-- 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 zoom_start = -2.0
-local zoom_end = -1.0
+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
local live_signal_num = 0
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(true)
+ input0:connect_signal(0)
+ local input1 = chain:add_live_input(true)
+ 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 fade between two inputs (live chain only)
+local fade_chain_hq = EffectChain.new(16, 9)
+local fade_chain_hq_input0 = fade_chain_hq:add_live_input(true)
+local fade_chain_hq_input1 = fade_chain_hq:add_live_input(true)
+fade_chain_hq_input0:connect_signal(0)
+fade_chain_hq_input1:connect_signal(1)
+local fade_chain_mix_effect = fade_chain_hq:add_effect(MixEffect.new(), fade_chain_hq_input0, fade_chain_hq_input1)
+fade_chain_hq:finalize(true)
-- A chain to show a single input on screen (HQ version).
local simple_chain_hq = EffectChain.new(16, 9)
-local simple_chain_hq_input = simple_chain_hq:add_live_input()
-simple_chain_hq_input:connect_signal(0); -- First input card. Can be changed whenever you want.
+local simple_chain_hq_input = simple_chain_hq:add_live_input(true)
+simple_chain_hq_input:connect_signal(0) -- First input card. Can be changed whenever you want.
simple_chain_hq:finalize(true)
-- A chain to show a single input on screen (LQ version).
local simple_chain_lq = EffectChain.new(16, 9)
-local simple_chain_lq_input = simple_chain_lq:add_live_input()
-simple_chain_lq_input:connect_signal(0); -- First input card. Can be changed whenever you want.
+local simple_chain_lq_input = simple_chain_lq:add_live_input(true)
+simple_chain_lq_input:connect_signal(0) -- First input card. Can be changed whenever you want.
simple_chain_lq:finalize(false)
-- 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
+
+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 = zoom_poi
+ end
+
+ -- If live is 3 (fade) but de-facto single, make it so.
+ if live_signal_num == 3 and t >= transition_end and fade_dst == 1.0 then
+ live_signal_num = 0
+ end
+ if live_signal_num == 3 and t >= transition_end and fade_dst == 0.0 then
+ live_signal_num = 1
+ end
end
-- Called every frame.
-function get_transitions()
- return {"Cut", "Fade", "Zoom!"}
+function get_transitions(t)
+ finish_transitions(t)
+
+ if live_signal_num == preview_signal_num then
+ return {}
+ end
+
+ if live_signal_num == 2 and t >= transition_start and t <= transition_end then
+ -- Zoom in progress.
+ return {"Cut"}
+ end
+
+ if (live_signal_num == 0 and preview_signal_num == 1) or
+ (live_signal_num == 1 and preview_signal_num == 0) then
+ return {"Cut", "", "Fade"}
+ end
+
+ -- 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 or live_signal_num == 1) and preview_signal_num == 2 then
+ return {"Cut", "Zoom out"}
+ end
+
+ return {"Cut"}
end
function transition_clicked(num, t)
- -- local temp = live_signal_num
- -- live_signal_num = preview_signal_num
- -- preview_signal_num = temp
+ if num == 0 then
+ -- Cut.
+ if live_signal_num == 3 then
+ -- Ongoing fade; finish it immediately.
+ finish_transitions(transition_end)
+ end
- zoom_start = t
- zoom_end = t + 1.0
+ local temp = live_signal_num
+ live_signal_num = preview_signal_num
+ preview_signal_num = temp
- local temp = zoom_src
- zoom_src = zoom_dst
- zoom_dst = temp
+ if live_signal_num == 2 then
+ -- Just cut to SBS, we need to reset any zooms.
+ zoom_src = 1.0
+ zoom_dst = 0.0
+ transition_start = -2.0
+ transition_end = -1.0
+ end
+ elseif num == 1 then
+ -- Zoom.
+
+ finish_transitions(t)
+
+ if live_signal_num == preview_signal_num then
+ -- Nothing to do.
+ return
+ end
+
+ if (live_signal_num == 0 and preview_signal_num == 1) or
+ (live_signal_num == 1 and preview_signal_num == 0) then
+ -- We can't zoom between these. Just make a cut.
+ io.write("Cutting from " .. live_signal_num .. " to " .. live_signal_num .. "\n")
+ local temp = live_signal_num
+ live_signal_num = preview_signal_num
+ preview_signal_num = temp
+ return
+ end
+
+ 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 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 = live_signal_num
+ zoom_poi = live_signal_num
+ live_signal_num = 2
+ end
+ elseif num == 2 then
+ finish_transitions(t)
+
+ -- Fade.
+ if live_signal_num == 0 and preview_signal_num == 1 then
+ transition_start = t
+ transition_end = t + 1.0
+ fade_src = 1.0
+ fade_dst = 0.0
+ preview_signal_num = 0
+ live_signal_num = 3
+ elseif live_signal_num == 1 and preview_signal_num == 0 then
+ transition_start = t
+ transition_end = t + 1.0
+ fade_src = 0.0
+ fade_dst = 1.0
+ preview_signal_num = 1
+ live_signal_num = 3
+ else
+ -- Fades involving SBS are ignored (we have no chain for it).
+ end
+ end
end
-function channel_clicked(num, t)
- -- Presumably change the preview here.
- io.write("STUB: channel_clicked\n")
+function channel_clicked(num)
+ preview_signal_num = num
end
-- Called every frame. Get the chain 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
+-- 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
-- the output, although you can ignore them if you don't need them
-- (they're useful if you want to e.g. know what to resample by).
-- if and only if num==0.
function get_chain(num, t, width, height)
if num == 0 then -- Live.
- if t > zoom_end and zoom_dst == 1.0 then
- -- Special case: Show only the single image on screen.
+ if live_signal_num == 0 or live_signal_num == 1 then -- Plain inputs.
prepare = function()
simple_chain_hq_input:connect_signal(live_signal_num)
end
return simple_chain_hq, prepare
+ elseif live_signal_num == 3 then -- Fade.
+ prepare = function()
+ fade_chain_hq_input0:connect_signal(0)
+ fade_chain_hq_input1:connect_signal(1)
+ local tt = (t - transition_start) / (transition_end - transition_start)
+ if tt < 0.0 then
+ tt = 0.0
+ elseif tt > 1.0 then
+ tt = 1.0
+ end
+
+ tt = fade_src + tt * (fade_dst - fade_src)
+
+ -- Make the fade look maybe a tad more natural, by pumping it
+ -- through a sigmoid function.
+ tt = 10.0 * tt - 5.0
+ tt = 1.0 / (1.0 + math.exp(-tt))
+
+ fade_chain_mix_effect:set_float("strength_first", tt)
+ fade_chain_mix_effect:set_float("strength_second", 1.0 - tt)
+ end
+ return fade_chain_hq, prepare
+ end
+
+ -- SBS code (live_signal_num == 2).
+ if t > transition_end and zoom_dst == 1.0 then
+ -- Special case: Show only the single image on screen.
+ prepare = function()
+ simple_chain_hq_input:connect_signal(0)
+ end
+ return simple_chain_hq, prepare
end
prepare = function()
- if t < zoom_start then
- prepare_sbs_chain(zoom_src, width, height)
- elseif t > zoom_end then
- prepare_sbs_chain(zoom_dst, width, height)
+ if t < transition_start then
+ prepare_sbs_chain(main_chain_hq, zoom_src, width, height)
+ elseif t > transition_end then
+ prepare_sbs_chain(main_chain_hq, zoom_dst, width, height)
else
- local tt = (t - zoom_start) / (zoom_end - zoom_start)
+ local tt = (t - transition_start) / (transition_end - transition_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()
- simple_chain_lq_input:connect_signal(preview_signal_num)
- end
- return simple_chain_lq, prepare
+ num = preview_signal_num + 2
end
if num == 2 then
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, 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
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", 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))
+ 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 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)
-- First input is positioned (16,48) from top-left.
local width0 = round(848 * screen_width/1280.0)
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(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, 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