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Move the handling of human-readable input resolution printing into C++; every 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 -- Last width/height/frame rate for each channel, if we have it.
40 -- Note that unlike the values we get from Nageru, the resolution is per
41 -- frame and not per field, since we deinterlace.
42 local last_resolution = {}
43
44 function make_sbs_input(scene)
45         return {
46                 input = scene:add_input(),
47                 resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
48                 wb_effect = scene:add_effect(WhiteBalanceEffect.new()),
49                 padding_effect = scene:add_effect(IntegralPaddingEffect.new())
50         }
51 end
52
53 -- The main live scene.
54 function make_sbs_scene()
55         local scene = Scene.new(16, 9)
56
57         local input0 = make_sbs_input(scene)
58         input0.input:display(0)
59         input0.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0)
60
61         local input1 = make_sbs_input(scene)
62         input1.input:display(1)
63         input1.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 0.0)
64
65         scene:add_effect(OverlayEffect.new(), input0.padding_effect, input1.padding_effect)
66         scene:finalize()
67
68         return {
69                 scene = scene,
70                 input0 = input0,
71                 input1 = input1
72         }
73 end
74 local sbs_scene = make_sbs_scene()
75
76 function make_fade_input(scene)
77         return {
78                 input = scene:add_input(),
79                 resample_effect = scene:add_optional_effect(ResampleEffect.new()),  -- Activated if scaling.
80                 wb_effect = scene:add_optional_effect(WhiteBalanceEffect.new())  -- Activated for video inputs.
81         }
82 end
83
84 -- A scene to fade between two inputs, of which either can be a picture
85 -- or a live input. Only used live.
86 function make_fade_scene()
87         local scene = Scene.new(16, 9)
88         local input0 = make_fade_input(scene)
89         local input1 = make_fade_input(scene)
90         local mix_effect = scene:add_effect(MixEffect.new(), input0.wb_effect, input1.wb_effect)
91         scene:finalize(true)  -- Only used live.
92
93         return {
94                 scene = scene,
95                 input0 = input0,
96                 input1 = input1,
97                 mix_effect = mix_effect
98         }
99 end
100 local fade_scene = make_fade_scene()
101
102 -- A scene to show a single input on screen.
103 local scene = Scene.new(16, 9)
104 local simple_scene = {
105         scene = scene,
106         input = scene:add_input(),
107         resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new(), IdentityEffect.new()}),
108         wb_effect = scene:add_effect(WhiteBalanceEffect.new())
109 }
110 scene:finalize()
111
112 -- A scene to show a single static picture on screen.
113 local static_image = ImageInput.new("bg.jpeg")  -- Also used as input to other scenes.
114 local static_scene = Scene.new(16, 9)
115 static_scene:add_input(static_image)  -- Note: Locks this input to images only.
116 static_scene:finalize()
117
118 -- API ENTRY POINT
119 -- Returns the number of outputs in addition to the live (0) and preview (1).
120 -- Called only once, at the start of the program.
121 function num_channels()
122         return 4
123 end
124
125 function is_plain_signal(num)
126         return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
127 end
128
129 -- API ENTRY POINT
130 -- Returns the name for each additional channel (starting from 2).
131 -- Called at the start of the program, and then each frame for live
132 -- channels in case they change resolution.
133 function channel_name(channel)
134         local signal_num = channel - 2
135         if is_plain_signal(signal_num) then
136                 if last_resolution[signal_num] then
137                         return "Input " .. (signal_num + 1) .. " (" .. last_resolution[signal_num].human_readable_resolution .. ")"
138                 else
139                         return "Input " .. (signal_num + 1)
140                 end
141         elseif signal_num == SBS_SIGNAL_NUM then
142                 return "Side-by-side"
143         elseif signal_num == STATIC_SIGNAL_NUM then
144                 return "Static picture"
145         end
146 end
147
148 -- API ENTRY POINT
149 -- Returns, given a channel number, which signal it corresponds to (starting from 0).
150 -- Should return -1 if the channel does not correspond to a simple signal
151 -- (one connected to a capture card, or a video input). The information is used for
152 -- whether right-click on the channel should bring up a context menu or not,
153 -- typically containing an input selector, resolution menu etc.
154 --
155 -- Called once for each channel, at the start of the program.
156 -- Will never be called for live (0) or preview (1).
157 function channel_signal(channel)
158         if channel == 2 then
159                 return 0
160         elseif channel == 3 then
161                 return 1
162         else
163                 return -1
164         end
165 end
166
167 -- API ENTRY POINT
168 -- Called every frame. Returns the color (if any) to paint around the given
169 -- channel. Returns a CSS color (typically to mark live and preview signals);
170 -- "transparent" is allowed.
171 -- Will never be called for live (0) or preview (1).
172 function channel_color(channel)
173         if state.transition_type ~= NO_TRANSITION then
174                 if channel_involved_in(channel, state.transition_src_signal) or
175                    channel_involved_in(channel, state.transition_dst_signal) then
176                         return "#f00"
177                 end
178         else
179                 if channel_involved_in(channel, state.live_signal_num) then
180                         return "#f00"
181                 end
182         end
183         if channel_involved_in(channel, state.preview_signal_num) then
184                 return "#0f0"
185         end
186         return "transparent"
187 end
188
189 function channel_involved_in(channel, signal_num)
190         if is_plain_signal(signal_num) then
191                 return channel == (signal_num + 2)
192         end
193         if signal_num == SBS_SIGNAL_NUM then
194                 return (channel == 2 or channel == 3)
195         end
196         if signal_num == STATIC_SIGNAL_NUM then
197                 return (channel == 5)
198         end
199         return false
200 end
201
202 -- API ENTRY POINT
203 -- Returns if a given channel supports setting white balance (starting from 2).
204 -- Called only once for each channel, at the start of the program.
205 function supports_set_wb(channel)
206         return is_plain_signal(channel - 2)
207 end
208
209 -- API ENTRY POINT
210 -- Gets called with a new gray point when the white balance is changing.
211 -- The color is in linear light (not sRGB gamma).
212 function set_wb(channel, red, green, blue)
213         if is_plain_signal(channel - 2) then
214                 state.neutral_colors[channel - 2 + 1] = { red, green, blue }
215         end
216 end
217
218 function finish_transitions(t)
219         if state.transition_type ~= NO_TRANSITION and t >= state.transition_end then
220                 state.live_signal_num = state.transition_dst_signal
221                 state.transition_type = NO_TRANSITION
222         end
223 end
224
225 function in_transition(t)
226        return t >= state.transition_start and t <= state.transition_end
227 end
228
229 -- API ENTRY POINT
230 -- Called every frame.
231 function get_transitions(t)
232         if in_transition(t) then
233                 -- Transition already in progress, the only thing we can do is really
234                 -- cut to the preview. (TODO: Make an “abort” and/or “finish”, too?)
235                 return {"Cut"}
236         end
237
238         finish_transitions(t)
239
240         if state.live_signal_num == state.preview_signal_num then
241                 -- No transitions possible.
242                 return {}
243         end
244
245         if (is_plain_signal(state.live_signal_num) or state.live_signal_num == STATIC_SIGNAL_NUM) and
246            (is_plain_signal(state.preview_signal_num) or state.preview_signal_num == STATIC_SIGNAL_NUM) then
247                 return {"Cut", "", "Fade"}
248         end
249
250         -- Various zooms.
251         if state.live_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.preview_signal_num) then
252                 return {"Cut", "Zoom in"}
253         elseif is_plain_signal(state.live_signal_num) and state.preview_signal_num == SBS_SIGNAL_NUM then
254                 return {"Cut", "Zoom out"}
255         end
256
257         return {"Cut"}
258 end
259
260 function swap_preview_live()
261         local temp = state.live_signal_num
262         state.live_signal_num = state.preview_signal_num
263         state.preview_signal_num = temp
264 end
265
266 function start_transition(type_, t, duration)
267         state.transition_start = t
268         state.transition_end = t + duration
269         state.transition_type = type_
270         state.transition_src_signal = state.live_signal_num
271         state.transition_dst_signal = state.preview_signal_num
272         swap_preview_live()
273 end
274
275 -- API ENTRY POINT
276 -- Called when the user clicks a transition button.
277 function transition_clicked(num, t)
278         if num == 0 then
279                 -- Cut.
280                 if in_transition(t) then
281                         -- Ongoing transition; finish it immediately before the cut.
282                         finish_transitions(state.transition_end)
283                 end
284
285                 swap_preview_live()
286         elseif num == 1 then
287                 -- Zoom.
288                 finish_transitions(t)
289
290                 if state.live_signal_num == state.preview_signal_num then
291                         -- Nothing to do.
292                         return
293                 end
294
295                 if is_plain_signal(state.live_signal_num) and is_plain_signal(state.preview_signal_num) then
296                         -- We can't zoom between these. Just make a cut.
297                         io.write("Cutting from " .. state.live_signal_num .. " to " .. state.live_signal_num .. "\n")
298                         swap_preview_live()
299                         return
300                 end
301
302                 if (state.live_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.preview_signal_num)) or
303                    (state.preview_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.live_signal_num)) then
304                         start_transition(ZOOM_TRANSITION, t, 1.0)
305                 end
306         elseif num == 2 then
307                 finish_transitions(t)
308
309                 -- Fade.
310                 if (state.live_signal_num ~= state.preview_signal_num) and
311                    (is_plain_signal(state.live_signal_num) or
312                     state.live_signal_num == STATIC_SIGNAL_NUM) and
313                    (is_plain_signal(state.preview_signal_num) or
314                     state.preview_signal_num == STATIC_SIGNAL_NUM) then
315                         start_transition(FADE_TRANSITION, t, 1.0)
316                 else
317                         -- Fades involving SBS are ignored (we have no scene for it).
318                 end
319         end
320 end
321
322 -- API ENTRY POINT
323 function channel_clicked(num)
324         state.preview_signal_num = num
325 end
326
327 function setup_fade_input(state, input, signals, signal_num, width, height)
328         if signal_num == STATIC_SIGNAL_NUM then
329                 input.input:display(static_image)
330                 input.wb_effect:disable()
331
332                 -- We assume this is already correctly scaled at load time.
333                 input.resample_effect:disable()
334         else
335                 input.input:display(signal_num)
336                 input.wb_effect:enable()
337                 set_neutral_color(input.wb_effect, state.neutral_colors[signal_num - INPUT0_SIGNAL_NUM + 1])
338
339                 if (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) then
340                         input.resample_effect:enable()
341                         input.resample_effect:set_int("width", width)
342                         input.resample_effect:set_int("height", height)
343                 else
344                         input.resample_effect:disable()
345                 end
346         end
347 end
348
349 function needs_scale(signals, signal_num, width, height)
350         if signal_num == STATIC_SIGNAL_NUM then
351                 -- We assume this is already correctly scaled at load time.
352                 return false
353         end
354         assert(is_plain_signal(signal_num))
355         return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height)
356 end
357
358 function setup_simple_input(state, signals, signal_num, width, height, hq)
359         simple_scene.input:display(signal_num)
360         if needs_scale(signals, signal_num, width, height) then
361                 if hq then
362                         simple_scene.resample_effect:choose(ResampleEffect)  -- High-quality resampling.
363                 else
364                         simple_scene.resample_effect:choose(ResizeEffect)  -- Low-quality resampling.
365                 end
366                 simple_scene.resample_effect:set_int("width", width)
367                 simple_scene.resample_effect:set_int("height", height)
368         else
369                 simple_scene.resample_effect:disable()  -- No scaling.
370         end
371         set_neutral_color_from_signal(state, simple_scene.wb_effect, signal_num)
372 end
373
374 -- API ENTRY POINT
375 -- Called every frame. Get the scene for displaying at input <num>,
376 -- where 0 is live, 1 is preview, 2 is the first channel to display
377 -- in the bottom bar, and so on up to num_channels()+1. t is the
378 -- current time in seconds. width and height are the dimensions of
379 -- the output, although you can ignore them if you don't need them
380 -- (they're useful if you want to e.g. know what to resample by).
381 --
382 -- <signals> is basically an exposed InputState, which you can use to
383 -- query for information about the signals at the point of the current
384 -- frame. In particular, you can call get_width() and get_height()
385 -- for any signal number, and use that to e.g. assist in scene selection.
386 --
387 -- You should return scene to use, after having set any parameters you
388 -- want to set (through set_int() etc.). The parameters will be snapshot
389 -- at return time and used during rendering.
390 function get_scene(num, t, width, height, signals)
391         local input_resolution = {}
392         for signal_num=0,1 do
393                 local res = {
394                         width = signals:get_width(signal_num),
395                         height = signals:get_height(signal_num),
396                         interlaced = signals:get_interlaced(signal_num),
397                         is_connected = signals:get_is_connected(signal_num),
398                         has_signal = signals:get_has_signal(signal_num),
399                         frame_rate_nom = signals:get_frame_rate_nom(signal_num),
400                         frame_rate_den = signals:get_frame_rate_den(signal_num),
401                         human_readable_resolution = signals:get_human_readable_resolution(signal_num)
402                 }
403
404                 if res.interlaced then
405                         -- Convert height from frame height to field height.
406                         -- (Needed for e.g. place_rectangle.)
407                         res.height = res.height * 2
408
409                         -- Show field rate instead of frame rate; really for cosmetics only
410                         -- (and actually contrary to EBU recommendations, although in line
411                         -- with typical user expectations).
412                         res.frame_rate_nom = res.frame_rate_nom * 2
413                 end
414
415                 input_resolution[signal_num] = res
416         end
417         last_resolution = input_resolution
418
419         if num == 0 then  -- Live.
420                 finish_transitions(t)
421                 if state.transition_type == ZOOM_TRANSITION then
422                         -- Transition in or out of SBS.
423                         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)
424                         return sbs_scene.scene
425                 elseif state.transition_type == NO_TRANSITION and state.live_signal_num == SBS_SIGNAL_NUM then
426                         -- Static SBS view.
427                         prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, true)
428                         return sbs_scene.scene
429                 elseif state.transition_type == FADE_TRANSITION then
430                         setup_fade_input(state, fade_scene.input0, signals, state.transition_src_signal, width, height)
431                         setup_fade_input(state, fade_scene.input1, signals, state.transition_dst_signal, width, height)
432
433                         local tt = calc_fade_progress(t, state.transition_start, state.transition_end)
434                         fade_scene.mix_effect:set_float("strength_first", 1.0 - tt)
435                         fade_scene.mix_effect:set_float("strength_second", tt)
436
437                         return fade_scene.scene
438                 elseif is_plain_signal(state.live_signal_num) then
439                         setup_simple_input(state, signals, state.live_signal_num, width, height, true)
440                         return simple_scene.scene
441                 elseif state.live_signal_num == STATIC_SIGNAL_NUM then  -- Static picture.
442                         return static_scene
443                 else
444                         assert(false)
445                 end
446         end
447         if num == 1 then  -- Preview.
448                 num = state.preview_signal_num + 2
449         end
450
451         -- Individual preview inputs.
452         if is_plain_signal(num - 2) then
453                 setup_simple_input(state, signals, num - 2, width, height, false)
454                 return simple_scene.scene
455         end
456         if num == SBS_SIGNAL_NUM + 2 then
457                 prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, false)
458                 return sbs_scene.scene
459         end
460         if num == STATIC_SIGNAL_NUM + 2 then
461                 return static_scene
462         end
463 end
464
465 function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
466         input.padding_effect:set_int("width", screen_width)
467         input.padding_effect:set_int("height", screen_height)
468
469         -- Cull.
470         if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
471                 input.resample_effect:choose(ResizeEffect)  -- Low-quality resizing.
472                 input.resample_effect:set_int("width", 1)
473                 input.resample_effect:set_int("height", 1)
474                 input.padding_effect:set_int("left", screen_width + 100)
475                 input.padding_effect:set_int("top", screen_height + 100)
476                 return
477         end
478
479         local srcx0 = 0.0
480         local srcx1 = 1.0
481         local srcy0 = 0.0
482         local srcy1 = 1.0
483
484         -- Clip.
485         if x0 < 0 then
486                 srcx0 = -x0 / (x1 - x0)
487                 x0 = 0
488         end
489         if y0 < 0 then
490                 srcy0 = -y0 / (y1 - y0)
491                 y0 = 0
492         end
493         if x1 > screen_width then
494                 srcx1 = (screen_width - x0) / (x1 - x0)
495                 x1 = screen_width
496         end
497         if y1 > screen_height then
498                 srcy1 = (screen_height - y0) / (y1 - y0)
499                 y1 = screen_height
500         end
501
502         if hq then
503                 -- High-quality resampling. Go for the actual effect (returned by choose())
504                 -- since we want to set zoom_*, which will give an error if set on ResizeEffect.
505                 local resample_effect = input.resample_effect:choose(ResampleEffect)
506
507                 local x_subpixel_offset = x0 - math.floor(x0)
508                 local y_subpixel_offset = y0 - math.floor(y0)
509
510                 -- Resampling must be to an integral number of pixels. Round up,
511                 -- and then add an extra pixel so we have some leeway for the border.
512                 local width = math.ceil(x1 - x0) + 1
513                 local height = math.ceil(y1 - y0) + 1
514                 resample_effect:set_int("width", width)
515                 resample_effect:set_int("height", height)
516
517                 -- Correct the discrepancy with zoom. (This will leave a small
518                 -- excess edge of pixels and subpixels, which we'll correct for soon.)
519                 local zoom_x = (x1 - x0) / (width * (srcx1 - srcx0))
520                 local zoom_y = (y1 - y0) / (height * (srcy1 - srcy0))
521                 resample_effect:set_float("zoom_x", zoom_x)
522                 resample_effect:set_float("zoom_y", zoom_y)
523                 resample_effect:set_float("zoom_center_x", 0.0)
524                 resample_effect:set_float("zoom_center_y", 0.0)
525
526                 -- Padding must also be to a whole-pixel offset.
527                 input.padding_effect:set_int("left", math.floor(x0))
528                 input.padding_effect:set_int("top", math.floor(y0))
529
530                 -- Correct _that_ discrepancy by subpixel offset in the resampling.
531                 resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
532                 resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
533
534                 -- Finally, adjust the border so it is exactly where we want it.
535                 input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
536                 input.padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width))
537                 input.padding_effect:set_float("border_offset_top", y_subpixel_offset)
538                 input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
539         else
540                 -- Lower-quality simple resizing.
541                 input.resample_effect:choose(ResizeEffect)
542
543                 local width = round(x1 - x0)
544                 local height = round(y1 - y0)
545                 input.resample_effect:set_int("width", width)
546                 input.resample_effect:set_int("height", height)
547
548                 -- Padding must also be to a whole-pixel offset.
549                 input.padding_effect:set_int("left", math.floor(x0))
550                 input.padding_effect:set_int("top", math.floor(y0))
551
552                 -- No subpixel stuff.
553                 input.padding_effect:set_float("border_offset_left", 0.0)
554                 input.padding_effect:set_float("border_offset_right", 0.0)
555                 input.padding_effect:set_float("border_offset_top", 0.0)
556                 input.padding_effect:set_float("border_offset_bottom", 0.0)
557         end
558 end
559
560 -- This is broken, of course (even for positive numbers), but Lua doesn't give us access to real rounding.
561 function round(x)
562         return math.floor(x + 0.5)
563 end
564
565 function lerp(a, b, t)
566         return a + (b - a) * t
567 end
568
569 function lerp_pos(a, b, t)
570         return {
571                 x0 = lerp(a.x0, b.x0, t),
572                 y0 = lerp(a.y0, b.y0, t),
573                 x1 = lerp(a.x1, b.x1, t),
574                 y1 = lerp(a.y1, b.y1, t)
575         }
576 end
577
578 function pos_from_top_left(x, y, width, height, screen_width, screen_height)
579         local xs = screen_width / 1280.0
580         local ys = screen_height / 720.0
581         return {
582                 x0 = round(xs * x),
583                 y0 = round(ys * y),
584                 x1 = round(xs * (x + width)),
585                 y1 = round(ys * (y + height))
586         }
587 end
588
589 function prepare_sbs_scene(state, t, transition_type, src_signal, dst_signal, screen_width, screen_height, input_resolution, hq)
590         set_neutral_color(sbs_scene.input0.wb_effect, state.neutral_colors[1])
591         set_neutral_color(sbs_scene.input1.wb_effect, state.neutral_colors[2])
592
593         -- First input is positioned (16,48) from top-left.
594         -- Second input is positioned (16,48) from the bottom-right.
595         local pos0 = pos_from_top_left(16, 48, 848, 477, screen_width, screen_height)
596         local pos1 = pos_from_top_left(1280 - 384 - 16, 720 - 216 - 48, 384, 216, screen_width, screen_height)
597
598         local pos_fs = { x0 = 0, y0 = 0, x1 = screen_width, y1 = screen_height }
599         local affine_param
600         if transition_type == NO_TRANSITION then
601                 -- Static SBS view.
602                 affine_param = { sx = 1.0, sy = 1.0, tx = 0.0, ty = 0.0 }   -- Identity.
603         else
604                 -- Zooming to/from SBS view into or out of a single view.
605                 assert(transition_type == ZOOM_TRANSITION)
606                 local signal, real_t
607                 if src_signal == SBS_SIGNAL_NUM then
608                         signal = dst_signal
609                         real_t = t
610                 else
611                         assert(dst_signal == SBS_SIGNAL_NUM)
612                         signal = src_signal
613                         real_t = 1.0 - t
614                 end
615
616                 if signal == INPUT0_SIGNAL_NUM then
617                         affine_param = find_affine_param(pos0, lerp_pos(pos0, pos_fs, real_t))
618                 elseif signal == INPUT1_SIGNAL_NUM then
619                         affine_param = find_affine_param(pos1, lerp_pos(pos1, pos_fs, real_t))
620                 end
621         end
622
623         -- NOTE: input_resolution is not 1-indexed, unlike usual Lua arrays.
624         place_rectangle_with_affine(sbs_scene.input0, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height, hq)
625         place_rectangle_with_affine(sbs_scene.input1, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height, hq)
626 end
627
628 -- Find the transformation that changes the first rectangle to the second one.
629 function find_affine_param(a, b)
630         local sx = (b.x1 - b.x0) / (a.x1 - a.x0)
631         local sy = (b.y1 - b.y0) / (a.y1 - a.y0)
632         return {
633                 sx = sx,
634                 sy = sy,
635                 tx = b.x0 - a.x0 * sx,
636                 ty = b.y0 - a.y0 * sy
637         }
638 end
639
640 function place_rectangle_with_affine(input, pos, aff, screen_width, screen_height, input_width, input_height, hq)
641         local x0 = pos.x0 * aff.sx + aff.tx
642         local x1 = pos.x1 * aff.sx + aff.tx
643         local y0 = pos.y0 * aff.sy + aff.ty
644         local y1 = pos.y1 * aff.sy + aff.ty
645
646         place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
647 end
648
649 function set_neutral_color(effect, color)
650         effect:set_vec3("neutral_color", color[1], color[2], color[3])
651 end
652
653 function set_neutral_color_from_signal(state, effect, signal)
654         if is_plain_signal(signal) then
655                 set_neutral_color(effect, state.neutral_colors[signal - INPUT0_SIGNAL_NUM + 1])
656         end
657 end
658
659 function calc_zoom_progress(state, t)
660         if t < state.transition_start then
661                 return 0.0
662         elseif t > state.transition_end then
663                 return 1.0
664         else
665                 local tt = (t - state.transition_start) / (state.transition_end - state.transition_start)
666                 -- Smooth it a bit.
667                 return math.sin(tt * 3.14159265358 * 0.5)
668         end
669 end
670
671 function calc_fade_progress(t, transition_start, transition_end)
672         local tt = (t - transition_start) / (transition_end - transition_start)
673         if tt < 0.0 then
674                 return 0.0
675         elseif tt > 1.0 then
676                 return 1.0
677         end
678
679         -- Make the fade look maybe a tad more natural, by pumping it
680         -- through a sigmoid function.
681         tt = 10.0 * tt - 5.0
682         tt = 1.0 / (1.0 + math.exp(-tt))
683
684         return tt
685 end