-- 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.
+-- chains (called “scenes”), 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.
+-- where all the low-level details (such as texture formats) and alternatives
+-- (e.g. turning scaling on or off) are handled by the C++ side and you
+-- generally just build scenes.
local state = {
transition_start = -2.0,
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 = {}
-
--- Utility function to help creating many similar chains that can differ
--- in a free set of chosen parameters.
-function make_cartesian_product(parms, callback)
- return make_cartesian_product_internal(parms, callback, 1, {})
-end
-
-function make_cartesian_product_internal(parms, callback, index, args)
- if index > #parms then
- return callback(unpack(args))
- end
- local ret = {}
- for _, value in ipairs(parms[index]) do
- args[index] = value
- ret[value] = make_cartesian_product_internal(parms, callback, index + 1, args)
- end
- return ret
-end
-
-function make_sbs_input(chain, signal, deint, hq)
- local input = chain:add_live_input(not deint, deint) -- Override bounce only if not deinterlacing.
- input:connect_signal(signal)
-
- local resample_effect = nil
- local resize_effect = nil
- if (hq) then
- resample_effect = chain:add_effect(ResampleEffect.new())
- else
- resize_effect = chain:add_effect(ResizeEffect.new())
- end
- local wb_effect = chain:add_effect(WhiteBalanceEffect.new())
-
- local padding_effect = chain:add_effect(IntegralPaddingEffect.new())
-
+function make_sbs_input(scene)
return {
- input = input,
- wb_effect = wb_effect,
- resample_effect = resample_effect,
- resize_effect = resize_effect,
- padding_effect = padding_effect
+ input = scene:add_input(),
+ resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
+ wb_effect = scene:add_effect(WhiteBalanceEffect.new()),
+ padding_effect = scene:add_effect(IntegralPaddingEffect.new())
}
end
--- The main live chain.
-function make_sbs_chain(input0_type, input1_type, hq)
- local chain = EffectChain.new(16, 9)
-
- local input0 = make_sbs_input(chain, INPUT0_SIGNAL_NUM, input0_type == "livedeint", hq)
- local input1 = make_sbs_input(chain, INPUT1_SIGNAL_NUM, input1_type == "livedeint", hq)
+-- The main live scene.
+function make_sbs_scene()
+ local scene = Scene.new(16, 9)
+ local input0 = make_sbs_input(scene)
+ input0.input:display(0)
input0.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0)
+
+ local input1 = make_sbs_input(scene)
+ input1.input:display(1)
input1.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 0.0)
- chain:add_effect(OverlayEffect.new(), input0.padding_effect, input1.padding_effect)
- chain:finalize(hq)
+ scene:add_effect(OverlayEffect.new(), input0.padding_effect, input1.padding_effect)
+ scene:finalize()
return {
- chain = chain,
+ scene = scene,
input0 = input0,
input1 = input1
}
end
+local sbs_scene = make_sbs_scene()
--- Make all possible combinations of side-by-side chains.
-local sbs_chains = make_cartesian_product({
- {"live", "livedeint"}, -- input0_type
- {"live", "livedeint"}, -- input1_type
- {true, false} -- hq
-}, function(input0_type, input1_type, hq)
- return make_sbs_chain(input0_type, input1_type, hq)
-end)
-
-function make_fade_input(chain, signal, live, deint, scale)
- local input, wb_effect, resample_effect, last
- if live then
- input = chain:add_live_input(false, deint)
- input:connect_signal(signal)
- last = input
- else
- input = chain:add_effect(ImageInput.new("bg.jpeg"))
- last = input
- end
-
- -- If we cared about this for the non-main inputs, we would have
- -- checked hq here and invoked ResizeEffect instead.
- if scale then
- resample_effect = chain:add_effect(ResampleEffect.new())
- last = resample_effect
- end
-
- -- Make sure to put the white balance after the scaling (usually more efficient).
- if live then
- wb_effect = chain:add_effect(WhiteBalanceEffect.new())
- last = wb_effect
- end
-
+function make_fade_input(scene)
return {
- input = input,
- wb_effect = wb_effect,
- resample_effect = resample_effect,
- last = last
+ input = scene:add_input(),
+ resample_effect = scene:add_optional_effect(ResampleEffect.new()), -- Activated if scaling.
+ wb_effect = scene:add_optional_effect(WhiteBalanceEffect.new()) -- Activated for video inputs.
}
end
--- A chain to fade between two inputs, of which either can be a picture
--- or a live input. In practice only used live, but we still support the
--- hq parameter.
-function make_fade_chain(input0_live, input0_deint, input0_scale, input1_live, input1_deint, input1_scale, hq)
- local chain = EffectChain.new(16, 9)
-
- local input0 = make_fade_input(chain, INPUT0_SIGNAL_NUM, input0_live, input0_deint, input0_scale)
- local input1 = make_fade_input(chain, INPUT1_SIGNAL_NUM, input1_live, input1_deint, input1_scale)
-
- local mix_effect = chain:add_effect(MixEffect.new(), input0.last, input1.last)
- chain:finalize(hq)
+-- A scene to fade between two inputs, of which either can be a picture
+-- or a live input. Only used live.
+function make_fade_scene()
+ local scene = Scene.new(16, 9)
+ local input0 = make_fade_input(scene)
+ local input1 = make_fade_input(scene)
+ local mix_effect = scene:add_effect(MixEffect.new(), input0.wb_effect, input1.wb_effect)
+ scene:finalize(true) -- Only used live.
return {
- chain = chain,
+ scene = scene,
input0 = input0,
input1 = input1,
mix_effect = mix_effect
}
end
+local fade_scene = make_fade_scene()
--- Chains to fade between two inputs, in various configurations.
-local fade_chains = make_cartesian_product({
- {"static", "live", "livedeint"}, -- input0_type
- {true, false}, -- input0_scale
- {"static", "live", "livedeint"}, -- input1_type
- {true, false}, -- input1_scale
- {true} -- hq
-}, function(input0_type, input0_scale, input1_type, input1_scale, hq)
- local input0_live = (input0_type ~= "static")
- local input1_live = (input1_type ~= "static")
- local input0_deint = (input0_type == "livedeint")
- local input1_deint = (input1_type == "livedeint")
- return make_fade_chain(input0_live, input0_deint, input0_scale, input1_live, input1_deint, input1_scale, hq)
-end)
-
--- A chain to show a single input on screen.
-function make_simple_chain(input_deint, input_scale, hq)
- local chain = EffectChain.new(16, 9)
-
- local input = chain:add_live_input(false, input_deint)
- input:connect_signal(0) -- First input card. Can be changed whenever you want.
-
- local resample_effect, resize_effect
- if input_scale then
- if hq then
- resample_effect = chain:add_effect(ResampleEffect.new())
- else
- resize_effect = chain:add_effect(ResizeEffect.new())
- end
- end
-
- local wb_effect = chain:add_effect(WhiteBalanceEffect.new())
- chain:finalize(hq)
-
- return {
- chain = chain,
- input = input,
- wb_effect = wb_effect,
- resample_effect = resample_effect,
- resize_effect = resize_effect
- }
-end
-
--- Make all possible combinations of single-input chains.
-local simple_chains = make_cartesian_product({
- {"live", "livedeint"}, -- input_type
- {true, false}, -- input_scale
- {true, false} -- hq
-}, function(input_type, input_scale, hq)
- local input_deint = (input_type == "livedeint")
- return make_simple_chain(input_deint, input_scale, hq)
-end)
-
--- A chain to show a single static picture on screen (HQ version).
-local static_chain_hq = EffectChain.new(16, 9)
-local static_chain_hq_input = static_chain_hq:add_effect(ImageInput.new("bg.jpeg"))
-static_chain_hq:finalize(true)
-
--- A chain to show a single static picture on screen (LQ version).
-local static_chain_lq = EffectChain.new(16, 9)
-local static_chain_lq_input = static_chain_lq:add_effect(ImageInput.new("bg.jpeg"))
-static_chain_lq:finalize(false)
-
--- Used for indexing into the tables of chains.
-function get_input_type(signals, signal_num)
- if signal_num == STATIC_SIGNAL_NUM then
- return "static"
- elseif signals:get_interlaced(signal_num) then
- return "livedeint"
- else
- return "live"
- end
-end
-
-function needs_scale(signals, signal_num, width, height)
- if signal_num == STATIC_SIGNAL_NUM then
- -- We assume this is already correctly scaled at load time.
- return false
- end
- assert(is_plain_signal(signal_num))
- return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height)
-end
+-- A scene to show a single input on screen.
+local scene = Scene.new(16, 9)
+local simple_scene = {
+ scene = scene,
+ input = scene:add_input(),
+ resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new(), IdentityEffect.new()}),
+ wb_effect = scene:add_effect(WhiteBalanceEffect.new())
+}
+scene:finalize()
-function set_scale_parameters_if_needed(chain_or_input, width, height)
- if chain_or_input.resample_effect then
- chain_or_input.resample_effect:set_int("width", width)
- chain_or_input.resample_effect:set_int("height", height)
- elseif chain_or_input.resize_effect then
- chain_or_input.resize_effect:set_int("width", width)
- chain_or_input.resize_effect:set_int("height", height)
- end
-end
+-- A scene to show a single static picture on screen.
+local static_image = ImageInput.new("bg.jpeg") -- Also used as input to other scenes.
+local static_scene = Scene.new(16, 9)
+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.
+Nageru.set_channel_name(SBS_SIGNAL_NUM + 2, "Side-by-side")
+Nageru.set_channel_name(STATIC_SIGNAL_NUM + 2, "Static picture")
function is_plain_signal(num)
return num == INPUT0_SIGNAL_NUM or num == INPUT1_SIGNAL_NUM
end
--- 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
-
--- 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
-
--- 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
state.preview_signal_num == STATIC_SIGNAL_NUM) then
start_transition(FADE_TRANSITION, t, 1.0)
else
- -- Fades involving SBS are ignored (we have no chain for it).
+ -- Fades involving SBS are ignored (we have no scene for it).
end
end
end
state.preview_signal_num = num
end
-function get_fade_chain(state, signals, t, width, height, input_resolution)
- local input0_type = get_input_type(signals, state.transition_src_signal)
- local input0_scale = needs_scale(signals, state.transition_src_signal, width, height)
- local input1_type = get_input_type(signals, state.transition_dst_signal)
- local input1_scale = needs_scale(signals, state.transition_dst_signal, width, height)
- local chain = fade_chains[input0_type][input0_scale][input1_type][input1_scale][true]
- local prepare = function()
- if input0_type == "live" or input0_type == "livedeint" then
- chain.input0.input:connect_signal(state.transition_src_signal)
- set_neutral_color_from_signal(state, chain.input0.wb_effect, state.transition_src_signal)
- end
- set_scale_parameters_if_needed(chain.input0, width, height)
- if input1_type == "live" or input1_type == "livedeint" then
- chain.input1.input:connect_signal(state.transition_dst_signal)
- set_neutral_color_from_signal(state, chain.input1.wb_effect, state.transition_dst_signal)
+function setup_fade_input(state, input, signals, signal_num, width, height)
+ if signal_num == STATIC_SIGNAL_NUM then
+ input.input:display(static_image)
+ input.wb_effect:disable()
+
+ -- We assume this is already correctly scaled at load time.
+ input.resample_effect:disable()
+ else
+ input.input:display(signal_num)
+ input.wb_effect:enable()
+ set_neutral_color(input.wb_effect, state.neutral_colors[signal_num - INPUT0_SIGNAL_NUM + 1])
+
+ if (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) then
+ input.resample_effect:enable()
+ input.resample_effect:set_int("width", width)
+ input.resample_effect:set_int("height", height)
+ else
+ input.resample_effect:disable()
end
- set_scale_parameters_if_needed(chain.input1, width, height)
- local tt = calc_fade_progress(t, state.transition_start, state.transition_end)
+ end
+end
- chain.mix_effect:set_float("strength_first", 1.0 - tt)
- chain.mix_effect:set_float("strength_second", tt)
+function needs_scale(signals, signal_num, width, height)
+ if signal_num == STATIC_SIGNAL_NUM then
+ -- We assume this is already correctly scaled at load time.
+ return false
end
- return chain.chain, prepare
+ assert(is_plain_signal(signal_num))
+ return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height)
end
--- SBS code (live_signal_num == SBS_SIGNAL_NUM, or in a transition to/from it).
-function get_sbs_chain(signals, t, width, height, input_resolution)
- local input0_type = get_input_type(signals, INPUT0_SIGNAL_NUM)
- local input1_type = get_input_type(signals, INPUT1_SIGNAL_NUM)
- return sbs_chains[input0_type][input1_type][true]
+function setup_simple_input(state, signals, signal_num, width, height, hq)
+ simple_scene.input:display(signal_num)
+ if needs_scale(signals, signal_num, width, height) then
+ if hq then
+ simple_scene.resample_effect:choose(ResampleEffect) -- High-quality resampling.
+ else
+ 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)
+ else
+ simple_scene.resample_effect:disable() -- No scaling.
+ end
+ set_neutral_color_from_signal(state, simple_scene.wb_effect, signal_num)
end
-- API ENTRY POINT
--- Called every frame. Get the chain for displaying at input <num>,
+-- Called every frame. Get the scene for displaying at input <num>,
-- 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
-- <signals> is basically an exposed InputState, which you can use to
-- query for information about the signals at the point of the current
-- frame. In particular, you can call get_width() and get_height()
--- for any signal number, and use that to e.g. assist in chain selection.
---
--- 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.
+-- for any signal number, and use that to e.g. assist in scene selection.
--
--- 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, signals)
+-- You should return scene to use, after having set any parameters you
+-- want to set (through set_int() etc.). The parameters will be snapshot
+-- at return time and used during rendering.
+function get_scene(num, t, width, height, signals)
local input_resolution = {}
for signal_num=0,1 do
local res = {
end
input_resolution[signal_num] = res
- end
- last_resolution = input_resolution
- -- Make a (semi-shallow) copy of the current state, so that the returned prepare function
- -- is unaffected by state changes made by the UI before it is rendered.
- local state_copy = {}
- for key, value in pairs(state) do
- state_copy[key] = value
+ local text_res = signals:get_human_readable_resolution(signal_num)
+ Nageru.set_channel_name(signal_num + 2, "Input " .. (signal_num + 1) .. " (" .. text_res .. ")")
end
- state_copy.neutral_colors = { unpack(state.neutral_colors) }
if num == 0 then -- Live.
finish_transitions(t)
if state.transition_type == ZOOM_TRANSITION then
-- Transition in or out of SBS.
- local chain = get_sbs_chain(signals, t, width, height, input_resolution)
- local prepare = function()
- prepare_sbs_chain(state_copy, chain, calc_zoom_progress(state_copy, t), state_copy.transition_type, state_copy.transition_src_signal, state_copy.transition_dst_signal, width, height, input_resolution)
- end
- return chain.chain, prepare
+ prepare_sbs_scene(state, calc_zoom_progress(state, t), state.transition_type, state.transition_src_signal, state.transition_dst_signal, width, height, input_resolution, true)
+ return sbs_scene.scene
elseif state.transition_type == NO_TRANSITION and state.live_signal_num == SBS_SIGNAL_NUM then
-- Static SBS view.
- local chain = get_sbs_chain(signals, t, width, height, input_resolution)
- local prepare = function()
- prepare_sbs_chain(state_copy, chain, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution)
- end
- return chain.chain, prepare
+ prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, true)
+ return sbs_scene.scene
elseif state.transition_type == FADE_TRANSITION then
- return get_fade_chain(state_copy, signals, t, width, height, input_resolution)
+ setup_fade_input(state, fade_scene.input0, signals, state.transition_src_signal, width, height)
+ setup_fade_input(state, fade_scene.input1, signals, state.transition_dst_signal, width, height)
+
+ local tt = calc_fade_progress(t, state.transition_start, state.transition_end)
+ fade_scene.mix_effect:set_float("strength_first", 1.0 - tt)
+ fade_scene.mix_effect:set_float("strength_second", tt)
+
+ return fade_scene.scene
elseif is_plain_signal(state.live_signal_num) then
- local input_type = get_input_type(signals, state.live_signal_num)
- local input_scale = needs_scale(signals, state.live_signal_num, width, height)
- local chain = simple_chains[input_type][input_scale][true]
- local prepare = function()
- chain.input:connect_signal(state_copy.live_signal_num)
- set_scale_parameters_if_needed(chain, width, height)
- set_neutral_color_from_signal(state_copy, chain.wb_effect, state_copy.live_signal_num)
- end
- return chain.chain, prepare
+ setup_simple_input(state, signals, state.live_signal_num, width, height, true)
+ return simple_scene.scene
elseif state.live_signal_num == STATIC_SIGNAL_NUM then -- Static picture.
- local prepare = function()
- end
- return static_chain_hq, prepare
+ return static_scene
else
assert(false)
end
-- Individual preview inputs.
if is_plain_signal(num - 2) then
- local signal_num = num - 2
- local input_type = get_input_type(signals, signal_num)
- local input_scale = needs_scale(signals, signal_num, width, height)
- local chain = simple_chains[input_type][input_scale][false]
- local prepare = function()
- chain.input:connect_signal(signal_num)
- set_scale_parameters_if_needed(chain, width, height)
- set_neutral_color(chain.wb_effect, state_copy.neutral_colors[signal_num + 1])
- end
- return chain.chain, prepare
+ setup_simple_input(state, signals, num - 2, width, height, false)
+ return simple_scene.scene
end
if num == SBS_SIGNAL_NUM + 2 then
- local input0_type = get_input_type(signals, INPUT0_SIGNAL_NUM)
- local input1_type = get_input_type(signals, INPUT1_SIGNAL_NUM)
- local chain = sbs_chains[input0_type][input1_type][false]
- local prepare = function()
- prepare_sbs_chain(state_copy, chain, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution)
- end
- return chain.chain, prepare
+ prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, false)
+ return sbs_scene.scene
end
if num == STATIC_SIGNAL_NUM + 2 then
- local prepare = function()
- end
- return static_chain_lq, prepare
+ return static_scene
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
-
- padding_effect:set_int("width", screen_width)
- padding_effect:set_int("height", screen_height)
+function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
+ input.padding_effect:set_int("width", screen_width)
+ input.padding_effect:set_int("height", screen_height)
-- Cull.
if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
- if resample_effect ~= nil 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)
- else
- resize_effect:set_int("width", 1)
- resize_effect:set_int("height", 1)
- end
- padding_effect:set_int("left", screen_width + 100)
- padding_effect:set_int("top", screen_height + 100)
+ 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
+ local srcx0 = 0.0
+ local srcx1 = 1.0
+ local srcy0 = 0.0
+ local srcy1 = 1.0
+
-- Clip.
if x0 < 0 then
srcx0 = -x0 / (x1 - x0)
y1 = screen_height
end
- if resample_effect ~= nil then
- -- High-quality resampling.
+ if hq then
+ -- 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)
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))
+ 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.
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))
+ input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
+ input.padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width))
+ input.padding_effect:set_float("border_offset_top", y_subpixel_offset)
+ input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
else
-- Lower-quality simple resizing.
+ input.resample_effect:choose(ResizeEffect)
+
local width = round(x1 - x0)
local height = round(y1 - y0)
- resize_effect:set_int("width", width)
- 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.
- padding_effect:set_int("left", math.floor(x0))
- padding_effect:set_int("top", math.floor(y0))
+ input.padding_effect:set_int("left", math.floor(x0))
+ input.padding_effect:set_int("top", math.floor(y0))
+
+ -- No subpixel stuff.
+ input.padding_effect:set_float("border_offset_left", 0.0)
+ input.padding_effect:set_float("border_offset_right", 0.0)
+ input.padding_effect:set_float("border_offset_top", 0.0)
+ input.padding_effect:set_float("border_offset_bottom", 0.0)
end
end
}
end
-function prepare_sbs_chain(state, chain, t, transition_type, src_signal, dst_signal, screen_width, screen_height, input_resolution)
- chain.input0.input:connect_signal(0)
- chain.input1.input:connect_signal(1)
- set_neutral_color(chain.input0.wb_effect, state.neutral_colors[1])
- set_neutral_color(chain.input1.wb_effect, state.neutral_colors[2])
+function prepare_sbs_scene(state, t, transition_type, src_signal, dst_signal, screen_width, screen_height, input_resolution, hq)
+ set_neutral_color(sbs_scene.input0.wb_effect, state.neutral_colors[1])
+ set_neutral_color(sbs_scene.input1.wb_effect, state.neutral_colors[2])
-- First input is positioned (16,48) from top-left.
-- Second input is positioned (16,48) from the bottom-right.
end
-- NOTE: input_resolution is not 1-indexed, unlike usual Lua arrays.
- place_rectangle_with_affine(chain.input0.resample_effect, chain.input0.resize_effect, chain.input0.padding_effect, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height)
- place_rectangle_with_affine(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height)
+ place_rectangle_with_affine(sbs_scene.input0, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height, hq)
+ place_rectangle_with_affine(sbs_scene.input1, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height, hq)
end
-- Find the transformation that changes the first rectangle to the second one.
}
end
-function place_rectangle_with_affine(resample_effect, resize_effect, padding_effect, pos, aff, screen_width, screen_height, input_width, input_height)
+function place_rectangle_with_affine(input, pos, aff, screen_width, screen_height, input_width, input_height, hq)
local x0 = pos.x0 * aff.sx + aff.tx
local x1 = pos.x1 * aff.sx + aff.tx
local y0 = pos.y0 * aff.sy + aff.ty
local y1 = pos.y1 * aff.sy + aff.ty
- place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height)
+ place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq)
end
function set_neutral_color(effect, color)