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Make Block.choose() return the effect that was chosen.
[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 -- Helper function to write e.g. “720p60”. The difference between this
130 -- and get_channel_resolution_raw() is that this one also can say that
131 -- there's no signal.
132 function get_channel_resolution(signal_num)
133         local res = last_resolution[signal_num]
134         if (not res) or not res.is_connected then
135                 return "disconnected"
136         end
137         if res.height <= 0 then
138                 return "no signal"
139         end
140         if not res.has_signal then
141                 if res.height == 525 then
142                         -- Special mode for the USB3 cards.
143                         return "no signal"
144                 end
145                 return get_channel_resolution_raw(res) .. ", no signal"
146         else
147                 return get_channel_resolution_raw(res)
148         end
149 end
150
151 -- Helper function to write e.g. “60” or “59.94”.
152 function get_frame_rate(res)
153         local nom = res.frame_rate_nom
154         local den = res.frame_rate_den
155         if nom % den == 0 then
156                 return nom / den
157         else
158                 return string.format("%.2f", nom / den)
159         end
160 end
161
162 -- Helper function to write e.g. “720p60”.
163 function get_channel_resolution_raw(res)
164         if res.interlaced then
165                 return res.height .. "i" .. get_frame_rate(res)
166         else
167                 return res.height .. "p" .. get_frame_rate(res)
168         end
169 end
170
171 -- API ENTRY POINT
172 -- Returns the name for each additional channel (starting from 2).
173 -- Called at the start of the program, and then each frame for live
174 -- channels in case they change resolution.
175 function channel_name(channel)
176         local signal_num = channel - 2
177         if is_plain_signal(signal_num) then
178                 return "Input " .. (signal_num + 1) .. " (" .. get_channel_resolution(signal_num) .. ")"
179         elseif signal_num == SBS_SIGNAL_NUM then
180                 return "Side-by-side"
181         elseif signal_num == STATIC_SIGNAL_NUM then
182                 return "Static picture"
183         end
184 end
185
186 -- API ENTRY POINT
187 -- Returns, given a channel number, which signal it corresponds to (starting from 0).
188 -- Should return -1 if the channel does not correspond to a simple signal
189 -- (one connected to a capture card, or a video input). The information is used for
190 -- whether right-click on the channel should bring up a context menu or not,
191 -- typically containing an input selector, resolution menu etc.
192 --
193 -- Called once for each channel, at the start of the program.
194 -- Will never be called for live (0) or preview (1).
195 function channel_signal(channel)
196         if channel == 2 then
197                 return 0
198         elseif channel == 3 then
199                 return 1
200         else
201                 return -1
202         end
203 end
204
205 -- API ENTRY POINT
206 -- Called every frame. Returns the color (if any) to paint around the given
207 -- channel. Returns a CSS color (typically to mark live and preview signals);
208 -- "transparent" is allowed.
209 -- Will never be called for live (0) or preview (1).
210 function channel_color(channel)
211         if state.transition_type ~= NO_TRANSITION then
212                 if channel_involved_in(channel, state.transition_src_signal) or
213                    channel_involved_in(channel, state.transition_dst_signal) then
214                         return "#f00"
215                 end
216         else
217                 if channel_involved_in(channel, state.live_signal_num) then
218                         return "#f00"
219                 end
220         end
221         if channel_involved_in(channel, state.preview_signal_num) then
222                 return "#0f0"
223         end
224         return "transparent"
225 end
226
227 function channel_involved_in(channel, signal_num)
228         if is_plain_signal(signal_num) then
229                 return channel == (signal_num + 2)
230         end
231         if signal_num == SBS_SIGNAL_NUM then
232                 return (channel == 2 or channel == 3)
233         end
234         if signal_num == STATIC_SIGNAL_NUM then
235                 return (channel == 5)
236         end
237         return false
238 end
239
240 -- API ENTRY POINT
241 -- Returns if a given channel supports setting white balance (starting from 2).
242 -- Called only once for each channel, at the start of the program.
243 function supports_set_wb(channel)
244         return is_plain_signal(channel - 2)
245 end
246
247 -- API ENTRY POINT
248 -- Gets called with a new gray point when the white balance is changing.
249 -- The color is in linear light (not sRGB gamma).
250 function set_wb(channel, red, green, blue)
251         if is_plain_signal(channel - 2) then
252                 state.neutral_colors[channel - 2 + 1] = { red, green, blue }
253         end
254 end
255
256 function finish_transitions(t)
257         if state.transition_type ~= NO_TRANSITION and t >= state.transition_end then
258                 state.live_signal_num = state.transition_dst_signal
259                 state.transition_type = NO_TRANSITION
260         end
261 end
262
263 function in_transition(t)
264        return t >= state.transition_start and t <= state.transition_end
265 end
266
267 -- API ENTRY POINT
268 -- Called every frame.
269 function get_transitions(t)
270         if in_transition(t) then
271                 -- Transition already in progress, the only thing we can do is really
272                 -- cut to the preview. (TODO: Make an “abort” and/or “finish”, too?)
273                 return {"Cut"}
274         end
275
276         finish_transitions(t)
277
278         if state.live_signal_num == state.preview_signal_num then
279                 -- No transitions possible.
280                 return {}
281         end
282
283         if (is_plain_signal(state.live_signal_num) or state.live_signal_num == STATIC_SIGNAL_NUM) and
284            (is_plain_signal(state.preview_signal_num) or state.preview_signal_num == STATIC_SIGNAL_NUM) then
285                 return {"Cut", "", "Fade"}
286         end
287
288         -- Various zooms.
289         if state.live_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.preview_signal_num) then
290                 return {"Cut", "Zoom in"}
291         elseif is_plain_signal(state.live_signal_num) and state.preview_signal_num == SBS_SIGNAL_NUM then
292                 return {"Cut", "Zoom out"}
293         end
294
295         return {"Cut"}
296 end
297
298 function swap_preview_live()
299         local temp = state.live_signal_num
300         state.live_signal_num = state.preview_signal_num
301         state.preview_signal_num = temp
302 end
303
304 function start_transition(type_, t, duration)
305         state.transition_start = t
306         state.transition_end = t + duration
307         state.transition_type = type_
308         state.transition_src_signal = state.live_signal_num
309         state.transition_dst_signal = state.preview_signal_num
310         swap_preview_live()
311 end
312
313 -- API ENTRY POINT
314 -- Called when the user clicks a transition button.
315 function transition_clicked(num, t)
316         if num == 0 then
317                 -- Cut.
318                 if in_transition(t) then
319                         -- Ongoing transition; finish it immediately before the cut.
320                         finish_transitions(state.transition_end)
321                 end
322
323                 swap_preview_live()
324         elseif num == 1 then
325                 -- Zoom.
326                 finish_transitions(t)
327
328                 if state.live_signal_num == state.preview_signal_num then
329                         -- Nothing to do.
330                         return
331                 end
332
333                 if is_plain_signal(state.live_signal_num) and is_plain_signal(state.preview_signal_num) then
334                         -- We can't zoom between these. Just make a cut.
335                         io.write("Cutting from " .. state.live_signal_num .. " to " .. state.live_signal_num .. "\n")
336                         swap_preview_live()
337                         return
338                 end
339
340                 if (state.live_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.preview_signal_num)) or
341                    (state.preview_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.live_signal_num)) then
342                         start_transition(ZOOM_TRANSITION, t, 1.0)
343                 end
344         elseif num == 2 then
345                 finish_transitions(t)
346
347                 -- Fade.
348                 if (state.live_signal_num ~= state.preview_signal_num) and
349                    (is_plain_signal(state.live_signal_num) or
350                     state.live_signal_num == STATIC_SIGNAL_NUM) and
351                    (is_plain_signal(state.preview_signal_num) or
352                     state.preview_signal_num == STATIC_SIGNAL_NUM) then
353                         start_transition(FADE_TRANSITION, t, 1.0)
354                 else
355                         -- Fades involving SBS are ignored (we have no scene for it).
356                 end
357         end
358 end
359
360 -- API ENTRY POINT
361 function channel_clicked(num)
362         state.preview_signal_num = num
363 end
364
365 function setup_fade_input(state, input, signals, signal_num, width, height)
366         if signal_num == STATIC_SIGNAL_NUM then
367                 input.input:display(static_image)
368                 input.wb_effect:disable()
369
370                 -- We assume this is already correctly scaled at load time.
371                 input.resample_effect:disable()
372         else
373                 input.input:display(signal_num)
374                 input.wb_effect:enable()
375                 set_neutral_color(input.wb_effect, state.neutral_colors[signal_num - INPUT0_SIGNAL_NUM + 1])
376
377                 if (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) then
378                         input.resample_effect:enable()
379                         input.resample_effect:set_int("width", width)
380                         input.resample_effect:set_int("height", height)
381                 else
382                         input.resample_effect:disable()
383                 end
384         end
385 end
386
387 function needs_scale(signals, signal_num, width, height)
388         if signal_num == STATIC_SIGNAL_NUM then
389                 -- We assume this is already correctly scaled at load time.
390                 return false
391         end
392         assert(is_plain_signal(signal_num))
393         return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height)
394 end
395
396 function setup_simple_input(state, signals, signal_num, width, height, hq)
397         simple_scene.input:display(signal_num)
398         if needs_scale(signals, signal_num, width, height) then
399                 if hq then
400                         simple_scene.resample_effect:choose(ResampleEffect)  -- High-quality resampling.
401                 else
402                         simple_scene.resample_effect:choose(ResizeEffect)  -- Low-quality resampling.
403                 end
404                 simple_scene.resample_effect:set_int("width", width)
405                 simple_scene.resample_effect:set_int("height", height)
406         else
407                 simple_scene.resample_effect:disable()  -- No scaling.
408         end
409         set_neutral_color_from_signal(state, simple_scene.wb_effect, signal_num)
410 end
411
412 -- API ENTRY POINT
413 -- Called every frame. Get the scene for displaying at input <num>,
414 -- where 0 is live, 1 is preview, 2 is the first channel to display
415 -- in the bottom bar, and so on up to num_channels()+1. t is the
416 -- current time in seconds. width and height are the dimensions of
417 -- the output, although you can ignore them if you don't need them
418 -- (they're useful if you want to e.g. know what to resample by).
419 --
420 -- <signals> is basically an exposed InputState, which you can use to
421 -- query for information about the signals at the point of the current
422 -- frame. In particular, you can call get_width() and get_height()
423 -- for any signal number, and use that to e.g. assist in scene selection.
424 --
425 -- You should return scene to use, after having set any parameters you
426 -- want to set (through set_int() etc.). The parameters will be snapshot
427 -- at return time and used during rendering.
428 function get_scene(num, t, width, height, signals)
429         local input_resolution = {}
430         for signal_num=0,1 do
431                 local res = {
432                         width = signals:get_width(signal_num),
433                         height = signals:get_height(signal_num),
434                         interlaced = signals:get_interlaced(signal_num),
435                         is_connected = signals:get_is_connected(signal_num),
436                         has_signal = signals:get_has_signal(signal_num),
437                         frame_rate_nom = signals:get_frame_rate_nom(signal_num),
438                         frame_rate_den = signals:get_frame_rate_den(signal_num)
439                 }
440
441                 if res.interlaced then
442                         -- Convert height from frame height to field height.
443                         -- (Needed for e.g. place_rectangle.)
444                         res.height = res.height * 2
445
446                         -- Show field rate instead of frame rate; really for cosmetics only
447                         -- (and actually contrary to EBU recommendations, although in line
448                         -- with typical user expectations).
449                         res.frame_rate_nom = res.frame_rate_nom * 2
450                 end
451
452                 input_resolution[signal_num] = res
453         end
454         last_resolution = input_resolution
455
456         if num == 0 then  -- Live.
457                 finish_transitions(t)
458                 if state.transition_type == ZOOM_TRANSITION then
459                         -- Transition in or out of SBS.
460                         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)
461                         return sbs_scene.scene
462                 elseif state.transition_type == NO_TRANSITION and state.live_signal_num == SBS_SIGNAL_NUM then
463                         -- Static SBS view.
464                         prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, true)
465                         return sbs_scene.scene
466                 elseif state.transition_type == FADE_TRANSITION then
467                         setup_fade_input(state, fade_scene.input0, signals, state.transition_src_signal, width, height)
468                         setup_fade_input(state, fade_scene.input1, signals, state.transition_dst_signal, width, height)
469
470                         local tt = calc_fade_progress(t, state.transition_start, state.transition_end)
471                         fade_scene.mix_effect:set_float("strength_first", 1.0 - tt)
472                         fade_scene.mix_effect:set_float("strength_second", tt)
473
474                         return fade_scene.scene
475                 elseif is_plain_signal(state.live_signal_num) then
476                         setup_simple_input(state, signals, state.live_signal_num, width, height, true)
477                         return simple_scene.scene
478                 elseif state.live_signal_num == STATIC_SIGNAL_NUM then  -- Static picture.
479                         return static_scene
480                 else
481                         assert(false)
482                 end
483         end
484         if num == 1 then  -- Preview.
485                 num = state.preview_signal_num + 2
486         end
487
488         -- Individual preview inputs.
489         if is_plain_signal(num - 2) then
490                 setup_simple_input(state, signals, num - 2, width, height, false)
491                 return simple_scene.scene
492         end
493         if num == SBS_SIGNAL_NUM + 2 then
494                 prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, false)
495                 return sbs_scene.scene
496         end
497         if num == STATIC_SIGNAL_NUM + 2 then
498                 return static_scene
499         end
500 end
501
502 function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
503         input.padding_effect:set_int("width", screen_width)
504         input.padding_effect:set_int("height", screen_height)
505
506         -- Cull.
507         if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
508                 input.resample_effect:choose(ResizeEffect)  -- Low-quality resizing.
509                 input.resample_effect:set_int("width", 1)
510                 input.resample_effect:set_int("height", 1)
511                 input.padding_effect:set_int("left", screen_width + 100)
512                 input.padding_effect:set_int("top", screen_height + 100)
513                 return
514         end
515
516         local srcx0 = 0.0
517         local srcx1 = 1.0
518         local srcy0 = 0.0
519         local srcy1 = 1.0
520
521         -- Clip.
522         if x0 < 0 then
523                 srcx0 = -x0 / (x1 - x0)
524                 x0 = 0
525         end
526         if y0 < 0 then
527                 srcy0 = -y0 / (y1 - y0)
528                 y0 = 0
529         end
530         if x1 > screen_width then
531                 srcx1 = (screen_width - x0) / (x1 - x0)
532                 x1 = screen_width
533         end
534         if y1 > screen_height then
535                 srcy1 = (screen_height - y0) / (y1 - y0)
536                 y1 = screen_height
537         end
538
539         if hq then
540                 -- High-quality resampling. Go for the actual effect (returned by choose())
541                 -- since we want to set zoom_*, which will give an error if set on ResizeEffect.
542                 local resample_effect = input.resample_effect:choose(ResampleEffect)
543
544                 local x_subpixel_offset = x0 - math.floor(x0)
545                 local y_subpixel_offset = y0 - math.floor(y0)
546
547                 -- Resampling must be to an integral number of pixels. Round up,
548                 -- and then add an extra pixel so we have some leeway for the border.
549                 local width = math.ceil(x1 - x0) + 1
550                 local height = math.ceil(y1 - y0) + 1
551                 resample_effect:set_int("width", width)
552                 resample_effect:set_int("height", height)
553
554                 -- Correct the discrepancy with zoom. (This will leave a small
555                 -- excess edge of pixels and subpixels, which we'll correct for soon.)
556                 local zoom_x = (x1 - x0) / (width * (srcx1 - srcx0))
557                 local zoom_y = (y1 - y0) / (height * (srcy1 - srcy0))
558                 resample_effect:set_float("zoom_x", zoom_x)
559                 resample_effect:set_float("zoom_y", zoom_y)
560                 resample_effect:set_float("zoom_center_x", 0.0)
561                 resample_effect:set_float("zoom_center_y", 0.0)
562
563                 -- Padding must also be to a whole-pixel offset.
564                 input.padding_effect:set_int("left", math.floor(x0))
565                 input.padding_effect:set_int("top", math.floor(y0))
566
567                 -- Correct _that_ discrepancy by subpixel offset in the resampling.
568                 resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
569                 resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
570
571                 -- Finally, adjust the border so it is exactly where we want it.
572                 input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
573                 input.padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width))
574                 input.padding_effect:set_float("border_offset_top", y_subpixel_offset)
575                 input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
576         else
577                 -- Lower-quality simple resizing.
578                 input.resample_effect:choose(ResizeEffect)
579
580                 local width = round(x1 - x0)
581                 local height = round(y1 - y0)
582                 input.resample_effect:set_int("width", width)
583                 input.resample_effect:set_int("height", height)
584
585                 -- Padding must also be to a whole-pixel offset.
586                 input.padding_effect:set_int("left", math.floor(x0))
587                 input.padding_effect:set_int("top", math.floor(y0))
588
589                 -- No subpixel stuff.
590                 input.padding_effect:set_float("border_offset_left", 0.0)
591                 input.padding_effect:set_float("border_offset_right", 0.0)
592                 input.padding_effect:set_float("border_offset_top", 0.0)
593                 input.padding_effect:set_float("border_offset_bottom", 0.0)
594         end
595 end
596
597 -- This is broken, of course (even for positive numbers), but Lua doesn't give us access to real rounding.
598 function round(x)
599         return math.floor(x + 0.5)
600 end
601
602 function lerp(a, b, t)
603         return a + (b - a) * t
604 end
605
606 function lerp_pos(a, b, t)
607         return {
608                 x0 = lerp(a.x0, b.x0, t),
609                 y0 = lerp(a.y0, b.y0, t),
610                 x1 = lerp(a.x1, b.x1, t),
611                 y1 = lerp(a.y1, b.y1, t)
612         }
613 end
614
615 function pos_from_top_left(x, y, width, height, screen_width, screen_height)
616         local xs = screen_width / 1280.0
617         local ys = screen_height / 720.0
618         return {
619                 x0 = round(xs * x),
620                 y0 = round(ys * y),
621                 x1 = round(xs * (x + width)),
622                 y1 = round(ys * (y + height))
623         }
624 end
625
626 function prepare_sbs_scene(state, t, transition_type, src_signal, dst_signal, screen_width, screen_height, input_resolution, hq)
627         set_neutral_color(sbs_scene.input0.wb_effect, state.neutral_colors[1])
628         set_neutral_color(sbs_scene.input1.wb_effect, state.neutral_colors[2])
629
630         -- First input is positioned (16,48) from top-left.
631         -- Second input is positioned (16,48) from the bottom-right.
632         local pos0 = pos_from_top_left(16, 48, 848, 477, screen_width, screen_height)
633         local pos1 = pos_from_top_left(1280 - 384 - 16, 720 - 216 - 48, 384, 216, screen_width, screen_height)
634
635         local pos_fs = { x0 = 0, y0 = 0, x1 = screen_width, y1 = screen_height }
636         local affine_param
637         if transition_type == NO_TRANSITION then
638                 -- Static SBS view.
639                 affine_param = { sx = 1.0, sy = 1.0, tx = 0.0, ty = 0.0 }   -- Identity.
640         else
641                 -- Zooming to/from SBS view into or out of a single view.
642                 assert(transition_type == ZOOM_TRANSITION)
643                 local signal, real_t
644                 if src_signal == SBS_SIGNAL_NUM then
645                         signal = dst_signal
646                         real_t = t
647                 else
648                         assert(dst_signal == SBS_SIGNAL_NUM)
649                         signal = src_signal
650                         real_t = 1.0 - t
651                 end
652
653                 if signal == INPUT0_SIGNAL_NUM then
654                         affine_param = find_affine_param(pos0, lerp_pos(pos0, pos_fs, real_t))
655                 elseif signal == INPUT1_SIGNAL_NUM then
656                         affine_param = find_affine_param(pos1, lerp_pos(pos1, pos_fs, real_t))
657                 end
658         end
659
660         -- NOTE: input_resolution is not 1-indexed, unlike usual Lua arrays.
661         place_rectangle_with_affine(sbs_scene.input0, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height, hq)
662         place_rectangle_with_affine(sbs_scene.input1, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height, hq)
663 end
664
665 -- Find the transformation that changes the first rectangle to the second one.
666 function find_affine_param(a, b)
667         local sx = (b.x1 - b.x0) / (a.x1 - a.x0)
668         local sy = (b.y1 - b.y0) / (a.y1 - a.y0)
669         return {
670                 sx = sx,
671                 sy = sy,
672                 tx = b.x0 - a.x0 * sx,
673                 ty = b.y0 - a.y0 * sy
674         }
675 end
676
677 function place_rectangle_with_affine(input, pos, aff, screen_width, screen_height, input_width, input_height, hq)
678         local x0 = pos.x0 * aff.sx + aff.tx
679         local x1 = pos.x1 * aff.sx + aff.tx
680         local y0 = pos.y0 * aff.sy + aff.ty
681         local y1 = pos.y1 * aff.sy + aff.ty
682
683         place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
684 end
685
686 function set_neutral_color(effect, color)
687         effect:set_vec3("neutral_color", color[1], color[2], color[3])
688 end
689
690 function set_neutral_color_from_signal(state, effect, signal)
691         if is_plain_signal(signal) then
692                 set_neutral_color(effect, state.neutral_colors[signal - INPUT0_SIGNAL_NUM + 1])
693         end
694 end
695
696 function calc_zoom_progress(state, t)
697         if t < state.transition_start then
698                 return 0.0
699         elseif t > state.transition_end then
700                 return 1.0
701         else
702                 local tt = (t - state.transition_start) / (state.transition_end - state.transition_start)
703                 -- Smooth it a bit.
704                 return math.sin(tt * 3.14159265358 * 0.5)
705         end
706 end
707
708 function calc_fade_progress(t, transition_start, transition_end)
709         local tt = (t - transition_start) / (transition_end - transition_start)
710         if tt < 0.0 then
711                 return 0.0
712         elseif tt > 1.0 then
713                 return 1.0
714         end
715
716         -- Make the fade look maybe a tad more natural, by pumping it
717         -- through a sigmoid function.
718         tt = 10.0 * tt - 5.0
719         tt = 1.0 / (1.0 + math.exp(-tt))
720
721         return tt
722 end