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