]> git.sesse.net Git - ultimatescore/blob - nageru/ultimate.lua
Set the IPTV video as as-fast-as-possible.
[ultimatescore] / nageru / ultimate.lua
1 -- Nageru theme for TFK mini-tournament 2017, based on the default theme.
2
3 local futatabi_server = "http://gruessi.trd.sesse.net:9096"
4
5 local state = {
6         transition_start = -2.0,
7         transition_end = -1.0,
8         transition_type = 0,
9         transition_src_signal = 0,
10         transition_dst_signal = 0,
11
12         neutral_colors = {
13                 {0.5, 0.5, 0.5},  -- Input 0.
14                 {0.5, 0.5, 0.5},  -- Input 1.
15                 {0.5, 0.5, 0.5},  -- Input 2.
16                 {0.5, 0.5, 0.5},  -- Input 3.
17                 {0.5, 0.5, 0.5},  -- Input 4.
18                 {0.5, 0.5, 0.5}   -- Input 5.
19                 -- Will also be filled with VIDEO_SIGNAL_NUM below.
20         },
21
22         overlay_transition_start = -2.0,
23         overlay_transition_end = -1.0,
24         overlay_alpha_src = 0.0,
25         overlay_alpha_dst = 1.0,
26         overlay_enabled = false,
27
28         stinger_in_progress = false,
29         stinger_frame = 0,
30         stinger_src_signal = 0,
31         stinger_dst_signal = 0,
32         stinger_save_overlay = false,
33
34         live_signal_num = 0,
35         preview_signal_num = 1
36 }
37 local NUM_CAMERAS = 6  -- Remember to update neutral_colors, too.
38
39 -- Valid values for live_signal_num and preview_signal_num.
40 local INPUT0_SIGNAL_NUM = 0
41 local INPUT1_SIGNAL_NUM = 1
42 local INPUT2_SIGNAL_NUM = 2
43 local INPUT3_SIGNAL_NUM = 3
44 local INPUT4_SIGNAL_NUM = 4
45 local INPUT5_SIGNAL_NUM = 5
46 local SBS_SIGNAL_NUM = NUM_CAMERAS
47 local STATIC_SIGNAL_NUM = NUM_CAMERAS + 1
48 local VIDEO_SIGNAL_NUM = NUM_CAMERAS + 2
49
50 state.neutral_colors[VIDEO_SIGNAL_NUM - INPUT0_SIGNAL_NUM + 1] = {0.5, 0.5, 0.5}
51
52 -- Preview-only signal showing the current signal with the overlay.
53 -- Not valid for live_signal_num!
54 local OVERLAY_SIGNAL_NUM = NUM_CAMERAS + 3
55
56 -- Valid values for transition_type. (Cuts are done directly, so they need no entry.)
57 local NO_TRANSITION = 0
58 local ZOOM_TRANSITION = 1
59 local FADE_TRANSITION = 2
60
61 -- Last width/height/frame rate for each channel, if we have it.
62 -- Note that unlike the values we get from Nageru, the resolution is per
63 -- frame and not per field, since we deinterlace.
64 local last_resolution = {}
65
66 local cef_path = Nageru.THEME_PATH:match("(.*)/nageru/")
67 local cef_input = HTMLInput.new("file://" .. cef_path .. "/score.html")
68 cef_input:execute_javascript_async("play()")
69
70 local bg_video = VideoInput.new(cef_path .. "/flow-720.mp4", Nageru.VIDEO_FORMAT_YCBCR)
71 -- local iptv_video = VideoInput.new("http://10.34.129.69:9060/1/v.flv", Nageru.VIDEO_FORMAT_YCBCR)
72 local iptv_video = VideoInput.new(futatabi_server, Nageru.VIDEO_FORMAT_YCBCR)
73 iptv_video:change_rate(10.0)
74
75 local static_image = ImageInput.new(cef_path .. "/nageru/dsn-bg.png")
76
77 function reload_cef()
78         cef_input:reload()
79         cef_input:execute_javascript_async("play()")
80 end
81
82 function disconnect_iptv()
83         iptv_video:disconnect()
84 end
85
86 -- An overlay with variable alpha.
87 function make_overlay(scene, base)
88         local image = scene:add_input(cef_input)
89         local multiply_effect = scene:add_effect(MultiplyEffect.new())
90         local overlay_effect = scene:add_optional_effect(OverlayEffect.new(), base, multiply_effect)
91         return {
92                 image = image,
93                 multiply_effect = multiply_effect,
94                 overlay_effect = overlay_effect
95         }
96 end
97
98 function make_fade_input(scene)
99         local ret = {
100                 input = scene:add_input(),
101                 resample_effect = scene:add_optional_effect(ResampleEffect.new()),  -- Activated if scaling.
102                 wb_effect = scene:add_optional_effect(WhiteBalanceEffect.new())  -- Activated for video inputs.
103         }
104         ret.overlay = make_overlay(scene, ret.wb_effect)
105         return ret
106 end
107
108 -- A scene to fade between two inputs, of which either can be a picture
109 -- or a live input.
110 function make_fade_scene()
111         local scene = Scene.new(16, 9)
112
113         -- If fading between two live inputs, the overlay is put on top.
114         -- If fading between the static picture and a live input,
115         -- the overlay is put on the live input.
116         local input0 = make_fade_input(scene)
117         local input1 = make_fade_input(scene)
118         local mix_effect = scene:add_effect(MixEffect.new(), input0.overlay.overlay_effect, input1.overlay.overlay_effect)
119         local overlay = make_overlay(scene, mix_effect)
120
121         -- At most one overlay can be active at any given time.
122         input0.overlay.overlay_effect:promise_to_disable_if_enabled(input1.overlay.overlay_effect)
123         input0.overlay.overlay_effect:promise_to_disable_if_enabled(overlay.overlay_effect)
124         input1.overlay.overlay_effect:promise_to_disable_if_enabled(input0.overlay.overlay_effect)
125         input1.overlay.overlay_effect:promise_to_disable_if_enabled(overlay.overlay_effect)
126         overlay.overlay_effect:promise_to_disable_if_enabled(input0.overlay.overlay_effect)
127         overlay.overlay_effect:promise_to_disable_if_enabled(input1.overlay.overlay_effect)
128
129         scene:finalize(true)  -- Only used live, don't bother creating LQ versions.
130
131         return {
132                 scene = scene,
133                 input0 = input0,
134                 input1 = input1,
135                 mix_effect = mix_effect,
136                 overlay = overlay
137         }
138 end
139 fade_scene = make_fade_scene()
140
141 function make_sbs_input(scene, has_overlay)
142         local input = scene:add_input()
143         return {
144                 input = input,
145                 overlay = has_overlay and make_overlay(scene, input) or nil,
146                 resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
147                 wb_effect = scene:add_effect(WhiteBalanceEffect.new()),
148                 padding_effect = scene:add_effect(IntegralPaddingEffect.new())
149         }
150 end
151
152 -- Side-by-side scene.
153 function make_sbs_scene()
154         local scene = Scene.new(16, 9)
155
156         local bg = scene:add_input(bg_video)
157         local input0 = make_sbs_input(scene, true)
158         local input1 = make_sbs_input(scene, false)
159
160         input0.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 0.0)
161         input1.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 0.0)
162
163         input0.input:display(0)
164         input1.input:display(1)
165
166         local i0 = scene:add_effect(OverlayEffect.new(), bg, input0.padding_effect)
167         scene:add_effect(OverlayEffect.new(), i0, input1.padding_effect)
168         scene:finalize()
169
170         return {
171                 scene = scene,
172                 input0 = input0,
173                 input1 = input1,
174                 overlay = input0.overlay  -- May be nil.
175         }
176 end
177 local sbs_scene = make_sbs_scene()
178
179 function make_simple_scene_no_finalize()
180         local scene = Scene.new(16, 9)
181
182         local input = scene:add_input()
183         local resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new(), IdentityEffect.new()})
184         local wb_effect = scene:add_effect(WhiteBalanceEffect.new())
185         local overlay = make_overlay(scene, wb_effect)
186
187         return {
188                 scene = scene,
189                 input = input,
190                 wb_effect = wb_effect,
191                 resample_effect = resample_effect,
192                 overlay = overlay
193         }
194 end
195
196 -- A scene to show a single input on screen.
197 function make_simple_scene()
198         local scene = make_simple_scene_no_finalize()
199         scene.scene:finalize()
200         return scene
201 end
202
203 local simple_scene = make_simple_scene()
204
205 -- Load all the stinger frames.
206 local stinger_images = {}
207 for idx=0,24 do
208         local filename = cef_path .. "/stinger/blur" .. string.rep("0", 3 - string.len(tostring(idx))) .. idx .. ".png"
209         stinger_images[idx] = ImageInput.new(filename)
210 end
211
212 -- A scene to show a single input on screen, with a stinger on top.
213 function make_stinger_scene()
214         local scene = make_simple_scene_no_finalize()
215         scene.stinger_input = scene.scene:add_input()
216         scene.scene:add_effect(OverlayEffect.new(), scene.overlay.overlay_effect, scene.stinger_input)
217         scene.scene:finalize()
218         return scene
219 end
220 local stinger_scene = make_stinger_scene()
221
222 -- A scene to show a single static picture on screen. Never with HTML overlay.
223 local static_scene = Scene.new(16, 9)
224 static_scene:add_input(static_image)
225 static_scene:finalize()
226
227 -- A scene to show the overlay and nothing more. LQ only,
228 -- since it is not a valid live signal.
229 local overlay_scene_lq = Scene.new(16, 9)
230 local overlay_scene_lq_input = overlay_scene_lq:add_input(cef_input)
231 overlay_scene_lq:finalize(false)
232
233 function needs_scale(signals, signal_num, width, height)
234         if signal_num == STATIC_SIGNAL_NUM then
235                 -- We assume this is already correctly scaled at load time.
236                 return false
237         end
238         assert(is_plain_signal(signal_num))
239         return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height)
240 end
241
242 function set_scale_parameters_if_needed(scene, signals, signal_num, width, height, hq)
243         if needs_scale(signals, signal_num, width, height) then
244                 if hq then
245                         scene.resample_effect:choose(ResampleEffect)  -- High-quality resampling.
246                 else
247                         scene.resample_effect:choose(ResizeEffect)  -- Low-quality resampling.
248                 end
249                 scene.resample_effect:set_int("width", width)
250                 scene.resample_effect:set_int("height", height)
251         else
252                 scene.resample_effect:disable()
253         end
254
255 end
256
257 -- API ENTRY POINT
258 -- Returns the number of outputs in addition to the live (0) and preview (1).
259 -- Called only once, at the start of the program.
260 function num_channels()
261         return NUM_CAMERAS + 4  -- sbs, static picture, video and overlay
262 end
263
264 function is_plain_signal(num)
265         return (num >= INPUT0_SIGNAL_NUM and num <= INPUT5_SIGNAL_NUM) or (num == VIDEO_SIGNAL_NUM)
266 end
267
268 -- Helper function to write e.g. “720p60”. The difference between this
269 -- and get_channel_resolution_raw() is that this one also can say that
270 -- there's no signal.
271 function get_channel_resolution(signal_num)
272         local res = last_resolution[signal_num]
273         if (not res) or not res.is_connected then
274                 return "disconnected"
275         end
276         if res.height <= 0 then
277                 return "no signal"
278         end
279         if not res.has_signal then
280                 if res.height == 525 then
281                         -- Special mode for the USB3 cards.
282                         return "no signal"
283                 end
284                 return get_channel_resolution_raw(res) .. ", no signal"
285         else
286                 return get_channel_resolution_raw(res)
287         end
288 end
289
290 -- Helper function to write e.g. “60” or “59.94”.
291 function get_frame_rate(res)
292         local nom = res.frame_rate_nom
293         local den = res.frame_rate_den
294         if nom % den == 0 then
295                 return nom / den
296         else
297                 return string.format("%.2f", nom / den)
298         end
299 end
300
301 -- Helper function to write e.g. “720p60”.
302 function get_channel_resolution_raw(res)
303         if res.interlaced then
304                 return res.height .. "i" .. get_frame_rate(res)
305         else
306                 return res.height .. "p" .. get_frame_rate(res)
307         end
308 end
309
310 function get_futatabi_status(str)
311         local num_fields = 0
312         local fields = {}
313         for word in string.gmatch(str, '([^;]+)') do
314                 table.insert(fields, word)
315                 num_fields = num_fields + 1
316         end
317         if num_fields >= 4 then
318                 return fields[4]
319         else
320                 return "???"
321         end
322 end
323
324 -- API ENTRY POINT
325 -- Returns the name for each additional channel (starting from 2).
326 -- Called at the start of the program, and then each frame for live
327 -- channels in case they change resolution.
328 function channel_name(channel)
329         local signal_num = channel - 2
330         if signal_num == INPUT0_SIGNAL_NUM then
331                 return "Main (" .. get_channel_resolution(signal_num) .. ")"
332         elseif signal_num == INPUT1_SIGNAL_NUM then
333                 return "Secondary (" .. get_channel_resolution(signal_num) .. ")"
334         elseif signal_num == INPUT2_SIGNAL_NUM then
335                 return "Goal L (" .. get_channel_resolution(signal_num) .. ")"
336         elseif signal_num == INPUT3_SIGNAL_NUM then
337                 return "Goal R (" .. get_channel_resolution(signal_num) .. ")"
338         elseif signal_num == INPUT4_SIGNAL_NUM then
339                 return "Commentators (" .. get_channel_resolution(signal_num) .. ")"
340         elseif signal_num == INPUT5_SIGNAL_NUM then
341                 return "Laptop (" .. get_channel_resolution(signal_num) .. ")"
342         elseif signal_num == SBS_SIGNAL_NUM then
343                 return "Side-by-side"
344         elseif signal_num == STATIC_SIGNAL_NUM then
345                 return "Static picture"
346         elseif signal_num == VIDEO_SIGNAL_NUM then
347                 local res = last_resolution[iptv_video:get_signal_num()]
348                 if (not res) or res.last_subtitle == nil then
349                         return "IPTV"
350                 else
351                         return "IPTV (" .. get_futatabi_status(res.last_subtitle) .. ")"
352                 end
353         elseif signal_num == OVERLAY_SIGNAL_NUM then
354                 return "Overlay"
355         end
356 end
357
358 -- API ENTRY POINT
359 -- Returns, given a channel number, which signal it corresponds to (starting from 0).
360 -- Should return -1 if the channel does not correspond to a simple signal.
361 -- (The information is used for whether right-click on the channel should bring up
362 -- an input selector or not.)
363 -- Called once for each channel, at the start of the program.
364 -- Will never be called for live (0) or preview (1).
365 function channel_signal(channel)
366         if channel - 2 == VIDEO_SIGNAL_NUM then
367                 return iptv_video:get_signal_num()
368         elseif is_plain_signal(channel - 2) then
369                 return channel - 2
370         else
371                 return -1
372         end
373 end
374
375 -- API ENTRY POINT
376 -- Called every frame. Returns the color (if any) to paint around the given
377 -- channel. Returns a CSS color (typically to mark live and preview signals);
378 -- "transparent" is allowed.
379 -- Will never be called for live (0) or preview (1).
380 function channel_color(channel)
381         if state.transition_type ~= NO_TRANSITION then
382                 if channel_involved_in(channel, state.transition_src_signal) or
383                    channel_involved_in(channel, state.transition_dst_signal) then
384                         return "#f00"
385                 end
386         else
387                 if channel_involved_in(channel, state.live_signal_num) then
388                         return "#f00"
389                 end
390         end
391         if channel_involved_in(channel, state.preview_signal_num) then
392                 return "#0f0"
393         end
394         return "transparent"
395 end
396
397 function channel_involved_in(channel, signal_num)
398         if is_plain_signal(signal_num) then
399                 return channel == (signal_num + 2)
400         end
401         if signal_num == SBS_SIGNAL_NUM then
402                 return is_sbs_participating_signal(channel - 2)
403         end
404         if signal_num == STATIC_SIGNAL_NUM then
405                 return (channel == NUM_CAMERAS)
406         end
407         if signal_num == VIDEO_SIGNAL_NUM then
408                 return (channel == NUM_CAMERAS + 1)
409         end
410         return false
411 end
412
413 -- API ENTRY POINT
414 -- Returns if a given channel supports setting white balance (starting from 2).
415 -- Called only once for each channel, at the start of the program.
416 function supports_set_wb(channel)
417         return is_plain_signal(channel - 2)
418 end
419
420 -- API ENTRY POINT
421 -- Gets called with a new gray point when the white balance is changing.
422 -- The color is in linear light (not sRGB gamma).
423 function set_wb(channel, red, green, blue)
424         if is_plain_signal(channel - 2) then
425                 state.neutral_colors[channel - 2 + 1] = { red, green, blue }
426         end
427 end
428
429 function finish_transitions(t)
430         if state.transition_type ~= NO_TRANSITION and t >= state.transition_end then
431                 state.live_signal_num = state.transition_dst_signal
432                 state.transition_type = NO_TRANSITION
433         end
434
435         -- Disable the overlay if it is no longer visible.
436         if state.overlay_enabled and t > state.overlay_transition_end and state.overlay_alpha_dst == 0.0 then
437                 state.overlay_enabled = false
438                 print("Turning off overlay")
439         end
440 end
441
442 function in_transition(t)
443         return t >= state.transition_start and t <= state.transition_end
444 end
445
446 function is_sbs_participating_signal(signal_num)
447         return signal_num == INPUT0_SIGNAL_NUM or signal_num == INPUT4_SIGNAL_NUM
448 end
449
450 function simple_signal_has_overlay(signal_num)
451         -- The commentator output has no overlay on it.
452         return signal_num ~= INPUT4_SIGNAL_NUM
453 end
454
455 -- API ENTRY POINT
456 -- Called every frame.
457 function get_transitions(t)
458         if state.preview_signal_num == OVERLAY_SIGNAL_NUM then
459                 if t < state.overlay_transition_end then
460                         -- Fade in progress.
461                         return {}
462                 end
463                 if state.overlay_enabled then
464                         return {"Overlay off", "", "Fade ovl out"}
465                 else
466                         return {"Overlay on", "", "Fade ovl in"}
467                 end
468         end
469
470         if in_transition(t) then
471                 -- Transition already in progress, the only thing we can do is really
472                 -- cut to the preview. (TODO: Make an “abort” and/or “finish”, too?)
473                 return {"Cut"}
474         end
475
476         if state.live_signal_num == state.preview_signal_num then
477                 -- No transitions possible.
478                 return {}
479         end
480
481         if (is_plain_signal(state.live_signal_num) and state.preview_signal_num == VIDEO_SIGNAL_NUM) or
482            (is_plain_signal(state.preview_signal_num) and state.live_signal_num == VIDEO_SIGNAL_NUM) then
483                 return {"Cut", "Sting", "Fade"}
484         end
485
486         if (is_plain_signal(state.live_signal_num) or state.live_signal_num == STATIC_SIGNAL_NUM) and
487            (is_plain_signal(state.preview_signal_num) or state.preview_signal_num == STATIC_SIGNAL_NUM) then
488                 return {"Cut", "", "Fade"}
489         end
490
491         -- Various zooms.
492         if state.live_signal_num == SBS_SIGNAL_NUM and is_sbs_participating_signal(state.preview_signal_num) then
493                 return {"Cut", "Zoom in"}
494         elseif is_sbs_participating_signal(state.live_signal_num) and state.preview_signal_num == SBS_SIGNAL_NUM then
495                 return {"Cut", "Zoom out"}
496         end
497
498         return {"Cut"}
499 end
500
501 function swap_preview_live()
502         local temp = state.live_signal_num
503         state.live_signal_num = state.preview_signal_num
504         state.preview_signal_num = temp
505 end
506
507 function start_transition(type_, t, duration)
508         state.transition_start = t
509         state.transition_end = t + duration
510         state.transition_type = type_
511         state.transition_src_signal = state.live_signal_num
512         state.transition_dst_signal = state.preview_signal_num
513         state.stinger_in_progress = false
514         swap_preview_live()
515 end
516
517 -- API ENTRY POINT
518 -- Called when the user clicks a transition button.
519 function transition_clicked(num, t)
520         if state.preview_signal_num == OVERLAY_SIGNAL_NUM then
521                 if num == 0 then
522                         -- Cut.
523                         state.overlay_transition_start = -2.0
524                         state.overlay_transition_end = -1.0
525                         if state.overlay_enabled then
526                                 state.overlay_enabled = false
527                                 state.overlay_alpha_src = 0.0
528                                 state.overlay_alpha_dst = 0.0
529                         else
530                                 state.overlay_enabled = true
531                                 state.overlay_alpha_src = 1.0
532                                 state.overlay_alpha_dst = 1.0
533                         end
534                 elseif num == 2 then
535                         -- Fade.
536                         state.overlay_transition_start = t
537                         state.overlay_transition_end = t + 1.0
538                         if state.overlay_enabled then
539                                 state.overlay_alpha_src = 1.0
540                                 state.overlay_alpha_dst = 0.0
541                         else
542                                 state.overlay_alpha_src = 0.0
543                                 state.overlay_alpha_dst = 1.0
544                         end
545                         state.overlay_enabled = true
546                 end
547                 return
548         end
549
550         if num == 0 then
551                 -- Cut.
552                 if in_transition(t) then
553                         -- Ongoing transition; finish it immediately before the cut.
554                         finish_transitions(state.transition_end)
555                 end
556
557                 swap_preview_live()
558                 state.stinger_in_progress = false
559         elseif num == 1 then
560                 -- Zoom or sting.
561                 finish_transitions(t)
562
563                 if state.live_signal_num == state.preview_signal_num then
564                         -- Nothing to do.
565                         return
566                 end
567
568                 if (is_plain_signal(state.live_signal_num) and state.preview_signal_num == VIDEO_SIGNAL_NUM) or
569                    (is_plain_signal(state.preview_signal_num) and state.live_signal_num == VIDEO_SIGNAL_NUM) then
570                         -- Sting.
571                         if stinger_in_progress then
572                                 return
573                         end
574
575                         state.stinger_in_progress = true
576                         state.stinger_frame = 0
577                         state.stinger_src_signal = state.live_signal_num
578                         state.stinger_dst_signal = state.preview_signal_num
579                         return
580                 end
581
582                 if is_plain_signal(state.live_signal_num) and is_plain_signal(state.preview_signal_num) then
583                         -- We can't zoom between these. Just make a cut.
584                         io.write("Cutting from " .. state.live_signal_num .. " to " .. state.live_signal_num .. "\n")
585                         swap_preview_live()
586                         state.stinger_in_progress = false
587                         return
588                 end
589
590                 if (state.live_signal_num == SBS_SIGNAL_NUM and is_sbs_participating_signal(state.preview_signal_num)) or
591                    (state.preview_signal_num == SBS_SIGNAL_NUM and is_sbs_participating_signal(state.live_signal_num)) then
592                         start_transition(ZOOM_TRANSITION, t, 1.0)
593                 end
594         elseif num == 2 then
595                 finish_transitions(t)
596
597                 -- Fade.
598                 if (state.live_signal_num ~= state.preview_signal_num) and
599                    (is_plain_signal(state.live_signal_num) or
600                     state.live_signal_num == STATIC_SIGNAL_NUM) and
601                    (is_plain_signal(state.preview_signal_num) or
602                     state.preview_signal_num == STATIC_SIGNAL_NUM) then
603                         start_transition(FADE_TRANSITION, t, 1.0)
604                 else
605                         -- Fades involving SBS are ignored (we have no scene for it).
606                 end
607         end
608 end
609
610 -- API ENTRY POINT
611 function channel_clicked(num)
612         state.preview_signal_num = num
613 end
614
615 function setup_fade_input(state, input, signals, signal_num, width, height)
616         if signal_num == STATIC_SIGNAL_NUM then
617                 input.input:display(static_image)
618                 input.wb_effect:disable()
619
620                 -- We assume this is already correctly scaled at load time.
621                 input.resample_effect:disable()
622         else
623                 input.input:display(signal_num)
624                 input.wb_effect:enable()
625                 set_neutral_color(input.wb_effect, state.neutral_colors[signal_num - INPUT0_SIGNAL_NUM + 1])
626
627                 if (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) then
628                         input.resample_effect:enable()
629                         input.resample_effect:set_int("width", width)
630                         input.resample_effect:set_int("height", height)
631                 else
632                         input.resample_effect:disable()
633                 end
634         end
635 end
636
637 function get_fade_scene(state, signals, t, width, height, input_resolution)
638         local scene = fade_scene
639         setup_fade_input(state, scene.input0, signals, state.transition_src_signal, width, height)
640         setup_fade_input(state, scene.input1, signals, state.transition_dst_signal, width, height)
641
642         local tt = calc_fade_progress(t, state.transition_start, state.transition_end)
643         scene.mix_effect:set_float("strength_first", 1.0 - tt)
644         scene.mix_effect:set_float("strength_second", tt)
645
646         -- The commentator output has no overlay on it.
647         local extra_alpha_factor = 1.0
648         if not simple_signal_has_overlay(state.transition_src_signal) and
649            not simple_signal_has_overlay(state.transition_dst_signal) then
650                 extra_alpha_factor = 0.0
651         elseif not simple_signal_has_overlay(state.transition_src_signal) then
652                 extra_alpha_factor = tt
653         elseif not simple_signal_has_overlay(state.transition_dst_signal) then
654                 extra_alpha_factor = 1.0 - tt
655         end
656
657         -- If fading between two live inputs, the overlay is put on top.
658         -- If fading between the static picture and a live input,
659         -- the overlay is put on the live input.
660         scene.input0.overlay.overlay_effect:disable()
661         scene.input1.overlay.overlay_effect:disable()
662         scene.overlay.overlay_effect:disable()
663         if state.overlay_enabled then
664                 local input0_live = (state.transition_src_signal ~= STATIC_SIGNAL_NUM)
665                 local input1_live = (state.transition_dst_signal ~= STATIC_SIGNAL_NUM)
666                 if input0_live and not input1_live then
667                         scene.input0.overlay.overlay_effect:enable()
668                         prepare_overlay_live(state, scene.input0, t, extra_alpha_factor)
669                 elseif input1_live and not input0_live then
670                         scene.input1.overlay.overlay_effect:enable()
671                         prepare_overlay_live(state, scene.input1, t, extra_alpha_factor)
672                 else
673                         scene.overlay.overlay_effect:enable()
674                         prepare_overlay_live(state, scene, t, extra_alpha_factor)
675                 end
676         end
677         return scene.scene
678 end
679
680 function fetch_input_resolution(signals, signal_num)
681         local res = {
682                 width = signals:get_width(signal_num),
683                 height = signals:get_height(signal_num),
684                 interlaced = signals:get_interlaced(signal_num),
685                 has_signal = signals:get_has_signal(signal_num),
686                 is_connected = signals:get_is_connected(signal_num),
687                 frame_rate_nom = signals:get_frame_rate_nom(signal_num),
688                 frame_rate_den = signals:get_frame_rate_den(signal_num),
689                 last_subtitle = signals:get_last_subtitle(signal_num)
690         }
691
692         if res.interlaced then
693                 -- Convert height from frame height to field height.
694                 -- (Needed for e.g. place_rectangle.)
695                 res.height = res.height * 2
696
697                 -- Show field rate instead of frame rate; really for cosmetics only
698                 -- (and actually contrary to EBU recommendations, although in line
699                 -- with typical user expectations).
700                 res.frame_rate_nom = res.frame_rate_nom * 2
701         end
702         return res
703 end
704
705 local last_rate = 0.0
706
707 -- API ENTRY POINT
708 -- Called every frame. Get the scene for displaying at input <num>,
709 -- where 0 is live, 1 is preview, 2 is the first channel to display
710 -- in the bottom bar, and so on up to num_channels()+1. t is the
711 -- current time in seconds. width and height are the dimensions of
712 -- the output, although you can ignore them if you don't need them
713 -- (they're useful if you want to e.g. know what to resample by).
714 --
715 -- <signals> is basically an exposed InputState, which you can use to
716 -- query for information about the signals at the point of the current
717 -- frame. In particular, you can call get_width() and get_height()
718 -- for any signal number, and use that to e.g. assist in scene selection.
719 --
720 -- You should return scene to use, after having set any parameters you
721 -- want to set (through set_int() etc.). The parameters will be snapshot
722 -- at return time and used during rendering.
723 function get_scene(num, t, width, height, signals)
724         local input_resolution = {}
725         for signal_num=0,(NUM_CAMERAS-1) do
726                 input_resolution[signal_num] = fetch_input_resolution(signals, signal_num)
727         end
728         input_resolution[iptv_video:get_signal_num()] = fetch_input_resolution(signals, iptv_video:get_signal_num())
729         last_resolution = input_resolution
730
731         -- Save some CPU time if we're not having SBS on live.
732         local new_rate
733         if state.live_signal_num == SBS_SIGNAL_NUM or
734            state.preview_signal_num == SBS_SIGNAL_NUM or
735            state.transition_type == ZOOM_TRANSITION then
736                 new_rate = 1.0
737         else
738                 new_rate = 0.0001
739         end
740         if new_rate ~= last_rate then
741                 -- Avoid waking up the video thread (which may be sleeping) if the rate is the same.
742                 bg_video:change_rate(new_rate)
743                 last_rate = new_rate
744         end
745
746         if num == 0 then  -- Live.
747                 -- See if we're in a transition.
748                 finish_transitions(t)
749                 if state.transition_type == ZOOM_TRANSITION then
750                         -- Transition in or out of SBS.
751                         sbs_scene.input0.overlay.overlay_effect:enable_if(state.overlay_enabled)
752                         prepare_sbs_scene(state, sbs_scene, calc_zoom_progress(t), state.transition_type, state.transition_src_signal, state.transition_dst_signal, width, height, input_resolution, true)
753                         prepare_overlay_live(state, sbs_scene, t, 1.0)
754                         return sbs_scene.scene
755                 elseif state.transition_type == NO_TRANSITION and state.live_signal_num == SBS_SIGNAL_NUM then
756                         -- Static SBS view.
757                         sbs_scene.input0.overlay.overlay_effect:enable_if(state.overlay_enabled)
758                         prepare_sbs_scene(state, sbs_scene, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, true)
759                         prepare_overlay_live(state, sbs_scene, t, 1.0)
760                         return sbs_scene.scene
761                 elseif state.transition_type == FADE_TRANSITION then
762                         return get_fade_scene(state, signals, t, width, height, input_resolution)
763                 elseif is_plain_signal(state.live_signal_num) then
764                         local overlay_really_enabled = state.overlay_enabled and simple_signal_has_overlay(state.live_signal_num)
765                         if state.stinger_in_progress then
766                                 stinger_scene.overlay.overlay_effect:enable_if(overlay_really_enabled)
767                                 stinger_scene.input:display(state.live_signal_num)
768                                 set_scale_parameters_if_needed(stinger_scene, signals, state.live_signal_num, width, height, true)
769                                 set_neutral_color_from_signal(state, stinger_scene.wb_effect, state.live_signal_num)
770
771                                 stinger_scene.stinger_input:display(stinger_images[state.stinger_frame])
772                                 state.stinger_frame = state.stinger_frame + 1
773                                 if state.stinger_frame >= 25 then
774                                         state.stinger_in_progress = false
775                                         state.preview_signal_num = state.stinger_src_signal
776                                         state.live_signal_num = state.stinger_dst_signal
777
778                                         if state.stinger_dst_signal == VIDEO_SIGNAL_NUM then
779                                                 -- Turn off the overlay when playing video.
780                                                 state.stinger_save_overlay = state.overlay_enabled
781                                                 state.overlay_enabled = false
782                                         else
783                                                 -- Restore the state.
784                                                 state.overlay_enabled = state.stinger_save_overlay
785                                         end
786                                 end
787
788                                 if overlay_really_enabled then
789                                         prepare_overlay_live(state, stinger_scene, t, 1.0)
790                                 end
791                                 return stinger_scene.scene
792                         else
793                                 simple_scene.overlay.overlay_effect:enable_if(overlay_really_enabled)
794                                 simple_scene.input:display(state.live_signal_num)
795                                 set_scale_parameters_if_needed(simple_scene, signals, state.live_signal_num, width, height, true)
796                                 set_neutral_color_from_signal(state, simple_scene.wb_effect, state.live_signal_num)
797                                 prepare_overlay_live(state, simple_scene, t, 1.0)
798                                 return simple_scene.scene
799                         end
800                 elseif state.live_signal_num == STATIC_SIGNAL_NUM then  -- Static picture.
801                         return static_scene
802                 else
803                         assert(false)
804                 end
805         end
806
807         -- We do not show overlays on the individual preview inputs.
808         -- The M/E preview matches what we'd put live by doing a transition, as always.
809         local show_overlay = false
810         if num == 1 then  -- Preview.
811                 if state.preview_signal_num == OVERLAY_SIGNAL_NUM then
812                         num = state.live_signal_num + 2
813                         show_overlay = not state.overlay_enabled
814
815                         if state.transition_type ~= NO_TRANSITION then
816                                 num = state.transition_dst_signal + 2
817                         end
818                 else
819                         num = state.preview_signal_num + 2
820                         show_overlay = state.overlay_enabled and simple_signal_has_overlay(state.preview_signal_num)
821                 end
822         end
823
824         -- Individual preview inputs (usually without overlay).
825         if is_plain_signal(num - 2) then
826                 local signal_num = num - 2
827                 simple_scene.overlay.overlay_effect:enable_if(show_overlay)
828                 simple_scene.input:display(signal_num)
829                 set_scale_parameters_if_needed(simple_scene, signals, signal_num, width, height, false)
830                 set_neutral_color_from_signal(state, simple_scene.wb_effect, signal_num)
831                 prepare_overlay_static(simple_scene, t)
832                 return simple_scene.scene
833         end
834         if num == SBS_SIGNAL_NUM + 2 then
835                 sbs_scene.input0.overlay.overlay_effect:enable_if(show_overlay)
836                 prepare_sbs_scene(state, sbs_scene, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, false)
837                 return sbs_scene.scene
838         end
839         if num == STATIC_SIGNAL_NUM + 2 then
840                 return static_scene
841         end
842         if num == OVERLAY_SIGNAL_NUM + 2 then
843                 return overlay_scene_lq
844         end
845 end
846
847 -- This is broken, of course (even for positive numbers), but Lua doesn't give us access to real rounding.
848 function round(x)
849         return math.floor(x + 0.5)
850 end
851
852 function lerp(a, b, t)
853         return a + (b - a) * t
854 end
855
856 function lerp_pos(a, b, t)
857         return {
858                 x0 = lerp(a.x0, b.x0, t),
859                 y0 = lerp(a.y0, b.y0, t),
860                 x1 = lerp(a.x1, b.x1, t),
861                 y1 = lerp(a.y1, b.y1, t)
862         }
863 end
864
865 function pos_from_top_left(x, y, width, height, screen_width, screen_height)
866         local xs = screen_width / 1280.0
867         local ys = screen_height / 720.0
868         return {
869                 x0 = round(xs * x),
870                 y0 = round(ys * y),
871                 x1 = round(xs * (x + width)),
872                 y1 = round(ys * (y + height))
873         }
874 end
875
876 function prepare_sbs_scene(state, scene, t, transition_type, src_signal, dst_signal, screen_width, screen_height, input_resolution, hq)
877         scene.input0.input:display(0)
878         scene.input1.input:display(4)
879         set_neutral_color(scene.input0.wb_effect, state.neutral_colors[1])
880         set_neutral_color(scene.input1.wb_effect, state.neutral_colors[5])
881
882         -- Both inputs are the same size (true side-by-side).
883         local pos0 = pos_from_top_left(1280 - 616 - 16, 186, 616, 347, screen_width, screen_height)
884         local pos1 = pos_from_top_left(16, 186, 616, 347, screen_width, screen_height)
885
886         local pos_fs = { x0 = 0, y0 = 0, x1 = screen_width, y1 = screen_height }
887         local affine_param
888         if transition_type == NO_TRANSITION then
889                 -- Static SBS view.
890                 affine_param = { sx = 1.0, sy = 1.0, tx = 0.0, ty = 0.0 }   -- Identity.
891         else
892                 -- Zooming to/from SBS view into or out of a single view.
893                 assert(transition_type == ZOOM_TRANSITION)
894                 local signal, real_t
895                 if src_signal == SBS_SIGNAL_NUM then
896                         signal = dst_signal
897                         real_t = t
898                 else
899                         assert(dst_signal == SBS_SIGNAL_NUM)
900                         signal = src_signal
901                         real_t = 1.0 - t
902                 end
903
904                 if signal == INPUT0_SIGNAL_NUM then
905                         affine_param = find_affine_param(pos0, lerp_pos(pos0, pos_fs, real_t))
906                 elseif signal == INPUT4_SIGNAL_NUM then
907                         affine_param = find_affine_param(pos1, lerp_pos(pos1, pos_fs, real_t))
908                 end
909         end
910
911         -- NOTE: input_resolution is not 1-indexed, unlike usual Lua arrays.
912         place_rectangle_with_affine(scene.input0, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height, hq)
913         place_rectangle_with_affine(scene.input1, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height, hq)
914 end
915
916 -- Find the transformation that changes the first rectangle to the second one.
917 function find_affine_param(a, b)
918         local sx = (b.x1 - b.x0) / (a.x1 - a.x0)
919         local sy = (b.y1 - b.y0) / (a.y1 - a.y0)
920         return {
921                 sx = sx,
922                 sy = sy,
923                 tx = b.x0 - a.x0 * sx,
924                 ty = b.y0 - a.y0 * sy
925         }
926 end
927
928 function place_rectangle_with_affine(input, pos, aff, screen_width, screen_height, input_width, input_height, hq)
929         local x0 = pos.x0 * aff.sx + aff.tx
930         local x1 = pos.x1 * aff.sx + aff.tx
931         local y0 = pos.y0 * aff.sy + aff.ty
932         local y1 = pos.y1 * aff.sy + aff.ty
933
934         place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
935 end
936
937 function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
938         input.padding_effect:set_int("width", screen_width)
939         input.padding_effect:set_int("height", screen_height)
940
941         -- Cull.
942         if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
943                 input.resample_effect:choose(ResizeEffect)  -- Low-quality resizing.
944                 input.resample_effect:set_int("width", 1)
945                 input.resample_effect:set_int("height", 1)
946                 input.padding_effect:set_int("left", screen_width + 100)
947                 input.padding_effect:set_int("top", screen_height + 100)
948                 return
949         end
950
951         local srcx0 = 0.0
952         local srcx1 = 1.0
953         local srcy0 = 0.0
954         local srcy1 = 1.0
955
956         -- Clip.
957         if x0 < 0 then
958                 srcx0 = -x0 / (x1 - x0)
959                 x0 = 0
960         end
961         if y0 < 0 then
962                 srcy0 = -y0 / (y1 - y0)
963                 y0 = 0
964         end
965         if x1 > screen_width then
966                 srcx1 = (screen_width - x0) / (x1 - x0)
967                 x1 = screen_width
968         end
969         if y1 > screen_height then
970                 srcy1 = (screen_height - y0) / (y1 - y0)
971                 y1 = screen_height
972         end
973
974         if hq then
975                 -- High-quality resampling.
976                 local resample_effect = input.resample_effect:choose(ResampleEffect)
977
978                 local x_subpixel_offset = x0 - math.floor(x0)
979                 local y_subpixel_offset = y0 - math.floor(y0)
980
981                 -- Resampling must be to an integral number of pixels. Round up,
982                 -- and then add an extra pixel so we have some leeway for the border.
983                 local width = math.ceil(x1 - x0) + 1
984                 local height = math.ceil(y1 - y0) + 1
985                 input.resample_effect:set_int("width", width)
986                 input.resample_effect:set_int("height", height)
987
988                 -- Correct the discrepancy with zoom. (This will leave a small
989                 -- excess edge of pixels and subpixels, which we'll correct for soon.)
990                 local zoom_x = (x1 - x0) / (width * (srcx1 - srcx0))
991                 local zoom_y = (y1 - y0) / (height * (srcy1 - srcy0))
992                 resample_effect:set_float("zoom_x", zoom_x)  -- Use the actual effect specialization; specific to ResampleEffect.
993                 resample_effect:set_float("zoom_y", zoom_y)
994                 resample_effect:set_float("zoom_center_x", 0.0)
995                 resample_effect:set_float("zoom_center_y", 0.0)
996
997                 -- Padding must also be to a whole-pixel offset.
998                 input.padding_effect:set_int("left", math.floor(x0))
999                 input.padding_effect:set_int("top", math.floor(y0))
1000
1001                 -- Correct _that_ discrepancy by subpixel offset in the resampling.
1002                 resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
1003                 resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
1004
1005                 -- Finally, adjust the border so it is exactly where we want it.
1006                 input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
1007                 input.padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width))
1008                 input.padding_effect:set_float("border_offset_top", y_subpixel_offset)
1009                 input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
1010         else
1011                 -- Lower-quality simple resizing.
1012                 input.resample_effect:choose(ResizeEffect)
1013
1014                 local width = round(x1 - x0)
1015                 local height = round(y1 - y0)
1016                 input.resample_effect:set_int("width", width)
1017                 input.resample_effect:set_int("height", height)
1018
1019                 -- Padding must also be to a whole-pixel offset.
1020                 input.padding_effect:set_int("left", math.floor(x0))
1021                 input.padding_effect:set_int("top", math.floor(y0))
1022
1023                 -- No subpixel stuff.
1024                 input.padding_effect:set_float("border_offset_left", 0.0)
1025                 input.padding_effect:set_float("border_offset_right", 0.0)
1026                 input.padding_effect:set_float("border_offset_top", 0.0)
1027                 input.padding_effect:set_float("border_offset_bottom", 0.0)
1028         end
1029 end
1030
1031 function prepare_overlay_live(state, scene, t, extra_alpha_factor)
1032         if scene.overlay then
1033                 local tt = calc_fade_progress(t, state.overlay_transition_start, state.overlay_transition_end)
1034                 local overlay_alpha = state.overlay_alpha_src + tt * (state.overlay_alpha_dst - state.overlay_alpha_src)
1035                 overlay_alpha = overlay_alpha * extra_alpha_factor
1036                 --print("overlay_alpha=" .. overlay_alpha .. " [" .. state.overlay_alpha_src .. "," .. state.overlay_alpha_dst .. "]@" .. tt)
1037                 if t > state.overlay_transition_end and state.overlay_alpha_dst == 0.0 then
1038                         state.overlay_enabled = false  -- Takes effect next frame.
1039         --              print("Turning off overlay")
1040                 end
1041                 scene.overlay.multiply_effect:set_vec4("factor", overlay_alpha, overlay_alpha, overlay_alpha, overlay_alpha)
1042         end
1043 end
1044
1045 function prepare_overlay_static(scene)
1046         if scene.overlay then
1047                 scene.overlay.multiply_effect:set_vec4("factor", 1.0, 1.0, 1.0, 1.0)
1048         end
1049 end
1050
1051 function set_neutral_color(effect, color)
1052         effect:set_vec3("neutral_color", color[1], color[2], color[3])
1053 end
1054
1055 function set_neutral_color_from_signal(state, effect, signal)
1056         if is_plain_signal(signal) then
1057                 set_neutral_color(effect, state.neutral_colors[signal - INPUT0_SIGNAL_NUM + 1])
1058         end
1059 end
1060
1061 function calc_zoom_progress(t)
1062         if t < state.transition_start then
1063                 return 0.0
1064         elseif t > state.transition_end then
1065                 return 1.0
1066         else
1067                 local tt = (t - state.transition_start) / (state.transition_end - state.transition_start)
1068                 -- Smooth it a bit.
1069                 return math.sin(tt * 3.14159265358 * 0.5)
1070         end
1071 end
1072
1073 function calc_fade_progress(t, transition_start, transition_end)
1074         local tt = (t - transition_start) / (transition_end - transition_start)
1075         if tt < 0.0 then
1076                 return 0.0
1077         elseif tt > 1.0 then
1078                 return 1.0
1079         end
1080
1081         -- Make the fade look maybe a tad more natural, by pumping it
1082         -- through a sigmoid function.
1083         tt = 10.0 * tt - 5.0
1084         tt = 1.0 / (1.0 + math.exp(-tt))
1085
1086         return tt
1087 end
1088
1089 ThemeMenu.set(
1090         { "Reload overlay", reload_cef },
1091         { "Disconnect IPTV", disconnect_iptv }
1092 )