-- The theme is what decides what's actually shown on screen, what kind of -- transitions are available (if any), and what kind of inputs there are, -- if any. In general, it drives the entire display logic by creating Movit -- chains, setting their parameters and then deciding which to show when. -- -- Themes are written in Lua, which reflects a simplified form of the Movit API -- where all the low-level details (such as texture formats) are handled by the -- C++ side and you generally just build chains. local state = { transition_start = -2.0, transition_end = -1.0, transition_type = 0, transition_src_signal = 0, transition_dst_signal = 0, neutral_colors = { {0.5, 0.5, 0.5}, -- Input 0. {0.5, 0.5, 0.5} -- Input 1. }, live_signal_num = 0, preview_signal_num = 1 } -- Valid values for live_signal_num and preview_signal_num. local INPUT0_SIGNAL_NUM = 0 local INPUT1_SIGNAL_NUM = 1 local SBS_SIGNAL_NUM = 2 local STATIC_SIGNAL_NUM = 3 -- Valid values for transition_type. (Cuts are done directly, so they need no entry.) local NO_TRANSITION = 0 local ZOOM_TRANSITION = 1 -- Also for slides. local FADE_TRANSITION = 2 -- Last width/height/frame rate for each channel, if we have it. -- Note that unlike the values we get from Nageru, the resolution is per -- frame and not per field, since we deinterlace. local last_resolution = {} -- Utility function to help creating many similar chains that can differ -- in a free set of chosen parameters. function make_cartesian_product(parms, callback) return make_cartesian_product_internal(parms, callback, 1, {}) end function make_cartesian_product_internal(parms, callback, index, args) if index > #parms then return callback(unpack(args)) end local ret = {} for _, value in ipairs(parms[index]) do args[index] = value ret[value] = make_cartesian_product_internal(parms, callback, index + 1, args) end return ret end function make_sbs_input(chain, signal, deint, hq) local input = chain:add_live_input(not deint, deint) -- Override bounce only if not deinterlacing. input:connect_signal(signal) local resample_effect = nil local resize_effect = nil if (hq) then resample_effect = chain:add_effect(ResampleEffect.new()) else resize_effect = chain:add_effect(ResizeEffect.new()) end local wb_effect = chain:add_effect(WhiteBalanceEffect.new()) local padding_effect = chain:add_effect(IntegralPaddingEffect.new()) return { input = input, wb_effect = wb_effect, resample_effect = resample_effect, resize_effect = resize_effect, padding_effect = padding_effect } end -- The main live chain. function make_sbs_chain(input0_type, input1_type, hq) local chain = EffectChain.new(16, 9) local input0 = make_sbs_input(chain, INPUT0_SIGNAL_NUM, input0_type == "livedeint", hq) local input1 = make_sbs_input(chain, INPUT1_SIGNAL_NUM, input1_type == "livedeint", hq) input0.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0) input1.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 0.0) chain:add_effect(OverlayEffect.new(), input0.padding_effect, input1.padding_effect) chain:finalize(hq) return { chain = chain, input0 = input0, input1 = input1 } end -- Make all possible combinations of side-by-side chains. local sbs_chains = make_cartesian_product({ {"live", "livedeint"}, -- input0_type {"live", "livedeint"}, -- input1_type {true, false} -- hq }, function(input0_type, input1_type, hq) return make_sbs_chain(input0_type, input1_type, hq) end) function make_fade_input(chain, signal, live, deint, scale) local input, wb_effect, resample_effect, last if live then input = chain:add_live_input(false, deint) input:connect_signal(signal) last = input else input = chain:add_effect(ImageInput.new("bg.jpeg")) last = input end -- If we cared about this for the non-main inputs, we would have -- checked hq here and invoked ResizeEffect instead. if scale then resample_effect = chain:add_effect(ResampleEffect.new()) last = resample_effect end -- Make sure to put the white balance after the scaling (usually more efficient). if live then wb_effect = chain:add_effect(WhiteBalanceEffect.new()) last = wb_effect end return { input = input, wb_effect = wb_effect, resample_effect = resample_effect, last = last } end -- A chain to fade between two inputs, of which either can be a picture -- or a live input. In practice only used live, but we still support the -- hq parameter. function make_fade_chain(input0_live, input0_deint, input0_scale, input1_live, input1_deint, input1_scale, hq) local chain = EffectChain.new(16, 9) local input0 = make_fade_input(chain, INPUT0_SIGNAL_NUM, input0_live, input0_deint, input0_scale) local input1 = make_fade_input(chain, INPUT1_SIGNAL_NUM, input1_live, input1_deint, input1_scale) local mix_effect = chain:add_effect(MixEffect.new(), input0.last, input1.last) chain:finalize(hq) return { chain = chain, input0 = input0, input1 = input1, mix_effect = mix_effect } end -- Chains to fade between two inputs, in various configurations. local fade_chains = make_cartesian_product({ {"static", "live", "livedeint"}, -- input0_type {true, false}, -- input0_scale {"static", "live", "livedeint"}, -- input1_type {true, false}, -- input1_scale {true} -- hq }, function(input0_type, input0_scale, input1_type, input1_scale, hq) local input0_live = (input0_type ~= "static") local input1_live = (input1_type ~= "static") local input0_deint = (input0_type == "livedeint") local input1_deint = (input1_type == "livedeint") return make_fade_chain(input0_live, input0_deint, input0_scale, input1_live, input1_deint, input1_scale, hq) end) -- A chain to show a single input on screen. function make_simple_chain(input_deint, input_scale, hq) local chain = EffectChain.new(16, 9) local input = chain:add_live_input(false, input_deint) input:connect_signal(0) -- First input card. Can be changed whenever you want. local resample_effect, resize_effect if input_scale then if hq then resample_effect = chain:add_effect(ResampleEffect.new()) else resize_effect = chain:add_effect(ResizeEffect.new()) end end local wb_effect = chain:add_effect(WhiteBalanceEffect.new()) chain:finalize(hq) return { chain = chain, input = input, wb_effect = wb_effect, resample_effect = resample_effect, resize_effect = resize_effect } end -- Make all possible combinations of single-input chains. local simple_chains = make_cartesian_product({ {"live", "livedeint"}, -- input_type {true, false}, -- input_scale {true, false} -- hq }, function(input_type, input_scale, hq) local input_deint = (input_type == "livedeint") return make_simple_chain(input_deint, input_scale, hq) end) -- A chain to show a single static picture on screen (HQ version). local static_chain_hq = EffectChain.new(16, 9) local static_chain_hq_input = static_chain_hq:add_effect(ImageInput.new("bg.jpeg")) static_chain_hq:finalize(true) -- A chain to show a single static picture on screen (LQ version). local static_chain_lq = EffectChain.new(16, 9) local static_chain_lq_input = static_chain_lq:add_effect(ImageInput.new("bg.jpeg")) static_chain_lq:finalize(false) -- Used for indexing into the tables of chains. function get_input_type(signals, signal_num) if signal_num == STATIC_SIGNAL_NUM then return "static" elseif signals:get_interlaced(signal_num) then return "livedeint" else return "live" end end function needs_scale(signals, signal_num, width, height) if signal_num == STATIC_SIGNAL_NUM then -- We assume this is already correctly scaled at load time. return false end assert(is_plain_signal(signal_num)) return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) end function set_scale_parameters_if_needed(chain_or_input, width, height) if chain_or_input.resample_effect then chain_or_input.resample_effect:set_int("width", width) chain_or_input.resample_effect:set_int("height", height) elseif chain_or_input.resize_effect then chain_or_input.resize_effect:set_int("width", width) chain_or_input.resize_effect:set_int("height", height) end end -- API ENTRY POINT -- Returns the number of outputs in addition to the live (0) and preview (1). -- Called only once, at the start of the program. function num_channels() return 4 end function is_plain_signal(num) return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM end -- Helper function to write e.g. “720p60”. The difference between this -- and get_channel_resolution_raw() is that this one also can say that -- there's no signal. function get_channel_resolution(signal_num) local res = last_resolution[signal_num] if (not res) or not res.is_connected then return "disconnected" end if res.height <= 0 then return "no signal" end if not res.has_signal then if res.height == 525 then -- Special mode for the USB3 cards. return "no signal" end return get_channel_resolution_raw(res) .. ", no signal" else return get_channel_resolution_raw(res) end end -- Helper function to write e.g. “60” or “59.94”. function get_frame_rate(res) local nom = res.frame_rate_nom local den = res.frame_rate_den if nom % den == 0 then return nom / den else return string.format("%.2f", nom / den) end end -- Helper function to write e.g. “720p60”. function get_channel_resolution_raw(res) if res.interlaced then return res.height .. "i" .. get_frame_rate(res) else return res.height .. "p" .. get_frame_rate(res) end end -- API ENTRY POINT -- Returns the name for each additional channel (starting from 2). -- Called at the start of the program, and then each frame for live -- channels in case they change resolution. function channel_name(channel) local signal_num = channel - 2 if is_plain_signal(signal_num) then return "Input " .. (signal_num + 1) .. " (" .. get_channel_resolution(signal_num) .. ")" elseif signal_num == SBS_SIGNAL_NUM then return "Side-by-side" elseif signal_num == STATIC_SIGNAL_NUM then return "Static picture" end end -- API ENTRY POINT -- Returns, given a channel number, which signal it corresponds to (starting from 0). -- Should return -1 if the channel does not correspond to a simple signal -- (one connected to a capture card, or a video input). The information is used for -- whether right-click on the channel should bring up a context menu or not, -- typically containing an input selector, resolution menu etc. -- -- Called once for each channel, at the start of the program. -- Will never be called for live (0) or preview (1). function channel_signal(channel) if channel == 2 then return 0 elseif channel == 3 then return 1 else return -1 end end -- API ENTRY POINT -- Called every frame. Returns the color (if any) to paint around the given -- channel. Returns a CSS color (typically to mark live and preview signals); -- "transparent" is allowed. -- Will never be called for live (0) or preview (1). function channel_color(channel) if state.transition_type ~= NO_TRANSITION then if channel_involved_in(channel, state.transition_src_signal) or channel_involved_in(channel, state.transition_dst_signal) then return "#f00" end else if channel_involved_in(channel, state.live_signal_num) then return "#f00" end end if channel_involved_in(channel, state.preview_signal_num) then return "#0f0" end return "transparent" end function channel_involved_in(channel, signal_num) if is_plain_signal(signal_num) then return channel == (signal_num + 2) end if signal_num == SBS_SIGNAL_NUM then return (channel == 2 or channel == 3) end if signal_num == STATIC_SIGNAL_NUM then return (channel == 5) end return false end -- API ENTRY POINT -- Returns if a given channel supports setting white balance (starting from 2). -- Called only once for each channel, at the start of the program. function supports_set_wb(channel) return is_plain_signal(channel - 2) end -- API ENTRY POINT -- Gets called with a new gray point when the white balance is changing. -- The color is in linear light (not sRGB gamma). function set_wb(channel, red, green, blue) if is_plain_signal(channel - 2) then state.neutral_colors[channel - 2 + 1] = { red, green, blue } end end function finish_transitions(t) if state.transition_type ~= NO_TRANSITION and t >= state.transition_end then state.live_signal_num = state.transition_dst_signal state.transition_type = NO_TRANSITION end end function in_transition(t) return t >= state.transition_start and t <= state.transition_end end -- API ENTRY POINT -- Called every frame. function get_transitions(t) if in_transition(t) then -- Transition already in progress, the only thing we can do is really -- cut to the preview. (TODO: Make an “abort” and/or “finish”, too?) return {"Cut"} end finish_transitions(t) if state.live_signal_num == state.preview_signal_num then -- No transitions possible. return {} end if (is_plain_signal(state.live_signal_num) or state.live_signal_num == STATIC_SIGNAL_NUM) and (is_plain_signal(state.preview_signal_num) or state.preview_signal_num == STATIC_SIGNAL_NUM) then return {"Cut", "", "Fade"} end -- Various zooms. if state.live_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.preview_signal_num) then return {"Cut", "Zoom in"} elseif is_plain_signal(state.live_signal_num) and state.preview_signal_num == SBS_SIGNAL_NUM then return {"Cut", "Zoom out"} end return {"Cut"} end function swap_preview_live() local temp = state.live_signal_num state.live_signal_num = state.preview_signal_num state.preview_signal_num = temp end function start_transition(type_, t, duration) state.transition_start = t state.transition_end = t + duration state.transition_type = type_ state.transition_src_signal = state.live_signal_num state.transition_dst_signal = state.preview_signal_num swap_preview_live() end -- API ENTRY POINT -- Called when the user clicks a transition button. function transition_clicked(num, t) if num == 0 then -- Cut. if in_transition(t) then -- Ongoing transition; finish it immediately before the cut. finish_transitions(state.transition_end) end swap_preview_live() elseif num == 1 then -- Zoom. finish_transitions(t) if state.live_signal_num == state.preview_signal_num then -- Nothing to do. return end if is_plain_signal(state.live_signal_num) and is_plain_signal(state.preview_signal_num) then -- We can't zoom between these. Just make a cut. io.write("Cutting from " .. state.live_signal_num .. " to " .. state.live_signal_num .. "\n") swap_preview_live() return end if (state.live_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.preview_signal_num)) or (state.preview_signal_num == SBS_SIGNAL_NUM and is_plain_signal(state.live_signal_num)) then start_transition(ZOOM_TRANSITION, t, 1.0) end elseif num == 2 then finish_transitions(t) -- Fade. if (state.live_signal_num ~= state.preview_signal_num) and (is_plain_signal(state.live_signal_num) or state.live_signal_num == STATIC_SIGNAL_NUM) and (is_plain_signal(state.preview_signal_num) or state.preview_signal_num == STATIC_SIGNAL_NUM) then start_transition(FADE_TRANSITION, t, 1.0) else -- Fades involving SBS are ignored (we have no chain for it). end end end -- API ENTRY POINT function channel_clicked(num) state.preview_signal_num = num end function get_fade_chain(state, signals, t, width, height, input_resolution) local input0_type = get_input_type(signals, state.transition_src_signal) local input0_scale = needs_scale(signals, state.transition_src_signal, width, height) local input1_type = get_input_type(signals, state.transition_dst_signal) local input1_scale = needs_scale(signals, state.transition_dst_signal, width, height) local chain = fade_chains[input0_type][input0_scale][input1_type][input1_scale][true] local prepare = function() if input0_type == "live" or input0_type == "livedeint" then chain.input0.input:connect_signal(state.transition_src_signal) set_neutral_color_from_signal(state, chain.input0.wb_effect, state.transition_src_signal) end set_scale_parameters_if_needed(chain.input0, width, height) if input1_type == "live" or input1_type == "livedeint" then chain.input1.input:connect_signal(state.transition_dst_signal) set_neutral_color_from_signal(state, chain.input1.wb_effect, state.transition_dst_signal) end set_scale_parameters_if_needed(chain.input1, width, height) local tt = calc_fade_progress(t, state.transition_start, state.transition_end) chain.mix_effect:set_float("strength_first", 1.0 - tt) chain.mix_effect:set_float("strength_second", tt) end return chain.chain, prepare end -- SBS code (live_signal_num == SBS_SIGNAL_NUM, or in a transition to/from it). function get_sbs_chain(signals, t, width, height, input_resolution) local input0_type = get_input_type(signals, INPUT0_SIGNAL_NUM) local input1_type = get_input_type(signals, INPUT1_SIGNAL_NUM) return sbs_chains[input0_type][input1_type][true] end -- API ENTRY POINT -- Called every frame. Get the chain for displaying at input , -- where 0 is live, 1 is preview, 2 is the first channel to display -- in the bottom bar, and so on up to num_channels()+1. t is the -- current time in seconds. width and height are the dimensions of -- the output, although you can ignore them if you don't need them -- (they're useful if you want to e.g. know what to resample by). -- -- is basically an exposed InputState, which you can use to -- query for information about the signals at the point of the current -- frame. In particular, you can call get_width() and get_height() -- for any signal number, and use that to e.g. assist in chain selection. -- -- You should return two objects; the chain itself, and then a -- function (taking no parameters) that is run just before rendering. -- The function needs to call connect_signal on any inputs, so that -- it gets updated video data for the given frame. (You are allowed -- to switch which input your input is getting from between frames, -- but not calling connect_signal results in undefined behavior.) -- If you want to change any parameters in the chain, this is also -- the right place. -- -- NOTE: The chain returned must be finalized with the Y'CbCr flag -- if and only if num==0. function get_chain(num, t, width, height, signals) local input_resolution = {} for signal_num=0,1 do local res = { width = signals:get_width(signal_num), height = signals:get_height(signal_num), interlaced = signals:get_interlaced(signal_num), is_connected = signals:get_is_connected(signal_num), has_signal = signals:get_has_signal(signal_num), frame_rate_nom = signals:get_frame_rate_nom(signal_num), frame_rate_den = signals:get_frame_rate_den(signal_num) } if res.interlaced then -- Convert height from frame height to field height. -- (Needed for e.g. place_rectangle.) res.height = res.height * 2 -- Show field rate instead of frame rate; really for cosmetics only -- (and actually contrary to EBU recommendations, although in line -- with typical user expectations). res.frame_rate_nom = res.frame_rate_nom * 2 end input_resolution[signal_num] = res end last_resolution = input_resolution -- Make a (semi-shallow) copy of the current state, so that the returned prepare function -- is unaffected by state changes made by the UI before it is rendered. local state_copy = {} for key, value in pairs(state) do state_copy[key] = value end state_copy.neutral_colors = { unpack(state.neutral_colors) } if num == 0 then -- Live. finish_transitions(t) if state.transition_type == ZOOM_TRANSITION then -- Transition in or out of SBS. local chain = get_sbs_chain(signals, t, width, height, input_resolution) local prepare = function() prepare_sbs_chain(state_copy, chain, calc_zoom_progress(state_copy, t), state_copy.transition_type, state_copy.transition_src_signal, state_copy.transition_dst_signal, width, height, input_resolution) end return chain.chain, prepare elseif state.transition_type == NO_TRANSITION and state.live_signal_num == SBS_SIGNAL_NUM then -- Static SBS view. local chain = get_sbs_chain(signals, t, width, height, input_resolution) local prepare = function() prepare_sbs_chain(state_copy, chain, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution) end return chain.chain, prepare elseif state.transition_type == FADE_TRANSITION then return get_fade_chain(state_copy, signals, t, width, height, input_resolution) elseif is_plain_signal(state.live_signal_num) then local input_type = get_input_type(signals, state.live_signal_num) local input_scale = needs_scale(signals, state.live_signal_num, width, height) local chain = simple_chains[input_type][input_scale][true] local prepare = function() chain.input:connect_signal(state_copy.live_signal_num) set_scale_parameters_if_needed(chain, width, height) set_neutral_color_from_signal(state_copy, chain.wb_effect, state_copy.live_signal_num) end return chain.chain, prepare elseif state.live_signal_num == STATIC_SIGNAL_NUM then -- Static picture. local prepare = function() end return static_chain_hq, prepare else assert(false) end end if num == 1 then -- Preview. num = state.preview_signal_num + 2 end -- Individual preview inputs. if is_plain_signal(num - 2) then local signal_num = num - 2 local input_type = get_input_type(signals, signal_num) local input_scale = needs_scale(signals, signal_num, width, height) local chain = simple_chains[input_type][input_scale][false] local prepare = function() chain.input:connect_signal(signal_num) set_scale_parameters_if_needed(chain, width, height) set_neutral_color(chain.wb_effect, state_copy.neutral_colors[signal_num + 1]) end return chain.chain, prepare end if num == SBS_SIGNAL_NUM + 2 then local input0_type = get_input_type(signals, INPUT0_SIGNAL_NUM) local input1_type = get_input_type(signals, INPUT1_SIGNAL_NUM) local chain = sbs_chains[input0_type][input1_type][false] local prepare = function() prepare_sbs_chain(state_copy, chain, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution) end return chain.chain, prepare end if num == STATIC_SIGNAL_NUM + 2 then local prepare = function() end return static_chain_lq, prepare end end function place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height) local srcx0 = 0.0 local srcx1 = 1.0 local srcy0 = 0.0 local srcy1 = 1.0 padding_effect:set_int("width", screen_width) padding_effect:set_int("height", screen_height) -- Cull. if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then if resample_effect ~= nil then resample_effect:set_int("width", 1) resample_effect:set_int("height", 1) resample_effect:set_float("zoom_x", screen_width) resample_effect:set_float("zoom_y", screen_height) else resize_effect:set_int("width", 1) resize_effect:set_int("height", 1) end padding_effect:set_int("left", screen_width + 100) padding_effect:set_int("top", screen_height + 100) return end -- Clip. if x0 < 0 then srcx0 = -x0 / (x1 - x0) x0 = 0 end if y0 < 0 then srcy0 = -y0 / (y1 - y0) y0 = 0 end if x1 > screen_width then srcx1 = (screen_width - x0) / (x1 - x0) x1 = screen_width end if y1 > screen_height then srcy1 = (screen_height - y0) / (y1 - y0) y1 = screen_height end if resample_effect ~= nil then -- High-quality resampling. local x_subpixel_offset = x0 - math.floor(x0) local y_subpixel_offset = y0 - math.floor(y0) -- Resampling must be to an integral number of pixels. Round up, -- and then add an extra pixel so we have some leeway for the border. local width = math.ceil(x1 - x0) + 1 local height = math.ceil(y1 - y0) + 1 resample_effect:set_int("width", width) resample_effect:set_int("height", height) -- Correct the discrepancy with zoom. (This will leave a small -- excess edge of pixels and subpixels, which we'll correct for soon.) local zoom_x = (x1 - x0) / (width * (srcx1 - srcx0)) local zoom_y = (y1 - y0) / (height * (srcy1 - srcy0)) resample_effect:set_float("zoom_x", zoom_x) resample_effect:set_float("zoom_y", zoom_y) resample_effect:set_float("zoom_center_x", 0.0) resample_effect:set_float("zoom_center_y", 0.0) -- Padding must also be to a whole-pixel offset. padding_effect:set_int("left", math.floor(x0)) padding_effect:set_int("top", math.floor(y0)) -- Correct _that_ discrepancy by subpixel offset in the resampling. resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x) resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y) -- Finally, adjust the border so it is exactly where we want it. padding_effect:set_float("border_offset_left", x_subpixel_offset) padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width)) padding_effect:set_float("border_offset_top", y_subpixel_offset) padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height)) else -- Lower-quality simple resizing. local width = round(x1 - x0) local height = round(y1 - y0) resize_effect:set_int("width", width) resize_effect:set_int("height", height) -- Padding must also be to a whole-pixel offset. padding_effect:set_int("left", math.floor(x0)) padding_effect:set_int("top", math.floor(y0)) end end -- This is broken, of course (even for positive numbers), but Lua doesn't give us access to real rounding. function round(x) return math.floor(x + 0.5) end function lerp(a, b, t) return a + (b - a) * t end function lerp_pos(a, b, t) return { x0 = lerp(a.x0, b.x0, t), y0 = lerp(a.y0, b.y0, t), x1 = lerp(a.x1, b.x1, t), y1 = lerp(a.y1, b.y1, t) } end function pos_from_top_left(x, y, width, height, screen_width, screen_height) local xs = screen_width / 1280.0 local ys = screen_height / 720.0 return { x0 = round(xs * x), y0 = round(ys * y), x1 = round(xs * (x + width)), y1 = round(ys * (y + height)) } end function prepare_sbs_chain(state, chain, t, transition_type, src_signal, dst_signal, screen_width, screen_height, input_resolution) chain.input0.input:connect_signal(0) chain.input1.input:connect_signal(1) set_neutral_color(chain.input0.wb_effect, state.neutral_colors[1]) set_neutral_color(chain.input1.wb_effect, state.neutral_colors[2]) -- First input is positioned (16,48) from top-left. -- Second input is positioned (16,48) from the bottom-right. local pos0 = pos_from_top_left(16, 48, 848, 477, screen_width, screen_height) local pos1 = pos_from_top_left(1280 - 384 - 16, 720 - 216 - 48, 384, 216, screen_width, screen_height) local pos_fs = { x0 = 0, y0 = 0, x1 = screen_width, y1 = screen_height } local affine_param if transition_type == NO_TRANSITION then -- Static SBS view. affine_param = { sx = 1.0, sy = 1.0, tx = 0.0, ty = 0.0 } -- Identity. else -- Zooming to/from SBS view into or out of a single view. assert(transition_type == ZOOM_TRANSITION) local signal, real_t if src_signal == SBS_SIGNAL_NUM then signal = dst_signal real_t = t else assert(dst_signal == SBS_SIGNAL_NUM) signal = src_signal real_t = 1.0 - t end if signal == INPUT0_SIGNAL_NUM then affine_param = find_affine_param(pos0, lerp_pos(pos0, pos_fs, real_t)) elseif signal == INPUT1_SIGNAL_NUM then affine_param = find_affine_param(pos1, lerp_pos(pos1, pos_fs, real_t)) end end -- NOTE: input_resolution is not 1-indexed, unlike usual Lua arrays. place_rectangle_with_affine(chain.input0.resample_effect, chain.input0.resize_effect, chain.input0.padding_effect, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height) place_rectangle_with_affine(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height) end -- Find the transformation that changes the first rectangle to the second one. function find_affine_param(a, b) local sx = (b.x1 - b.x0) / (a.x1 - a.x0) local sy = (b.y1 - b.y0) / (a.y1 - a.y0) return { sx = sx, sy = sy, tx = b.x0 - a.x0 * sx, ty = b.y0 - a.y0 * sy } end function place_rectangle_with_affine(resample_effect, resize_effect, padding_effect, pos, aff, screen_width, screen_height, input_width, input_height) local x0 = pos.x0 * aff.sx + aff.tx local x1 = pos.x1 * aff.sx + aff.tx local y0 = pos.y0 * aff.sy + aff.ty local y1 = pos.y1 * aff.sy + aff.ty place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height) end function set_neutral_color(effect, color) effect:set_vec3("neutral_color", color[1], color[2], color[3]) end function set_neutral_color_from_signal(state, effect, signal) if is_plain_signal(signal) then set_neutral_color(effect, state.neutral_colors[signal - INPUT0_SIGNAL_NUM + 1]) end end function calc_zoom_progress(state, t) if t < state.transition_start then return 0.0 elseif t > state.transition_end then return 1.0 else local tt = (t - state.transition_start) / (state.transition_end - state.transition_start) -- Smooth it a bit. return math.sin(tt * 3.14159265358 * 0.5) end end function calc_fade_progress(t, transition_start, transition_end) local tt = (t - transition_start) / (transition_end - transition_start) if tt < 0.0 then return 0.0 elseif tt > 1.0 then return 1.0 end -- Make the fade look maybe a tad more natural, by pumping it -- through a sigmoid function. tt = 10.0 * tt - 5.0 tt = 1.0 / (1.0 + math.exp(-tt)) return tt end