X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=nageru%2Ftheme.lua;h=0bbb7194a6eb8c2ff9151739c47fb5e55d9c12aa;hb=337e2d06624b4b46eb2e7e5365e2ece219f9f100;hp=401cbd9b842d822d74d0fbbbd2f437e630e3e95e;hpb=021fa9fa5ce103ae5843647fee3d5d1d7038d32f;p=nageru diff --git a/nageru/theme.lua b/nageru/theme.lua index 401cbd9..0bbb719 100644 --- a/nageru/theme.lua +++ b/nageru/theme.lua @@ -1,11 +1,13 @@ -- The theme is what decides what's actually shown on screen, what kind of -- transitions are available (if any), and what kind of inputs there are, -- if any. In general, it drives the entire display logic by creating Movit --- chains, setting their parameters and then deciding which to show when. +-- chains (called “scenes”), setting their parameters and then deciding which +-- to show when. -- -- 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. +-- where all the low-level details (such as texture formats) and alternatives +-- (e.g. turning scaling on or off) are handled by the C++ side and you +-- generally just build scenes. local state = { transition_start = -2.0, @@ -39,221 +41,83 @@ local FADE_TRANSITION = 2 -- 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 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 wb_effect = chain:add_effect(WhiteBalanceEffect.new()) - - local padding_effect = chain:add_effect(IntegralPaddingEffect.new()) - +function make_sbs_input(scene) + local resample_effect = ResampleEffect.new() + local resize_effect = ResizeEffect.new() return { - input = input, - wb_effect = wb_effect, + input = scene:add_input(), resample_effect = resample_effect, resize_effect = resize_effect, - padding_effect = padding_effect + resample_switcher = scene:add_effect({resample_effect, resize_effect}), + wb_effect = scene:add_effect(WhiteBalanceEffect.new()), + padding_effect = scene:add_effect(IntegralPaddingEffect.new()) } end --- The main live chain. -function make_sbs_chain(input0_type, input1_type, hq) - local chain = EffectChain.new(16, 9) - - local input0 = make_sbs_input(chain, INPUT0_SIGNAL_NUM, input0_type == "livedeint", hq) - local input1 = make_sbs_input(chain, INPUT1_SIGNAL_NUM, input1_type == "livedeint", hq) +-- The main live scene. +function make_sbs_scene() + local scene = Scene.new(16, 9) + local input0 = make_sbs_input(scene) + input0.input:display(0) input0.padding_effect:set_vec4("border_color", 0.0, 0.0, 0.0, 1.0) + + local input1 = make_sbs_input(scene) + input1.input:display(1) 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) + scene:add_effect(OverlayEffect.new(), input0.padding_effect, input1.padding_effect) + scene:finalize() return { - chain = chain, + scene = scene, input0 = input0, input1 = input1 } end +local sbs_scene = make_sbs_scene() --- 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) - return make_sbs_chain(input0_type, input1_type, 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) - input:connect_signal(signal) - last = input - 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 - - -- Make sure to put the white balance after the scaling (usually more efficient). - if live then - wb_effect = chain:add_effect(WhiteBalanceEffect.new()) - last = wb_effect - end - +function make_fade_input(scene) return { - input = input, - wb_effect = wb_effect, - resample_effect = resample_effect, - last = last + input = scene:add_input(), + resample_effect = scene:add_optional_effect(ResampleEffect.new()), -- Activated if scaling. + wb_effect = scene:add_optional_effect(WhiteBalanceEffect.new()) -- Activated for video inputs. } 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) +-- A scene to fade between two inputs, of which either can be a picture +-- or a live input. Only used live. +function make_fade_scene() + local scene = Scene.new(16, 9) + local input0 = make_fade_input(scene) + local input1 = make_fade_input(scene) + local mix_effect = scene:add_effect(MixEffect.new(), input0.wb_effect, input1.wb_effect) + scene:finalize(true) -- Only used live. return { - chain = chain, + scene = scene, input0 = input0, input1 = input1, mix_effect = mix_effect } end +local fade_scene = make_fade_scene() --- 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. -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 resample_effect, resize_effect - if input_scale then - if hq then - resample_effect = chain:add_effect(ResampleEffect.new()) - else - resize_effect = chain:add_effect(ResizeEffect.new()) - end - end - - local wb_effect = chain:add_effect(WhiteBalanceEffect.new()) - chain:finalize(hq) - - 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(is_plain_signal(signal_num)) - return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) -end +-- A scene to show a single input on screen. +local scene = Scene.new(16, 9) +local simple_scene = { + scene = scene, + input = scene:add_input(), + resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new(), IdentityEffect.new()}), + wb_effect = scene:add_effect(WhiteBalanceEffect.new()) +} +scene:finalize() -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 +-- A scene to show a single static picture on screen. +local static_image = ImageInput.new("bg.jpeg") -- Also used as input to other scenes. +local static_scene = Scene.new(16, 9) +static_scene:add_input(static_image) -- Note: Locks this input to images only. +static_scene:finalize() -- API ENTRY POINT -- Returns the number of outputs in addition to the live (0) and preview (1). @@ -492,7 +356,7 @@ function transition_clicked(num, t) state.preview_signal_num == STATIC_SIGNAL_NUM) then start_transition(FADE_TRANSITION, t, 1.0) else - -- Fades involving SBS are ignored (we have no chain for it). + -- Fades involving SBS are ignored (we have no scene for it). end end end @@ -502,40 +366,55 @@ function channel_clicked(num) state.preview_signal_num = num end -function get_fade_chain(state, signals, t, width, height, input_resolution) - local input0_type = get_input_type(signals, state.transition_src_signal) - local input0_scale = needs_scale(signals, state.transition_src_signal, width, height) - local input1_type = get_input_type(signals, state.transition_dst_signal) - local input1_scale = needs_scale(signals, state.transition_dst_signal, width, height) - local chain = fade_chains[input0_type][input0_scale][input1_type][input1_scale][true] - local prepare = function() - if input0_type == "live" or input0_type == "livedeint" then - chain.input0.input:connect_signal(state.transition_src_signal) - set_neutral_color_from_signal(state, chain.input0.wb_effect, state.transition_src_signal) - end - set_scale_parameters_if_needed(chain.input0, width, height) - if input1_type == "live" or input1_type == "livedeint" then - chain.input1.input:connect_signal(state.transition_dst_signal) - set_neutral_color_from_signal(state, chain.input1.wb_effect, state.transition_dst_signal) +function setup_fade_input(state, input, signals, signal_num, width, height) + if signal_num == STATIC_SIGNAL_NUM then + input.input:display(static_image) + input.wb_effect:disable() + + -- We assume this is already correctly scaled at load time. + input.resample_effect:disable() + else + input.input:display(signal_num) + input.wb_effect:enable() + set_neutral_color(input.wb_effect, state.neutral_colors[signal_num - INPUT0_SIGNAL_NUM + 1]) + + if (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) then + input.resample_effect:enable() + input.resample_effect:set_int("width", width) + input.resample_effect:set_int("height", height) + else + input.resample_effect:disable() end - set_scale_parameters_if_needed(chain.input1, width, height) - local tt = calc_fade_progress(t, state.transition_start, state.transition_end) + end +end - chain.mix_effect:set_float("strength_first", 1.0 - tt) - chain.mix_effect:set_float("strength_second", tt) +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 - return chain.chain, prepare + assert(is_plain_signal(signal_num)) + return (signals:get_width(signal_num) ~= width or signals:get_height(signal_num) ~= height) end --- SBS code (live_signal_num == SBS_SIGNAL_NUM, or in a transition to/from it). -function get_sbs_chain(signals, t, width, height, input_resolution) - local input0_type = get_input_type(signals, INPUT0_SIGNAL_NUM) - local input1_type = get_input_type(signals, INPUT1_SIGNAL_NUM) - return sbs_chains[input0_type][input1_type][true] +function setup_simple_input(state, signals, signal_num, width, height, hq) + simple_scene.input:display(signal_num) + if needs_scale(signals, signal_num, width, height) then + if hq then + simple_scene.resample_effect:choose_alternative(0) -- High-quality resampling (ResampleEffect) + else + simple_scene.resample_effect:choose_alternative(1) -- Low-quality resampling (ResizeEffect) + end + simple_scene.resample_effect:set_int("width", width) + simple_scene.resample_effect:set_int("height", height) + else + simple_scene.resample_effect:choose_alternative(2) -- No scaling. + end + set_neutral_color_from_signal(state, simple_scene.wb_effect, signal_num) end -- API ENTRY POINT --- Called every frame. Get the chain for displaying at input , +-- Called every frame. Get the scene for displaying at input , -- 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 -- current time in seconds. width and height are the dimensions of @@ -545,20 +424,12 @@ end -- 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. +-- for any signal number, and use that to e.g. assist in scene 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 --- it gets updated video data for the given frame. (You are allowed --- to switch which input your input is getting from between frames, --- but not calling connect_signal results in undefined behavior.) --- If you want to change any parameters in the chain, this is also --- the right place. --- --- 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, signals) +-- You should return scene to use, after having set any parameters you +-- want to set (through set_int() etc.). The parameters will be snapshot +-- at return time and used during rendering. +function get_scene(num, t, width, height, signals) local input_resolution = {} for signal_num=0,1 do local res = { @@ -586,46 +457,30 @@ function get_chain(num, t, width, height, signals) end last_resolution = input_resolution - -- Make a (semi-shallow) copy of the current state, so that the returned prepare function - -- is unaffected by state changes made by the UI before it is rendered. - local state_copy = {} - for key, value in pairs(state) do - state_copy[key] = value - end - state_copy.neutral_colors = { unpack(state.neutral_colors) } - if num == 0 then -- Live. finish_transitions(t) if state.transition_type == ZOOM_TRANSITION then -- Transition in or out of SBS. - local chain = get_sbs_chain(signals, t, width, height, input_resolution) - local prepare = function() - prepare_sbs_chain(state_copy, chain, calc_zoom_progress(state_copy, t), state_copy.transition_type, state_copy.transition_src_signal, state_copy.transition_dst_signal, width, height, input_resolution) - end - return chain.chain, prepare + prepare_sbs_scene(state, calc_zoom_progress(state, t), state.transition_type, state.transition_src_signal, state.transition_dst_signal, width, height, input_resolution, true) + return sbs_scene.scene elseif state.transition_type == NO_TRANSITION and state.live_signal_num == SBS_SIGNAL_NUM then -- Static SBS view. - local chain = get_sbs_chain(signals, t, width, height, input_resolution) - local prepare = function() - prepare_sbs_chain(state_copy, chain, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution) - end - return chain.chain, prepare + prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, true) + return sbs_scene.scene elseif state.transition_type == FADE_TRANSITION then - return get_fade_chain(state_copy, signals, t, width, height, input_resolution) + setup_fade_input(state, fade_scene.input0, signals, state.transition_src_signal, width, height) + setup_fade_input(state, fade_scene.input1, signals, state.transition_dst_signal, width, height) + + local tt = calc_fade_progress(t, state.transition_start, state.transition_end) + fade_scene.mix_effect:set_float("strength_first", 1.0 - tt) + fade_scene.mix_effect:set_float("strength_second", tt) + + return fade_scene.scene elseif is_plain_signal(state.live_signal_num) then - local input_type = get_input_type(signals, state.live_signal_num) - local input_scale = needs_scale(signals, state.live_signal_num, width, height) - local chain = simple_chains[input_type][input_scale][true] - local prepare = function() - chain.input:connect_signal(state_copy.live_signal_num) - set_scale_parameters_if_needed(chain, width, height) - set_neutral_color_from_signal(state_copy, chain.wb_effect, state_copy.live_signal_num) - end - return chain.chain, prepare + setup_simple_input(state, signals, state.live_signal_num, width, height, true) + return simple_scene.scene elseif state.live_signal_num == STATIC_SIGNAL_NUM then -- Static picture. - local prepare = function() - end - return static_chain_hq, prepare + return static_scene else assert(false) end @@ -636,58 +491,37 @@ function get_chain(num, t, width, height, signals) -- Individual preview inputs. if is_plain_signal(num - 2) then - local signal_num = num - 2 - local input_type = get_input_type(signals, signal_num) - local input_scale = needs_scale(signals, signal_num, width, height) - local chain = simple_chains[input_type][input_scale][false] - local prepare = function() - chain.input:connect_signal(signal_num) - set_scale_parameters_if_needed(chain, width, height) - set_neutral_color(chain.wb_effect, state_copy.neutral_colors[signal_num + 1]) - end - return chain.chain, prepare + setup_simple_input(state, signals, num - 2, width, height, false) + return simple_scene.scene end 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] - local prepare = function() - prepare_sbs_chain(state_copy, chain, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution) - end - return chain.chain, prepare + prepare_sbs_scene(state, 0.0, NO_TRANSITION, 0, SBS_SIGNAL_NUM, width, height, input_resolution, false) + return sbs_scene.scene end if num == STATIC_SIGNAL_NUM + 2 then - local prepare = function() - end - return static_chain_lq, prepare + return static_scene end end -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 - - padding_effect:set_int("width", screen_width) - padding_effect:set_int("height", screen_height) +function place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq) + input.padding_effect:set_int("width", screen_width) + input.padding_effect:set_int("height", screen_height) -- Cull. if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then - if resample_effect ~= nil 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) - else - resize_effect:set_int("width", 1) - resize_effect:set_int("height", 1) - end - padding_effect:set_int("left", screen_width + 100) - padding_effect:set_int("top", screen_height + 100) + input.resample_switcher:choose_alternative(1) -- Low-quality resizing. + input.resize_effect:set_int("width", 1) + input.resize_effect:set_int("height", 1) + input.padding_effect:set_int("left", screen_width + 100) + input.padding_effect:set_int("top", screen_height + 100) return end + local srcx0 = 0.0 + local srcx1 = 1.0 + local srcy0 = 0.0 + local srcy1 = 1.0 + -- Clip. if x0 < 0 then srcx0 = -x0 / (x1 - x0) @@ -706,8 +540,10 @@ function place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, y1 = screen_height end - if resample_effect ~= nil then + if hq then -- High-quality resampling. + input.resample_switcher:choose_alternative(0) + local x_subpixel_offset = x0 - math.floor(x0) local y_subpixel_offset = y0 - math.floor(y0) @@ -715,41 +551,49 @@ function place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, -- 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) + input.resample_effect:set_int("width", width) + input.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) + input.resample_effect:set_float("zoom_x", zoom_x) + input.resample_effect:set_float("zoom_y", zoom_y) + input.resample_effect:set_float("zoom_center_x", 0.0) + input.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)) + input.padding_effect:set_int("left", math.floor(x0)) + input.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) + input.resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x) + input.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)) + input.padding_effect:set_float("border_offset_left", x_subpixel_offset) + input.padding_effect:set_float("border_offset_right", x1 - (math.floor(x0) + width)) + input.padding_effect:set_float("border_offset_top", y_subpixel_offset) + input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height)) else -- Lower-quality simple resizing. + input.resample_switcher:choose_alternative(1) + local width = round(x1 - x0) local height = round(y1 - y0) - resize_effect:set_int("width", width) - resize_effect:set_int("height", height) + input.resize_effect:set_int("width", width) + input.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)) + input.padding_effect:set_int("left", math.floor(x0)) + input.padding_effect:set_int("top", math.floor(y0)) + + -- No subpixel stuff. + input.padding_effect:set_float("border_offset_left", 0.0) + input.padding_effect:set_float("border_offset_right", 0.0) + input.padding_effect:set_float("border_offset_top", 0.0) + input.padding_effect:set_float("border_offset_bottom", 0.0) end end @@ -782,11 +626,9 @@ function pos_from_top_left(x, y, width, height, screen_width, screen_height) } end -function prepare_sbs_chain(state, chain, t, transition_type, src_signal, dst_signal, 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, state.neutral_colors[1]) - set_neutral_color(chain.input1.wb_effect, state.neutral_colors[2]) +function prepare_sbs_scene(state, t, transition_type, src_signal, dst_signal, screen_width, screen_height, input_resolution, hq) + set_neutral_color(sbs_scene.input0.wb_effect, state.neutral_colors[1]) + set_neutral_color(sbs_scene.input1.wb_effect, state.neutral_colors[2]) -- First input is positioned (16,48) from top-left. -- Second input is positioned (16,48) from the bottom-right. @@ -819,8 +661,8 @@ function prepare_sbs_chain(state, chain, t, transition_type, src_signal, dst_sig end -- NOTE: input_resolution is not 1-indexed, unlike usual Lua arrays. - place_rectangle_with_affine(chain.input0.resample_effect, chain.input0.resize_effect, chain.input0.padding_effect, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height) - place_rectangle_with_affine(chain.input1.resample_effect, chain.input1.resize_effect, chain.input1.padding_effect, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height) + place_rectangle_with_affine(sbs_scene.input0, pos0, affine_param, screen_width, screen_height, input_resolution[0].width, input_resolution[0].height, hq) + place_rectangle_with_affine(sbs_scene.input1, pos1, affine_param, screen_width, screen_height, input_resolution[1].width, input_resolution[1].height, hq) end -- Find the transformation that changes the first rectangle to the second one. @@ -835,13 +677,13 @@ function find_affine_param(a, b) } end -function place_rectangle_with_affine(resample_effect, resize_effect, padding_effect, pos, aff, screen_width, screen_height, input_width, input_height) +function place_rectangle_with_affine(input, pos, aff, screen_width, screen_height, input_width, input_height, hq) local x0 = pos.x0 * aff.sx + aff.tx local x1 = pos.x1 * aff.sx + aff.tx local y0 = pos.y0 * aff.sy + aff.ty local y1 = pos.y1 * aff.sy + aff.ty - place_rectangle(resample_effect, resize_effect, padding_effect, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height) + place_rectangle(input, x0, y0, x1, y1, screen_width, screen_height, input_width, input_height, hq) end function set_neutral_color(effect, color)