-- 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 live_signal_num = 0;
-local preview_signal_num = 1;
+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_signal = 0
+local fade_dst_signal = 0
+
+local input0_neutral_color = {0.5, 0.5, 0.5}
+local input1_neutral_color = {0.5, 0.5, 0.5}
+
+local live_signal_num = 0
+local preview_signal_num = 1
+
+-- Valid values for live_signal_num and preview_signal_num.
+local INPUT0_SIGNAL_NUM = 0
+local INPUT1_SIGNAL_NUM = 1
+local SBS_SIGNAL_NUM = 2
+local STATIC_SIGNAL_NUM = 3
+
+-- “fake” signal number that signifies that we are fading from one input
+-- to the next.
+local FADE_SIGNAL_NUM = 4
+
+-- Last width/height/resolution 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 wb_effect = chain:add_effect(WhiteBalanceEffect.new())
+
+ 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 padding_effect = chain:add_effect(IntegralPaddingEffect.new())
+
+ return {
+ input = input,
+ wb_effect = wb_effect,
+ resample_effect = resample_effect,
+ resize_effect = resize_effect,
+ padding_effect = padding_effect
+ }
+end
-- 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(input0_deint, input1_deint, hq)
+ local chain = EffectChain.new(16, 9)
+
+ local input0 = make_sbs_input(chain, INPUT0_SIGNAL_NUM, input0_deint, hq)
+ local input1 = make_sbs_input(chain, INPUT1_SIGNAL_NUM, input1_deint, hq)
+
+ input0.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0)
+ 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)
+
+ return {
+ chain = chain,
+ input0 = input0,
+ input1 = input1
+ }
+end
+
+-- 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)
+ local input0_deint = (input0_type == "livedeint")
+ local input1_deint = (input1_type == "livedeint")
+ return make_sbs_chain(input0_deint, input1_deint, 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)
+ wb_effect = chain:add_effect(WhiteBalanceEffect.new())
+ input:connect_signal(signal)
+ last = wb_effect
+ 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
+
+ return {
+ input = input,
+ wb_effect = wb_effect,
+ resample_effect = resample_effect,
+ last = last
+ }
+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)
+
+ return {
+ chain = chain,
+ input0 = input0,
+ input1 = input1,
+ mix_effect = mix_effect
+ }
+end
+
+-- 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.
-local simple_chain = EffectChain.new(16, 9);
-local simple_chain_input = simple_chain:add_live_input();
-simple_chain_input:connect_signal(0); -- First input card. Can be changed whenever you want.
-simple_chain:finalize(false);
+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 wb_effect = chain:add_effect(WhiteBalanceEffect.new())
+ chain:finalize(hq)
+
+ local resample_effect, resize_effect
+ if scale then
+ if hq then
+ resample_effect = chain:add_effect(ResampleEffect.new())
+ else
+ resize_effect = chain:add_effect(ResizeEffect.new())
+ end
+ end
+
+ 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(signal_num == INPUT0_SIGNAL_NUM or signal_num == INPUT1_SIGNAL_NUM)
+ return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height)
+end
+
+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
+
+-- 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 2;
+ return 4
+end
+
+-- Helper function to write e.g. “60” or “59.94”.
+function get_frame_rate(signal_num)
+ local nom = last_resolution[signal_num].frame_rate_nom
+ local den = last_resolution[signal_num].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(signal_num)
+ if last_resolution[signal_num] then
+ if last_resolution[signal_num].height == 0 or
+ last_resolution[signal_num].height == 525 then
+ return "no signal"
+ elseif last_resolution[signal_num].interlaced then
+ return last_resolution[signal_num].height .. "i" .. get_frame_rate(signal_num)
+ else
+ return last_resolution[signal_num].height .. "p" .. get_frame_rate(signal_num)
+ end
+ else
+ return "no signal"
+ 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)
+ if channel == 2 then
+ return "Input 1 (" .. get_channel_resolution(0) .. ")"
+ elseif channel == 3 then
+ return "Input 2 (" .. get_channel_resolution(1) .. ")"
+ elseif channel == 4 then
+ return "Side-by-side"
+ elseif channel == 5 then
+ return "Static picture"
+ end
end
+-- API ENTRY POINT
+-- Returns if a given channel supports setting white balance (starting from 2).
+-- Called only once for each channel, at the start of the program.
+function supports_set_wb(channel)
+ return channel == 2 or channel == 3
+end
+
+-- API ENTRY POINT
+-- Gets called with a new gray point when the white balance is changing.
+-- The color is in linear light (not sRGB gamma).
+function set_wb(channel, red, green, blue)
+ if channel == 2 then
+ input0_neutral_color = { red, green, blue }
+ elseif channel == 3 then
+ input1_neutral_color = { red, green, blue }
+ end
+end
+
+function finish_transitions(t)
+ -- If live is SBS but de-facto single, make it so.
+ if live_signal_num == SBS_SIGNAL_NUM and t >= transition_end and zoom_dst == 1.0 then
+ live_signal_num = zoom_poi
+ end
+
+ -- If live is fade but de-facto single, make it so.
+ if live_signal_num == FADE_SIGNAL_NUM and t >= transition_end then
+ live_signal_num = fade_dst_signal
+ end
+end
+
+-- API ENTRY POINT
-- 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 == SBS_SIGNAL_NUM and t >= transition_start and t <= transition_end then
+ -- Zoom in progress.
+ return {"Cut"}
+ end
+
+ if (live_signal_num == INPUT0_SIGNAL_NUM or
+ live_signal_num == INPUT1_SIGNAL_NUM or
+ live_signal_num == STATIC_SIGNAL_NUM) and
+ (preview_signal_num == INPUT0_SIGNAL_NUM or
+ preview_signal_num == INPUT1_SIGNAL_NUM or
+ preview_signal_num == STATIC_SIGNAL_NUM) then
+ return {"Cut", "", "Fade"}
+ end
+
+ -- Various zooms.
+ if live_signal_num == SBS_SIGNAL_NUM and
+ (preview_signal_num == INPUT0_SIGNAL_NUM or preview_signal_num == INPUT1_SIGNAL_NUM) then
+ return {"Cut", "Zoom in"}
+ elseif (live_signal_num == INPUT0_SIGNAL_NUM or live_signal_num == INPUT1_SIGNAL_NUM) and
+ preview_signal_num == SBS_SIGNAL_NUM then
+ return {"Cut", "Zoom out"}
+ end
+
+ return {"Cut"}
end
function transition_clicked(num, t)
- -- Only a cut for now.
- local temp = live_signal_num;
- live_signal_num = preview_signal_num;
- preview_signal_num = temp;
+ if num == 0 then
+ -- Cut.
+ if live_signal_num == FADE_SIGNAL_NUM then
+ -- Ongoing fade; finish it immediately.
+ finish_transitions(transition_end)
+ end
+
+ local temp = live_signal_num
+ live_signal_num = preview_signal_num
+ preview_signal_num = temp
+
+ if live_signal_num == SBS_SIGNAL_NUM 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 == INPUT0_SIGNAL_NUM and preview_signal_num == INPUT1_SIGNAL_NUM) or
+ (live_signal_num == INPUT1_SIGNAL_NUM and preview_signal_num == INPUT0_SIGNAL_NUM) 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 == SBS_SIGNAL_NUM and
+ (preview_signal_num == INPUT0_SIGNAL_NUM or preview_signal_num == INPUT1_SIGNAL_NUM) 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 = SBS_SIGNAL_NUM
+ elseif (live_signal_num == INPUT0_SIGNAL_NUM or live_signal_num == INPUT1_SIGNAL_NUM) and
+ preview_signal_num == SBS_SIGNAL_NUM 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 = SBS_SIGNAL_NUM
+ end
+ elseif num == 2 then
+ finish_transitions(t)
+
+ -- Fade.
+ if (live_signal_num ~= preview_signal_num) and
+ (live_signal_num == INPUT0_SIGNAL_NUM or
+ live_signal_num == INPUT1_SIGNAL_NUM or
+ live_signal_num == STATIC_SIGNAL_NUM) and
+ (preview_signal_num == INPUT0_SIGNAL_NUM or
+ preview_signal_num == INPUT1_SIGNAL_NUM or
+ preview_signal_num == STATIC_SIGNAL_NUM) then
+ transition_start = t
+ transition_end = t + 1.0
+ fade_src_signal = live_signal_num
+ fade_dst_signal = preview_signal_num
+ preview_signal_num = live_signal_num
+ live_signal_num = FADE_SIGNAL_NUM
+ 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");
+-- API ENTRY POINT
+function channel_clicked(num)
+ preview_signal_num = num
end
+-- API ENTRY POINT
-- 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).
--
+-- <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
--
-- 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)
+function get_chain(num, t, width, height, signals)
+ local input_resolution = {}
+ for signal_num=0,1 do
+ local res = {
+ width = signals:get_width(signal_num),
+ height = signals:get_height(signal_num),
+ interlaced = signals:get_interlaced(signal_num),
+ frame_rate_nom = signals:get_frame_rate_nom(signal_num),
+ frame_rate_den = signals:get_frame_rate_den(signal_num)
+ }
+
+ if res.interlaced then
+ -- Convert height from frame height to field height.
+ -- (Needed for e.g. place_rectangle.)
+ res.height = res.height * 2
+
+ -- Show field rate instead of frame rate; really for cosmetics only
+ -- (and actually contrary to EBU recommendations, although in line
+ -- with typical user expectations).
+ res.frame_rate_nom = res.frame_rate_nom * 2
+ end
+
+ input_resolution[signal_num] = res
+ end
+ last_resolution = input_resolution
+
if num == 0 then -- Live.
+ if live_signal_num == INPUT0_SIGNAL_NUM or live_signal_num == INPUT1_SIGNAL_NUM then -- Plain input.
+ local input_type = get_input_type(signals, live_signal_num)
+ local input_scale = needs_scale(signals, live_signal_num, width, height)
+ local chain = simple_chains[input_type][input_scale][true]
+ prepare = function()
+ chain.input:connect_signal(live_signal_num)
+ set_scale_parameters_if_needed(chain, width, height)
+ set_neutral_color_from_signal(chain.wb_effect, live_signal_num)
+ end
+ return chain.chain, prepare
+ elseif live_signal_num == STATIC_SIGNAL_NUM then -- Static picture.
+ prepare = function()
+ end
+ return static_chain_hq, prepare
+ elseif live_signal_num == FADE_SIGNAL_NUM then -- Fade.
+ local input0_type = get_input_type(signals, fade_src_signal)
+ local input0_scale = needs_scale(signals, fade_src_signal, width, height)
+ local input1_type = get_input_type(signals, fade_dst_signal)
+ local input1_scale = needs_scale(signals, fade_dst_signal, width, height)
+ local chain = fade_chains[input0_type][input0_scale][input1_type][input1_scale][true]
+ prepare = function()
+ if input0_type == "live" then
+ chain.input0.input:connect_signal(fade_src_signal)
+ set_neutral_color_from_signal(chain.input0.wb_effect, fade_src_signal)
+ end
+ set_scale_parameters_if_needed(chain.input0, width, height)
+ if input1_type == "live" then
+ chain.input1.input:connect_signal(fade_dst_signal)
+ set_neutral_color_from_signal(chain.input1.wb_effect, fade_dst_signal)
+ end
+ set_scale_parameters_if_needed(chain.input1, width, height)
+ local tt = calc_fade_progress(t, transition_start, transition_end)
+
+ chain.mix_effect:set_float("strength_first", 1.0 - tt)
+ chain.mix_effect:set_float("strength_second", tt)
+ end
+ return chain.chain, prepare
+ end
+
+ -- SBS code (live_signal_num == SBS_SIGNAL_NUM).
+ local input0_type = get_input_type(signals, INPUT0_SIGNAL_NUM)
+ local input1_type = get_input_type(signals, INPUT1_SIGNAL_NUM)
+ if t > transition_end and zoom_dst == 1.0 then
+ -- Special case: Show only the single image on screen.
+ local input0_scale = needs_scale(signals, fade_src_signal, width, height)
+ local chain = simple_chains[input0_type][input0_scale][true]
+ prepare = function()
+ chain.input:connect_signal(INPUT0_SIGNAL_NUM)
+ set_scale_parameters_if_needed(chain, width, height)
+ set_neutral_color(chain.wb_effect, input0_neutral_color)
+ end
+ return chain.chain, prepare
+ end
+ local chain = sbs_chains[input0_type][input1_type][true]
prepare = function()
- prepare_sbs_chain(t, width, height);
+ if t < transition_start then
+ prepare_sbs_chain(chain, zoom_src, width, height, input_resolution)
+ elseif t > transition_end then
+ prepare_sbs_chain(chain, zoom_dst, width, height, input_resolution)
+ else
+ local tt = (t - transition_start) / (transition_end - transition_start)
+ -- Smooth it a bit.
+ tt = math.sin(tt * 3.14159265358 * 0.5)
+ prepare_sbs_chain(chain, zoom_src + (zoom_dst - zoom_src) * tt, width, height, input_resolution)
+ end
end
- return main_chain, prepare;
+ return chain.chain, prepare
end
if num == 1 then -- Preview.
+ num = preview_signal_num + 2
+ end
+
+ -- Individual preview inputs.
+ if num == INPUT0_SIGNAL_NUM + 2 then
+ local input_type = get_input_type(signals, INPUT0_SIGNAL_NUM)
+ local input_scale = needs_scale(signals, INPUT0_SIGNAL_NUM, width, height)
+ local chain = simple_chains[input_type][input_scale][false]
prepare = function()
- simple_chain_input:connect_signal(preview_signal_num);
+ chain.input:connect_signal(INPUT0_SIGNAL_NUM)
+ set_scale_parameters_if_needed(chain, width, height)
+ set_neutral_color(chain.wb_effect, input0_neutral_color)
end
- return simple_chain, prepare;
+ return chain.chain, prepare
end
- if num == 2 then
+ if num == INPUT1_SIGNAL_NUM + 2 then
+ local input_type = get_input_type(signals, INPUT1_SIGNAL_NUM)
+ local input_scale = needs_scale(signals, INPUT1_SIGNAL_NUM, width, height)
+ local chain = simple_chains[input_type][input_scale][false]
prepare = function()
- simple_chain_input:connect_signal(0);
+ chain.input:connect_signal(INPUT1_SIGNAL_NUM)
+ set_scale_parameters_if_needed(chain, width, height)
+ set_neutral_color(chain.wb_effect, input1_neutral_color)
end
- return simple_chain, prepare;
+ return chain.chain, prepare
end
- if num == 3 then
+ 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]
prepare = function()
- simple_chain_input:connect_signal(1);
+ prepare_sbs_chain(chain, 0.0, width, height, input_resolution)
end
- return simple_chain, prepare;
+ return chain.chain, prepare
+ end
+ if num == STATIC_SIGNAL_NUM + 2 then
+ prepare = function()
+ end
+ return static_chain_lq, prepare
end
end
-function place_rectangle(resample_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height)
- local srcx0 = 0.0;
- local srcx1 = 1.0;
- local srcy0 = 0.0;
- local srcy1 = 1.0;
+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
-- Cull.
if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 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);
- padding_effect:set_int("left", screen_width + 100);
- padding_effect:set_int("top", screen_height + 100);
- return;
+ 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)
+ padding_effect:set_int("left", screen_width + 100)
+ padding_effect:set_int("top", screen_height + 100)
+ 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;
+ srcx1 = (screen_width - x0) / (x1 - x0)
+ x1 = screen_width
end
if y1 > screen_height then
- srcy1 = (screen_height - y0) / (y1 - y0);
- y1 = screen_height;
+ srcy1 = (screen_height - y0) / (y1 - y0)
+ y1 = screen_height
end
- local x_subpixel_offset = x0 - math.floor(x0);
- local y_subpixel_offset = y0 - math.floor(y0);
+ 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)
- -- 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)
- -- 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))
- -- 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)
- -- 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)
- -- 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));
+ -- 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, input_resolution)
+ chain.input0.input:connect_signal(0)
+ chain.input1.input:connect_signal(1)
+ set_neutral_color(chain.input0.wb_effect, input0_neutral_color)
+ set_neutral_color(chain.input1.wb_effect, input1_neutral_color)
-- First input is positioned (16,48) from top-left.
- local width0 = round(848 * screen_width/1280.0);
- local height0 = round(width0 * 9.0 / 16.0);
+ local width0 = round(848 * screen_width/1280.0)
+ local height0 = round(width0 * 9.0 / 16.0)
- local top0 = 48 * screen_height/720.0;
- local left0 = 16 * screen_width/1280.0;
- local bottom0 = top0 + height0;
- local right0 = left0 + width0;
+ local top0 = 48 * screen_height/720.0
+ local left0 = 16 * screen_width/1280.0
+ local bottom0 = top0 + height0
+ 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 top1 = bottom1 - height1;
- local left1 = right1 - width1;
+ local bottom1 = screen_height - 48 * screen_height/720.0
+ local right1 = screen_width - 16 * screen_width/1280.0
+ local top1 = bottom1 - height1
+ local left1 = right1 - width1
-- Interpolate between the fullscreen and side-by-side views.
- local sub_t = 0.5 + 0.5 * math.cos(t * 1.0);
- local scale0 = 1.0 + sub_t * (1280.0 / 848.0 - 1.0);
- local tx0 = 0.0 + sub_t * (-left0 * scale0);
- local ty0 = 0.0 + sub_t * (-top0 * scale0);
-
- top0 = top0 * scale0 + ty0;
- bottom0 = bottom0 * scale0 + ty0;
- left0 = left0 * scale0 + tx0;
- right0 = right0 * scale0 + tx0;
-
- top1 = top1 * 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);
+ local scale0, tx0, tx0
+ if zoom_poi == INPUT0_SIGNAL_NUM 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
+ left0 = left0 * scale0 + tx0
+ right0 = right0 * scale0 + tx0
+
+ top1 = top1 * 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, input_resolution[0].width, input_resolution[0].height)
+ place_rectangle(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, left1, top1, right1, bottom1, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height)
+end
+
+function set_neutral_color(effect, color)
+ effect:set_vec3("neutral_color", color[1], color[2], color[3])
+end
+
+function set_neutral_color_from_signal(effect, signal)
+ if signal == INPUT0_SIGNAL_NUM then
+ set_neutral_color(effect, input0_neutral_color)
+ else
+ set_neutral_color(effect, input1_neutral_color)
+ end
+end
+
+function calc_fade_progress(t, transition_start, transition_end)
+ 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
+
+ -- 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))
+
+ return tt
end