-- 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 transition_start = -2.0 local transition_end = -1.0 local zoom_src = 0.0 local zoom_dst = 1.0 local zoom_poi = 0 -- which input to zoom in on local fade_src = 0.0 local fade_dst = 1.0 local live_signal_num = 0 local preview_signal_num = 1 -- The main live chain. function make_sbs_chain(hq) local chain = EffectChain.new(16, 9) local input0 = chain:add_live_input(true) input0:connect_signal(0) local input1 = chain:add_live_input(true) input1:connect_signal(1) local resample_effect = nil local resize_effect = nil if (hq) then resample_effect = chain:add_effect(ResampleEffect.new(), input0) else resize_effect = chain:add_effect(ResizeEffect.new(), input0) end local padding_effect = chain:add_effect(IntegralPaddingEffect.new()) padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0) local resample2_effect = nil local resize2_effect = nil if (hq) then resample2_effect = chain:add_effect(ResampleEffect.new(), input1) else resize2_effect = chain:add_effect(ResizeEffect.new(), input1) end -- Effect *saturation_effect = chain->add_effect(new SaturationEffect()) -- CHECK(saturation_effect->set_float("saturation", 0.3f)) local wb_effect = chain:add_effect(WhiteBalanceEffect.new()) wb_effect:set_float("output_color_temperature", 3500.0) local padding2_effect = chain:add_effect(IntegralPaddingEffect.new()) chain:add_effect(OverlayEffect.new(), padding_effect, padding2_effect) chain:finalize(hq) return { chain = chain, input0 = { input = input0, resample_effect = resample_effect, resize_effect = resize_effect, padding_effect = padding_effect }, input1 = { input = input1, resample_effect = resample2_effect, resize_effect = resize2_effect, padding_effect = padding2_effect } } end local main_chain_hq = make_sbs_chain(true) local main_chain_lq = make_sbs_chain(false) -- A chain to fade between two inputs (live chain only) local fade_chain_hq = EffectChain.new(16, 9) local fade_chain_hq_input0 = fade_chain_hq:add_live_input(true) local fade_chain_hq_input1 = fade_chain_hq:add_live_input(true) fade_chain_hq_input0:connect_signal(0) fade_chain_hq_input1:connect_signal(1) local fade_chain_mix_effect = fade_chain_hq:add_effect(MixEffect.new(), fade_chain_hq_input0, fade_chain_hq_input1) fade_chain_hq: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(true) 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(true) 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 3 end function finish_transitions(t) -- If live is 2 (SBS) but de-facto single, make it so. if live_signal_num == 2 and t >= transition_end and zoom_dst == 1.0 then live_signal_num = zoom_poi end -- If live is 3 (fade) but de-facto single, make it so. if live_signal_num == 3 and t >= transition_end and fade_dst == 1.0 then live_signal_num = 0 end if live_signal_num == 3 and t >= transition_end and fade_dst == 0.0 then live_signal_num = 1 end end -- Called every frame. function get_transitions(t) finish_transitions(t) if live_signal_num == preview_signal_num then return {} end if live_signal_num == 2 and t >= transition_start and t <= transition_end then -- Zoom in progress. return {"Cut"} end if (live_signal_num == 0 and preview_signal_num == 1) or (live_signal_num == 1 and preview_signal_num == 0) then return {"Cut", "", "Fade"} end -- Various zooms. if live_signal_num == 2 and (preview_signal_num == 0 or preview_signal_num == 1) then return {"Cut", "Zoom in"} elseif (live_signal_num == 0 or live_signal_num == 1) and preview_signal_num == 2 then return {"Cut", "Zoom out"} end return {"Cut"} end function transition_clicked(num, t) if num == 0 then -- Cut. if live_signal_num == 3 then -- Ongoing fade; finish it immediately. finish_transitions(transition_end) end local temp = live_signal_num live_signal_num = preview_signal_num preview_signal_num = temp if live_signal_num == 2 then -- Just cut to SBS, we need to reset any zooms. zoom_src = 1.0 zoom_dst = 0.0 transition_start = -2.0 transition_end = -1.0 end elseif num == 1 then -- Zoom. finish_transitions(t) if live_signal_num == preview_signal_num then -- Nothing to do. return end if (live_signal_num == 0 and preview_signal_num == 1) or (live_signal_num == 1 and preview_signal_num == 0) then -- We can't zoom between these. Just make a cut. io.write("Cutting from " .. live_signal_num .. " to " .. live_signal_num .. "\n") local temp = live_signal_num live_signal_num = preview_signal_num preview_signal_num = temp return end if live_signal_num == 2 and (preview_signal_num == 0 or preview_signal_num == 1) then -- Zoom in from SBS to single. transition_start = t transition_end = t + 1.0 zoom_src = 0.0 zoom_dst = 1.0 zoom_poi = preview_signal_num preview_signal_num = 2 elseif (live_signal_num == 0 or live_signal_num == 1) and preview_signal_num == 2 then -- Zoom out from single to SBS. transition_start = t transition_end = t + 1.0 zoom_src = 1.0 zoom_dst = 0.0 preview_signal_num = live_signal_num zoom_poi = live_signal_num live_signal_num = 2 end elseif num == 2 then finish_transitions(t) -- Fade. if live_signal_num == 0 and preview_signal_num == 1 then transition_start = t transition_end = t + 1.0 fade_src = 1.0 fade_dst = 0.0 preview_signal_num = 0 live_signal_num = 3 elseif live_signal_num == 1 and preview_signal_num == 0 then transition_start = t transition_end = t + 1.0 fade_src = 0.0 fade_dst = 1.0 preview_signal_num = 1 live_signal_num = 3 else -- Fades involving SBS are ignored (we have no chain for it). end end end function channel_clicked(num) preview_signal_num = num 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 live_signal_num == 0 or live_signal_num == 1 then -- Plain inputs. prepare = function() simple_chain_hq_input:connect_signal(live_signal_num) end return simple_chain_hq, prepare elseif live_signal_num == 3 then -- Fade. prepare = function() fade_chain_hq_input0:connect_signal(0) fade_chain_hq_input1:connect_signal(1) local tt = (t - transition_start) / (transition_end - transition_start) if tt < 0.0 then tt = 0.0 elseif tt > 1.0 then tt = 1.0 end tt = fade_src + tt * (fade_dst - fade_src) -- 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)) fade_chain_mix_effect:set_float("strength_first", tt) fade_chain_mix_effect:set_float("strength_second", 1.0 - tt) end return fade_chain_hq, prepare end -- SBS code (live_signal_num == 2). if t > transition_end and zoom_dst == 1.0 then -- Special case: Show only the single image on screen. prepare = function() simple_chain_hq_input:connect_signal(0) end return simple_chain_hq, prepare end prepare = function() if t < transition_start then prepare_sbs_chain(main_chain_hq, zoom_src, width, height) elseif t > transition_end then prepare_sbs_chain(main_chain_hq, zoom_dst, width, height) else local tt = (t - transition_start) / (transition_end - transition_start) -- Smooth it a bit. tt = math.sin(tt * 3.14159265358 * 0.5) prepare_sbs_chain(main_chain_hq, zoom_src + (zoom_dst - zoom_src) * tt, width, height) end end return main_chain_hq.chain, prepare end if num == 1 then -- Preview. num = preview_signal_num + 2 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 if num == 4 then prepare = function() prepare_sbs_chain(main_chain_lq, 0.0, width, height) end return main_chain_lq.chain, 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 -- 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. 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 prepare_sbs_chain(chain, t, screen_width, screen_height) chain.input0.input:connect_signal(0) chain.input1.input: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 = round(384 * screen_width/1280.0) local height1 = round(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, tx0, tx0 if zoom_poi == 0 then local new_left0 = lerp(left0, 0, t) local new_right0 = lerp(right0, screen_width, t) local new_top0 = lerp(top0, 0, t) local new_bottom0 = lerp(bottom0, screen_height, t) scale0 = (new_right0 - new_left0) / width0 -- Same vertically and horizonally. tx0 = new_left0 - left0 * scale0 ty0 = new_top0 - top0 * scale0 else local new_left1 = lerp(left1, 0, t) local new_right1 = lerp(right1, screen_width, t) local new_top1 = lerp(top1, 0, t) local new_bottom1 = lerp(bottom1, screen_height, t) scale0 = (new_right1 - new_left1) / width1 -- Same vertically and horizonally. tx0 = new_left1 - left1 * scale0 ty0 = new_top1 - top1 * scale0 end 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(chain.input0.resample_effect, chain.input0.resize_effect, chain.input0.padding_effect, left0, top0, right0, bottom0, screen_width, screen_height, 1280, 720) place_rectangle(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, left1, top1, right1, bottom1, screen_width, screen_height, 1280, 720) end