return true;
}
}
+
+ // Auto white balance is always disabled for image inputs.
+ if (block->root_input_block != nullptr) {
+ const Block *input = block->root_input_block;
+ if (input->alternatives[input->chosen_alternative(chain_idx)]->effect_type == IMAGE_INPUT) {
+ return true;
+ }
+ }
}
}
return false;
return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
}
-void Scene::find_inputs_for_block(lua_State *L, Scene *scene, Block *block)
+void Scene::find_inputs_for_block(lua_State *L, Scene *scene, Block *block, int first_input_idx)
{
- if (lua_gettop(L) == 2) {
+ if (lua_gettop(L) == first_input_idx - 1) {
// Implicitly the last added effect.
assert(!scene->blocks.empty());
block->inputs.push_back(scene->blocks.size() - 1);
return;
}
- for (int idx = 3; idx <= lua_gettop(L); ++idx) {
+ for (int idx = first_input_idx; idx <= lua_gettop(L); ++idx) {
Block *input_block = nullptr;
if (luaL_testudata(L, idx, "Block")) {
input_block = *(Block **)luaL_checkudata(L, idx, "Block");
return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
}
+const Block *Scene::find_root_input_block(lua_State *L, const Block *block)
+{
+ if (block->is_input) {
+ assert(block->inputs.size() == 0);
+ return block;
+ }
+
+ const Block *ret = nullptr;
+ for (size_t input_idx : block->inputs) {
+ const Block *parent = find_root_input_block(L, blocks[input_idx]);
+ if (parent != nullptr) {
+ if (ret != nullptr) {
+ luaL_error(L, "add_auto_white_balance() was connected to more than one input");
+ }
+ ret = parent;
+ }
+ }
+ return ret;
+}
+
+int Scene::add_auto_white_balance(lua_State* L)
+{
+ assert(lua_gettop(L) >= 1);
+ Scene *scene = (Scene *)luaL_checkudata(L, 1, "Scene");
+
+ Block *block = new Block;
+ block->declaration_point = get_declaration_point(L);
+ block->idx = scene->blocks.size();
+
+ block->alternatives.push_back(new EffectBlueprint(WHITE_BALANCE_EFFECT));
+ block->alternatives.push_back(new EffectBlueprint(IDENTITY_EFFECT));
+
+ block->canonical_alternative = 1;
+
+ find_inputs_for_block(L, scene, block, /*first_input_idx=*/2);
+
+ if (block->inputs.size() != 1) {
+ luaL_error(L, "add_auto_white_balance() needs exactly one input");
+ }
+ block->root_input_block = scene->find_root_input_block(L, block);
+ if (block->root_input_block == nullptr) {
+ luaL_error(L, "add_auto_white_balance() was not connected to an input");
+ }
+
+ scene->blocks.push_back(block);
+
+ return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
+}
+
Effect *Scene::instantiate_effects(const Block *block, size_t chain_idx, Scene::Instantiation *instantiation)
{
// Find the chosen alternative for this block in this instance.
}
}
+ // Find all auto white balance blocks, turn on and off the effect as needed,
+ // and fetch the actual white balance set (it is stored in Theme).
+ map<Block *, array<float, 3>> white_balance;
+ for (size_t block_idx = 0; block_idx < blocks.size(); ++block_idx) {
+ Block *block = blocks[block_idx];
+ const Block *input = block->root_input_block;
+ if (input == nullptr) {
+ continue; // Not an auto white balance block.
+ }
+
+ EffectType chosen_type = current_type(input);
+ if (chosen_type == IMAGE_INPUT) {
+ // Image inputs never get white balance applied.
+ block->currently_chosen_alternative = find_index_of(block, IDENTITY_EFFECT);
+ continue;
+ }
+
+ assert(chosen_type == LIVE_INPUT_YCBCR ||
+ chosen_type == LIVE_INPUT_YCBCR_WITH_DEINTERLACE ||
+ chosen_type == LIVE_INPUT_YCBCR_PLANAR ||
+ chosen_type == LIVE_INPUT_BGRA);
+ int signal = find_signal_to_connect(L, input);
+ RGBTriplet wb = theme->get_white_balance_for_signal(signal);
+ if (fabs(wb.r - 1.0) < 1e-3 && fabs(wb.g - 1.0) < 1e-3 && fabs(wb.b - 1.0) < 1e-3) {
+ // Neutral white balance.
+ block->currently_chosen_alternative = find_index_of(block, IDENTITY_EFFECT);
+ } else {
+ block->currently_chosen_alternative = find_index_of(block, WHITE_BALANCE_EFFECT);
+ white_balance.emplace(block, array<float, 3>{ wb.r, wb.g, wb.b });
+ }
+ }
+
// Pick out the right chain based on the current selections,
// and snapshot all the set variables so that we can set them
// in the prepare function even if they're being changed by
for (const auto &key_and_tuple : block->float_parameters) {
float_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
}
+ if (white_balance.count(block)) {
+ vec3_to_set.emplace(make_pair(effect, "neutral_color"), white_balance[block]);
+ }
for (const auto &key_and_tuple : block->vec3_parameters) {
vec3_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
}