local ZOOM_TRANSITION = 1 -- Also for slides.
local FADE_TRANSITION = 2
--- Last width/height/frame rate for each channel, if we have it.
--- Note that unlike the values we get from Nageru, the resolution is per
--- frame and not per field, since we deinterlace.
-local last_resolution = {}
-
function make_sbs_input(scene)
- local resample_effect = ResampleEffect.new()
- local resize_effect = ResizeEffect.new()
return {
input = scene:add_input(),
- resample_effect = resample_effect,
- resize_effect = resize_effect,
- resample_switcher = scene:add_effect({resample_effect, resize_effect}),
+ resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
wb_effect = scene:add_effect(WhiteBalanceEffect.new()),
padding_effect = scene:add_effect(IntegralPaddingEffect.new())
}
static_scene:add_input(static_image) -- Note: Locks this input to images only.
static_scene:finalize()
--- API ENTRY POINT
--- 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 4
-end
+-- Set some global state.
+Nageru.set_num_channels(4) -- Can only be called at the start of the program.
-function is_plain_signal(num)
- return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
-end
+-- Set some global state. Unless marked otherwise, these can only be set once,
+-- at the start of the program.
+Nageru.set_num_channels(4)
--- Helper function to write e.g. “720p60”. The difference between this
--- and get_channel_resolution_raw() is that this one also can say that
--- there's no signal.
-function get_channel_resolution(signal_num)
- local res = last_resolution[signal_num]
- if (not res) or not res.is_connected then
- return "disconnected"
- end
- if res.height <= 0 then
- return "no signal"
- end
- if not res.has_signal then
- if res.height == 525 then
- -- Special mode for the USB3 cards.
- return "no signal"
- end
- return get_channel_resolution_raw(res) .. ", no signal"
- else
- return get_channel_resolution_raw(res)
- end
-end
+-- Sets, for each channel, which signal it corresponds to (starting from 0).
+-- The information is used for whether right-click on the channel should bring up
+-- an input selector or not. Only call this for channels that actually correspond
+-- directly to a signal (ie., live inputs, not live (0) or preview (1)).
+Nageru.set_channel_signal(2, 0)
+Nageru.set_channel_signal(3, 1)
--- Helper function to write e.g. “60” or “59.94”.
-function get_frame_rate(res)
- local nom = res.frame_rate_nom
- local den = res.frame_rate_den
- if nom % den == 0 then
- return nom / den
- else
- return string.format("%.2f", nom / den)
- end
-end
+-- Set whether a given channel supports setting white balance. (Default is false.)
+Nageru.set_supports_wb(2, true)
+Nageru.set_supports_wb(3, true)
--- Helper function to write e.g. “720p60”.
-function get_channel_resolution_raw(res)
- if res.interlaced then
- return res.height .. "i" .. get_frame_rate(res)
- else
- return res.height .. "p" .. get_frame_rate(res)
- end
-end
-
--- API ENTRY POINT
--- Returns the name for each additional channel (starting from 2).
--- Called at the start of the program, and then each frame for live
--- channels in case they change resolution.
-function channel_name(channel)
- local signal_num = channel - 2
- if is_plain_signal(signal_num) then
- return "Input " .. (signal_num + 1) .. " (" .. get_channel_resolution(signal_num) .. ")"
- elseif signal_num == SBS_SIGNAL_NUM then
- return "Side-by-side"
- elseif signal_num == STATIC_SIGNAL_NUM then
- return "Static picture"
- end
-end
-
--- API ENTRY POINT
--- Returns, given a channel number, which signal it corresponds to (starting from 0).
--- Should return -1 if the channel does not correspond to a simple signal
--- (one connected to a capture card, or a video input). The information is used for
--- whether right-click on the channel should bring up a context menu or not,
--- typically containing an input selector, resolution menu etc.
---
--- Called once for each channel, at the start of the program.
--- Will never be called for live (0) or preview (1).
-function channel_signal(channel)
- if channel == 2 then
- return 0
- elseif channel == 3 then
- return 1
- else
- return -1
- end
-end
+-- These can be set at any time.
+Nageru.set_channel_name(SBS_SIGNAL_NUM + 2, "Side-by-side")
+Nageru.set_channel_name(STATIC_SIGNAL_NUM + 2, "Static picture")
-- API ENTRY POINT
-- Called every frame. Returns the color (if any) to paint around the given
return "transparent"
end
+function is_plain_signal(num)
+ return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
+end
+
function channel_involved_in(channel, signal_num)
if is_plain_signal(signal_num) then
return channel == (signal_num + 2)
return false
end
--- API ENTRY POINT
--- Returns if a given channel supports setting white balance (starting from 2).
--- Called only once for each channel, at the start of the program.
-function supports_set_wb(channel)
- return is_plain_signal(channel - 2)
-end
-
-- API ENTRY POINT
-- Gets called with a new gray point when the white balance is changing.
-- The color is in linear light (not sRGB gamma).
simple_scene.input:display(signal_num)
if needs_scale(signals, signal_num, width, height) then
if hq then
- simple_scene.resample_effect:choose_alternative(ResampleEffect) -- High-quality resampling.
+ simple_scene.resample_effect:choose(ResampleEffect) -- High-quality resampling.
else
- simple_scene.resample_effect:choose_alternative(ResizeEffect) -- Low-quality resampling.
+ simple_scene.resample_effect:choose(ResizeEffect) -- Low-quality resampling.
end
simple_scene.resample_effect:set_int("width", width)
simple_scene.resample_effect:set_int("height", height)
local res = {
width = signals:get_width(signal_num),
height = signals:get_height(signal_num),
- interlaced = signals:get_interlaced(signal_num),
- is_connected = signals:get_is_connected(signal_num),
- has_signal = signals:get_has_signal(signal_num),
- frame_rate_nom = signals:get_frame_rate_nom(signal_num),
- frame_rate_den = signals:get_frame_rate_den(signal_num)
}
-
- if res.interlaced then
+ if signals:get_interlaced(signal_num) then
-- Convert height from frame height to field height.
-- (Needed for e.g. place_rectangle.)
res.height = res.height * 2
-
- -- Show field rate instead of frame rate; really for cosmetics only
- -- (and actually contrary to EBU recommendations, although in line
- -- with typical user expectations).
- res.frame_rate_nom = res.frame_rate_nom * 2
end
-
input_resolution[signal_num] = res
+
+ local text_res = signals:get_human_readable_resolution(signal_num)
+ Nageru.set_channel_name(signal_num + 2, "Input " .. (signal_num + 1) .. " (" .. text_res .. ")")
end
- last_resolution = input_resolution
if num == 0 then -- Live.
finish_transitions(t)
-- Cull.
if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
- input.resample_switcher:choose_alternative(ResizeEffect) -- Low-quality resizing.
- input.resize_effect:set_int("width", 1)
- input.resize_effect:set_int("height", 1)
+ input.resample_effect:choose(ResizeEffect) -- Low-quality resizing.
+ input.resample_effect:set_int("width", 1)
+ input.resample_effect:set_int("height", 1)
input.padding_effect:set_int("left", screen_width + 100)
input.padding_effect:set_int("top", screen_height + 100)
return
end
if hq then
- -- High-quality resampling.
- input.resample_switcher:choose_alternative(ResampleEffect)
+ -- High-quality resampling. Go for the actual effect (returned by choose())
+ -- since we want to set zoom_*, which will give an error if set on ResizeEffect.
+ local resample_effect = input.resample_effect:choose(ResampleEffect)
local x_subpixel_offset = x0 - math.floor(x0)
local y_subpixel_offset = y0 - math.floor(y0)
-- 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
- input.resample_effect:set_int("width", width)
- input.resample_effect:set_int("height", height)
+ 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))
- input.resample_effect:set_float("zoom_x", zoom_x)
- input.resample_effect:set_float("zoom_y", zoom_y)
- input.resample_effect:set_float("zoom_center_x", 0.0)
- input.resample_effect:set_float("zoom_center_y", 0.0)
+ 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.
input.padding_effect:set_int("left", math.floor(x0))
input.padding_effect:set_int("top", math.floor(y0))
-- Correct _that_ discrepancy by subpixel offset in the resampling.
- input.resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
- input.resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
+ 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.
input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
else
-- Lower-quality simple resizing.
- input.resample_switcher:choose_alternative(ResizeEffect)
+ input.resample_effect:choose(ResizeEffect)
local width = round(x1 - x0)
local height = round(y1 - y0)
- input.resize_effect:set_int("width", width)
- input.resize_effect:set_int("height", height)
+ input.resample_effect:set_int("width", width)
+ input.resample_effect:set_int("height", height)
-- Padding must also be to a whole-pixel offset.
input.padding_effect:set_int("left", math.floor(x0))