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