-- 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