-tt))
631
632         return tt
633 end