-#include <stdio.h>
+#include "theme.h"
+
+#include <assert.h>
+#include <lauxlib.h>
#include <lua.h>
#include <lualib.h>
-#include <lauxlib.h>
-#include <new>
-#include <utility>
-
+#include <movit/effect.h>
#include <movit/effect_chain.h>
-#include <movit/ycbcr_input.h>
-#include <movit/white_balance_effect.h>
-#include <movit/resample_effect.h>
-#include <movit/padding_effect.h>
+#include <movit/image_format.h>
+#include <movit/mix_effect.h>
#include <movit/overlay_effect.h>
+#include <movit/padding_effect.h>
+#include <movit/resample_effect.h>
#include <movit/resize_effect.h>
-#include <movit/mix_effect.h>
+#include <movit/white_balance_effect.h>
+#include <movit/ycbcr.h>
+#include <movit/ycbcr_input.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <cstddef>
+#include <new>
+#include <utility>
-#include "theme.h"
+namespace movit {
+class ResourcePool;
+} // namespace movit
#define WIDTH 1280 // FIXME
#define HEIGHT 720 // FIXME
ImageFormat inout_format;
inout_format.color_space = COLORSPACE_REC_709;
- // Gamma curve depends on the input signal, and we don't really get any
- // indications. A camera would be expected to do Rec. 709, but
- // I haven't checked if any do in practice. However, computers _do_ output
- // in sRGB gamma (ie., they don't convert from sRGB to Rec. 709), and
- // I wouldn't really be surprised if most non-professional cameras do, too.
- // So we pick sRGB as the least evil here.
+ // Output gamma is tricky. We should output Rec. 709 for TV, except that
+ // we expect to run with web players and others that don't really care and
+ // just output with no conversion. So that means we'll need to output sRGB,
+ // even though H.264 has no setting for that (we use “unspecified”).
inout_format.gamma_curve = GAMMA_sRGB;
if (is_main_chain) {
return 0;
}
+int Effect_set_vec3(lua_State *L)
+{
+ assert(lua_gettop(L) == 5);
+ Effect *effect = (Effect *)get_effect(L, 1);
+ size_t len;
+ const char* cstr = lua_tolstring(L, 2, &len);
+ std::string key(cstr, len);
+ float v[3];
+ v[0] = luaL_checknumber(L, 3);
+ v[1] = luaL_checknumber(L, 4);
+ v[2] = luaL_checknumber(L, 5);
+ if (!effect->set_vec3(key, v)) {
+ luaL_error(L, "Effect refused set_vec3(\"%s\", %f, %f, %f) (invalid key?)", cstr,
+ v[0], v[1], v[2]);
+ }
+ return 0;
+}
+
int Effect_set_vec4(lua_State *L)
{
assert(lua_gettop(L) == 6);
{ "new", WhiteBalanceEffect_new },
{ "set_float", Effect_set_float },
{ "set_int", Effect_set_int },
+ { "set_vec3", Effect_set_vec3 },
{ "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
{ "new", ResampleEffect_new },
{ "set_float", Effect_set_float },
{ "set_int", Effect_set_int },
+ { "set_vec3", Effect_set_vec3 },
{ "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
{ "new", PaddingEffect_new },
{ "set_float", Effect_set_float },
{ "set_int", Effect_set_int },
+ { "set_vec3", Effect_set_vec3 },
{ "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
{ "new", IntegralPaddingEffect_new },
{ "set_float", Effect_set_float },
{ "set_int", Effect_set_int },
+ { "set_vec3", Effect_set_vec3 },
{ "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
{ "new", OverlayEffect_new },
{ "set_float", Effect_set_float },
{ "set_int", Effect_set_int },
+ { "set_vec3", Effect_set_vec3 },
{ "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
{ "new", ResizeEffect_new },
{ "set_float", Effect_set_float },
{ "set_int", Effect_set_int },
+ { "set_vec3", Effect_set_vec3 },
{ "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
{ "new", MixEffect_new },
{ "set_float", Effect_set_float },
{ "set_int", Effect_set_int },
+ { "set_vec3", Effect_set_vec3 },
{ "set_vec4", Effect_set_vec4 },
{ NULL, NULL }
};
{
ImageFormat inout_format;
inout_format.color_space = COLORSPACE_sRGB;
+
+ // Gamma curve depends on the input signal, and we don't really get any
+ // indications. A camera would be expected to do Rec. 709, but
+ // I haven't checked if any do in practice. However, computers _do_ output
+ // in sRGB gamma (ie., they don't convert from sRGB to Rec. 709), and
+ // I wouldn't really be surprised if most non-professional cameras do, too.
+ // So we pick sRGB as the least evil here.
inout_format.gamma_curve = GAMMA_sRGB;
// The Blackmagic driver docs claim that the device outputs Y'CbCr
theme->connect_signal(input, signal_num);
}
-Theme::Theme(const char *filename, ResourcePool *resource_pool)
- : resource_pool(resource_pool)
+Theme::Theme(const char *filename, ResourcePool *resource_pool, unsigned num_cards)
+ : resource_pool(resource_pool), num_cards(num_cards)
{
L = luaL_newstate();
luaL_openlibs(L);
});
}
+std::string Theme::get_channel_name(unsigned channel)
+{
+ unique_lock<mutex> lock(m);
+ lua_getglobal(L, "channel_name");
+ lua_pushnumber(L, channel);
+ if (lua_pcall(L, 1, 1, 0) != 0) {
+ fprintf(stderr, "error running function `channel_nam': %s\n", lua_tostring(L, -1));
+ exit(1);
+ }
+
+ std::string ret = lua_tostring(L, -1);
+ lua_pop(L, 1);
+ assert(lua_gettop(L) == 0);
+ return ret;
+}
+
+bool Theme::get_supports_set_wb(unsigned channel)
+{
+ unique_lock<mutex> lock(m);
+ lua_getglobal(L, "supports_set_wb");
+ lua_pushnumber(L, channel);
+ if (lua_pcall(L, 1, 1, 0) != 0) {
+ fprintf(stderr, "error running function `supports_set_wb': %s\n", lua_tostring(L, -1));
+ exit(1);
+ }
+
+ bool ret = checkbool(L, -1);
+ lua_pop(L, 1);
+ assert(lua_gettop(L) == 0);
+ return ret;
+}
+
+void Theme::set_wb(unsigned channel, double r, double g, double b)
+{
+ unique_lock<mutex> lock(m);
+ lua_getglobal(L, "set_wb");
+ lua_pushnumber(L, channel);
+ lua_pushnumber(L, r);
+ lua_pushnumber(L, g);
+ lua_pushnumber(L, b);
+ if (lua_pcall(L, 4, 0, 0) != 0) {
+ fprintf(stderr, "error running function `set_wb': %s\n", lua_tostring(L, -1));
+ exit(1);
+ }
+
+ assert(lua_gettop(L) == 0);
+}
+
std::vector<std::string> Theme::get_transition_names(float t)
{
unique_lock<mutex> lock(m);
void Theme::connect_signal(YCbCrInput *input, int signal_num)
{
+ if (signal_num >= int(num_cards)) {
+ if (signals_warned_about.insert(signal_num).second) {
+ fprintf(stderr, "WARNING: Theme asked for input %d, but we only have %u card(s).\n", signal_num, num_cards);
+ fprintf(stderr, "Mapping to card %d instead.\n", signal_num % num_cards);
+ }
+ signal_num %= num_cards;
+ }
input->set_texture_num(0, input_textures[signal_num].tex_y);
input->set_texture_num(1, input_textures[signal_num].tex_cbcr);
}