-- 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. io.write("hello from lua\n"); local zoom_start = -2.0; local zoom_end = -1.0; local zoom_src = 0.0; local zoom_dst = 1.0; local live_signal_num = 0; local preview_signal_num = 1; -- The main live chain. local main_chain = EffectChain.new(16, 9); local input0 = main_chain:add_live_input(); input0:connect_signal(0); local input1 = main_chain:add_live_input(); input1:connect_signal(1); local resample_effect = main_chain:add_effect(ResampleEffect.new(), input0); local padding_effect = main_chain:add_effect(IntegralPaddingEffect.new()); padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0); local resample2_effect = main_chain:add_effect(ResampleEffect.new(), input1); -- Effect *saturation_effect = main_chain->add_effect(new SaturationEffect()); -- CHECK(saturation_effect->set_float("saturation", 0.3f)); local wb_effect = main_chain:add_effect(WhiteBalanceEffect.new()); wb_effect:set_float("output_color_temperature", 3500.0); local padding2_effect = main_chain:add_effect(IntegralPaddingEffect.new()); main_chain:add_effect(OverlayEffect.new(), padding_effect, padding2_effect); main_chain:finalize(true); -- A chain to show a single input on screen (HQ version). local simple_chain_hq = EffectChain.new(16, 9); local simple_chain_hq_input = simple_chain_hq:add_live_input(); simple_chain_hq_input:connect_signal(0); -- First input card. Can be changed whenever you want. simple_chain_hq:finalize(true); -- A chain to show a single input on screen (LQ version). local simple_chain_lq = EffectChain.new(16, 9); local simple_chain_lq_input = simple_chain_lq:add_live_input(); simple_chain_lq_input:connect_signal(0); -- First input card. Can be changed whenever you want. simple_chain_lq:finalize(false); -- 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 2; end -- Called every frame. function get_transitions() return {"Cut", "Fade", "Zoom!"}; end function transition_clicked(num, t) -- local temp = live_signal_num; -- live_signal_num = preview_signal_num; -- preview_signal_num = temp; zoom_start = t; zoom_end = t + 1.0; local temp = zoom_src; zoom_src = zoom_dst; zoom_dst = temp; end function channel_clicked(num, t) -- Presumably change the preview here. io.write("STUB: channel_clicked\n"); end -- 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). -- -- 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) if num == 0 then -- Live. if t > zoom_end and zoom_dst == 1.0 then -- Special case: Show only the single image on screen. prepare = function() simple_chain_hq_input:connect_signal(live_signal_num); end return simple_chain_hq, prepare; end prepare = function() if t < zoom_start then prepare_sbs_chain(zoom_src, width, height); elseif t > zoom_end then prepare_sbs_chain(zoom_dst, width, height); else local tt = (t - zoom_start) / (zoom_end - zoom_start); -- Smooth it a bit. tt = math.sin(tt * 3.14159265358 * 0.5) prepare_sbs_chain(zoom_src + (zoom_dst - zoom_src) * tt, width, height); end end return main_chain, prepare; end if num == 1 then -- Preview. prepare = function() simple_chain_lq_input:connect_signal(preview_signal_num); end return simple_chain_lq, prepare; end if num == 2 then prepare = function() simple_chain_lq_input:connect_signal(0); end return simple_chain_lq, prepare; end if num == 3 then prepare = function() simple_chain_lq_input:connect_signal(1); end return simple_chain_lq, prepare; end end function place_rectangle(resample_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height) local srcx0 = 0.0; local srcx1 = 1.0; local srcy0 = 0.0; local srcy1 = 1.0; -- Cull. if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 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); padding_effect:set_int("left", screen_width + 100); padding_effect:set_int("top", screen_height + 100); return; end -- Clip. (TODO: Clip on upper/left sides, too.) 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 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", -x_subpixel_offset / zoom_x); resample_effect:set_float("top", -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)); 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 prepare_sbs_chain(t, screen_width, screen_height) input0:connect_signal(live_signal_num); input1:connect_signal(1); -- First input is positioned (16,48) from top-left. local width0 = round(848 * screen_width/1280.0); local height0 = round(width0 * 9.0 / 16.0); local top0 = 48 * screen_height/720.0; local left0 = 16 * screen_width/1280.0; local bottom0 = top0 + height0; local right0 = left0 + width0; -- Second input is positioned (16,48) from the bottom-right. local width1 = 384 * screen_width/1280.0; local height1 = 216 * screen_height/720.0; local bottom1 = screen_height - 48 * screen_height/720.0; local right1 = screen_width - 16 * screen_width/1280.0; local top1 = bottom1 - height1; local left1 = right1 - width1; -- Interpolate between the fullscreen and side-by-side views. local scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0); local tx0 = 0.0 + t * (-left0 * scale0); local ty0 = 0.0 + t * (-top0 * scale0); top0 = top0 * scale0 + ty0; bottom0 = bottom0 * scale0 + ty0; left0 = left0 * scale0 + tx0; right0 = right0 * scale0 + tx0; top1 = top1 * scale0 + ty0; bottom1 = bottom1 * scale0 + ty0; left1 = left1 * scale0 + tx0; right1 = right1 * scale0 + tx0; place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0, screen_width, screen_height); place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1, screen_width, screen_height); end