local preview_signal_num = 1
-- The main live chain.
-local main_chain = EffectChain.new(16, 9)
-local input0 = main_chain:add_live_input()
-input0:connect_signal(0)
-local input1 = main_chain:add_live_input()
-input1:connect_signal(1)
-local resample_effect = main_chain:add_effect(ResampleEffect.new(), input0)
-local padding_effect = main_chain:add_effect(IntegralPaddingEffect.new())
-padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0)
-
-local resample2_effect = main_chain:add_effect(ResampleEffect.new(), input1)
--- Effect *saturation_effect = main_chain->add_effect(new SaturationEffect())
--- CHECK(saturation_effect->set_float("saturation", 0.3f))
-local wb_effect = main_chain:add_effect(WhiteBalanceEffect.new())
-wb_effect:set_float("output_color_temperature", 3500.0)
-local padding2_effect = main_chain:add_effect(IntegralPaddingEffect.new())
-
-main_chain:add_effect(OverlayEffect.new(), padding_effect, padding2_effect)
-main_chain:finalize(true)
+function make_sbs_chain(hq)
+ local chain = EffectChain.new(16, 9)
+ local input0 = chain:add_live_input()
+ input0:connect_signal(0)
+ local input1 = chain:add_live_input()
+ input1:connect_signal(1)
+
+ local resample_effect = nil
+ local resize_effect = nil
+ if (hq) then
+ resample_effect = chain:add_effect(ResampleEffect.new(), input0)
+ else
+ resize_effect = chain:add_effect(ResizeEffect.new(), input0)
+ end
+
+ local padding_effect = chain:add_effect(IntegralPaddingEffect.new())
+ padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0)
+
+ local resample2_effect = nil
+ local resize2_effect = nil
+ if (hq) then
+ resample2_effect = chain:add_effect(ResampleEffect.new(), input1)
+ else
+ resize2_effect = chain:add_effect(ResizeEffect.new(), input1)
+ end
+ -- Effect *saturation_effect = chain->add_effect(new SaturationEffect())
+ -- CHECK(saturation_effect->set_float("saturation", 0.3f))
+ local wb_effect = chain:add_effect(WhiteBalanceEffect.new())
+ wb_effect:set_float("output_color_temperature", 3500.0)
+ local padding2_effect = chain:add_effect(IntegralPaddingEffect.new())
+
+ chain:add_effect(OverlayEffect.new(), padding_effect, padding2_effect)
+ chain:finalize(hq)
+
+ return {
+ chain = chain,
+ input0 = {
+ input = input0,
+ resample_effect = resample_effect,
+ resize_effect = resize_effect,
+ padding_effect = padding_effect
+ },
+ input1 = {
+ input = input1,
+ resample_effect = resample2_effect,
+ resize_effect = resize2_effect,
+ padding_effect = padding2_effect
+ }
+ }
+end
+
+local main_chain_hq = make_sbs_chain(true)
+local main_chain_lq = make_sbs_chain(false)
-- A chain to show a single input on screen (HQ version).
local simple_chain_hq = EffectChain.new(16, 9)
-- 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 2
+ return 3
end
-- Called every frame.
end
prepare = function()
if t < zoom_start then
- prepare_sbs_chain(zoom_src, width, height)
+ prepare_sbs_chain(main_chain_hq, zoom_src, width, height)
elseif t > zoom_end then
- prepare_sbs_chain(zoom_dst, width, height)
+ prepare_sbs_chain(main_chain_hq, zoom_dst, width, height)
else
local tt = (t - zoom_start) / (zoom_end - zoom_start)
-- Smooth it a bit.
tt = math.sin(tt * 3.14159265358 * 0.5)
- prepare_sbs_chain(zoom_src + (zoom_dst - zoom_src) * tt, width, height)
+ prepare_sbs_chain(main_chain_hq, zoom_src + (zoom_dst - zoom_src) * tt, width, height)
end
end
- return main_chain, prepare
+ return main_chain_hq.chain, prepare
end
if num == 1 then -- Preview.
prepare = function()
end
return simple_chain_lq, prepare
end
+ if num == 4 then
+ prepare = function()
+ prepare_sbs_chain(main_chain_lq, 0.0, width, height)
+ end
+ return main_chain_lq.chain, prepare
+ end
end
-function place_rectangle(resample_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height)
+function place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height)
local srcx0 = 0.0
local srcx1 = 1.0
local srcy0 = 0.0
y1 = screen_height
end
- local x_subpixel_offset = x0 - math.floor(x0)
- local y_subpixel_offset = y0 - math.floor(y0)
-
- -- Resampling must be to an integral number of pixels. Round up,
- -- 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
- 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))
- 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.
- padding_effect:set_int("left", math.floor(x0))
- padding_effect:set_int("top", math.floor(y0))
-
- -- Correct _that_ discrepancy by subpixel offset in the resampling.
- resample_effect:set_float("left", -x_subpixel_offset / zoom_x)
- resample_effect:set_float("top", -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))
+ if resample_effect ~= nil then
+ -- High-quality resampling.
+ local x_subpixel_offset = x0 - math.floor(x0)
+ local y_subpixel_offset = y0 - math.floor(y0)
+
+ -- Resampling must be to an integral number of pixels. Round up,
+ -- 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
+ 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))
+ 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.
+ padding_effect:set_int("left", math.floor(x0))
+ padding_effect:set_int("top", math.floor(y0))
+
+ -- Correct _that_ discrepancy by subpixel offset in the resampling.
+ resample_effect:set_float("left", -x_subpixel_offset / zoom_x)
+ resample_effect:set_float("top", -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))
+ else
+ -- Lower-quality simple resizing.
+ local width = round(x1 - x0)
+ local height = round(y1 - y0)
+ resize_effect:set_int("width", width)
+ resize_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))
+ end
end
-- This is broken, of course (even for positive numbers), but Lua doesn't give us access to real rounding.
return math.floor(x + 0.5)
end
-function prepare_sbs_chain(t, screen_width, screen_height)
- input0:connect_signal(live_signal_num)
- input1:connect_signal(1)
+function prepare_sbs_chain(chain, t, screen_width, screen_height)
+ chain.input0.input:connect_signal(live_signal_num)
+ chain.input1.input:connect_signal(1)
-- First input is positioned (16,48) from top-left.
local width0 = round(848 * screen_width/1280.0)
bottom1 = bottom1 * scale0 + ty0
left1 = left1 * scale0 + tx0
right1 = right1 * scale0 + tx0
- place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0, screen_width, screen_height)
- place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1, screen_width, screen_height)
+ place_rectangle(chain.input0.resample_effect, chain.input0.resize_effect, chain.input0.padding_effect, left0, top0, right0, bottom0, screen_width, screen_height)
+ place_rectangle(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, left1, top1, right1, bottom1, screen_width, screen_height)
end