-- 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.
-io.write("hello from lua\n")
local transition_start = -2.0
local transition_end = -1.0
local zoom_src = 0.0
local zoom_dst = 1.0
+local zoom_poi = 0 -- which input to zoom in on
local fade_src = 0.0
local fade_dst = 1.0
function finish_transitions(t)
-- If live is 2 (SBS) but de-facto single, make it so.
if live_signal_num == 2 and t >= transition_end and zoom_dst == 1.0 then
- live_signal_num = 0
+ live_signal_num = zoom_poi
end
-- If live is 3 (fade) but de-facto single, make it so.
return {"Cut", "", "Fade"}
end
- if live_signal_num == 2 and preview_signal_num == 1 then
- -- Zoom-out not supported here yet.
- return {"Cut"}
- end
-
- if live_signal_num == 2 and preview_signal_num == 0 then
+ -- Various zooms.
+ if live_signal_num == 2 and (preview_signal_num == 0 or preview_signal_num == 1) then
return {"Cut", "Zoom in"}
- elseif live_signal_num == 0 and preview_signal_num == 2 then
+ elseif (live_signal_num == 0 or live_signal_num == 1) and preview_signal_num == 2 then
return {"Cut", "Zoom out"}
end
return
end
- if live_signal_num == 2 and preview_signal_num == 1 then
- io.write("NOT SUPPORTED YET\n")
- return
- end
-
- if live_signal_num == 2 and preview_signal_num == 0 then
+ if live_signal_num == 2 and (preview_signal_num == 0 or preview_signal_num == 1) then
-- Zoom in from SBS to single.
transition_start = t
transition_end = t + 1.0
zoom_src = 0.0
zoom_dst = 1.0
+ zoom_poi = preview_signal_num
preview_signal_num = 2
- elseif live_signal_num == 0 and preview_signal_num == 2 then
+ elseif (live_signal_num == 0 or live_signal_num == 1) and preview_signal_num == 2 then
-- Zoom out from single to SBS.
transition_start = t
transition_end = t + 1.0
zoom_src = 1.0
zoom_dst = 0.0
- preview_signal_num = 0
+ preview_signal_num = live_signal_num
+ zoom_poi = live_signal_num
live_signal_num = 2
end
elseif num == 2 then
end
end
-function place_rectangle(resample_effect, resize_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, input_width, input_height)
local srcx0 = 0.0
local srcx1 = 1.0
local srcy0 = 0.0
return
end
- -- Clip. (TODO: Clip on upper/left sides, too.)
+ -- Clip.
+ if x0 < 0 then
+ srcx0 = -x0 / (x1 - x0)
+ x0 = 0
+ end
+ if y0 < 0 then
+ srcy0 = -y0 / (y1 - y0)
+ y0 = 0
+ end
if x1 > screen_width then
srcx1 = (screen_width - x0) / (x1 - x0)
x1 = screen_width
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)
+ 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)
return math.floor(x + 0.5)
end
+function lerp(a, b, t)
+ return a + (b - a) * t
+end
+
function prepare_sbs_chain(chain, t, screen_width, screen_height)
chain.input0.input:connect_signal(0)
chain.input1.input:connect_signal(1)
local right0 = left0 + width0
-- Second input is positioned (16,48) from the bottom-right.
- local width1 = 384 * screen_width/1280.0
- local height1 = 216 * screen_height/720.0
+ local width1 = round(384 * screen_width/1280.0)
+ local height1 = round(216 * screen_height/720.0)
local bottom1 = screen_height - 48 * screen_height/720.0
local right1 = screen_width - 16 * screen_width/1280.0
local left1 = right1 - width1
-- Interpolate between the fullscreen and side-by-side views.
- local scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0)
- local tx0 = 0.0 + t * (-left0 * scale0)
- local ty0 = 0.0 + t * (-top0 * scale0)
+ local scale0, tx0, tx0
+ if zoom_poi == 0 then
+ local new_left0 = lerp(left0, 0, t)
+ local new_right0 = lerp(right0, screen_width, t)
+ local new_top0 = lerp(top0, 0, t)
+ local new_bottom0 = lerp(bottom0, screen_height, t)
+
+ scale0 = (new_right0 - new_left0) / width0 -- Same vertically and horizonally.
+ tx0 = new_left0 - left0 * scale0
+ ty0 = new_top0 - top0 * scale0
+ else
+ local new_left1 = lerp(left1, 0, t)
+ local new_right1 = lerp(right1, screen_width, t)
+ local new_top1 = lerp(top1, 0, t)
+ local new_bottom1 = lerp(bottom1, screen_height, t)
+
+ scale0 = (new_right1 - new_left1) / width1 -- Same vertically and horizonally.
+ tx0 = new_left1 - left1 * scale0
+ ty0 = new_top1 - top1 * scale0
+ end
top0 = top0 * scale0 + ty0
bottom0 = bottom0 * scale0 + ty0
bottom1 = bottom1 * scale0 + ty0
left1 = left1 * scale0 + tx0
right1 = right1 * scale0 + tx0
- 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)
+ place_rectangle(chain.input0.resample_effect, chain.input0.resize_effect, chain.input0.padding_effect, left0, top0, right0, bottom0, screen_width, screen_height, 1280, 720)
+ place_rectangle(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, left1, top1, right1, bottom1, screen_width, screen_height, 1280, 720)
end