# Mixer objects.
nageru_srcs += ['nageru/chroma_subsampler.cpp', 'nageru/v210_converter.cpp', 'nageru/mixer.cpp', 'nageru/pbo_frame_allocator.cpp',
- 'nageru/theme.cpp', 'nageru/image_input.cpp', 'nageru/alsa_output.cpp',
+ 'nageru/theme.cpp', 'nageru/scene.cpp', 'nageru/image_input.cpp', 'nageru/alsa_output.cpp',
'nageru/timecode_renderer.cpp', 'nageru/tweaked_inputs.cpp', 'nageru/mjpeg_encoder.cpp']
# Streaming and encoding objects (largely the set that is shared between Nageru and Kaeru).
using namespace std;
+ImageInput::ImageInput()
+ : sRGBSwitchingFlatInput({movit::COLORSPACE_sRGB, movit::GAMMA_sRGB}, movit::FORMAT_RGBA_POSTMULTIPLIED_ALPHA,
+ GL_UNSIGNED_BYTE, 1280, 720) // Resolution will be overwritten.
+{}
+
ImageInput::ImageInput(const string &filename)
: sRGBSwitchingFlatInput({movit::COLORSPACE_sRGB, movit::GAMMA_sRGB}, movit::FORMAT_RGBA_POSTMULTIPLIED_ALPHA,
GL_UNSIGNED_BYTE, 1280, 720), // Resolution will be overwritten.
// is mostly there to save startup time, not RAM).
{
lock_guard<mutex> lock(all_images_lock);
+ assert(all_images.count(pathname));
if (all_images[pathname] != current_image) {
current_image = all_images[pathname];
set_texture_num(*current_image->tex);
}
}
+void ImageInput::switch_image(const string &pathname)
+{
+#ifndef NDEBUG
+ lock_guard<mutex> lock(all_images_lock);
+ assert(all_images.count(pathname));
+#endif
+ this->pathname = pathname;
+}
+
void ImageInput::start_update_thread(QSurface *surface)
{
update_thread = thread(update_thread_func, surface);
// from disk about every second.
class ImageInput : public sRGBSwitchingFlatInput {
public:
+ // For loading images.
// NOTE: You will need to call start_update_thread() yourself, once per program.
+ struct Image {
+ unsigned width, height;
+ RefCountedTexture tex;
+ timespec last_modified;
+ };
+ static std::shared_ptr<const Image> load_image(const std::string &filename, const std::string &pathname);
+
+ // Actual members.
+
+ ImageInput(); // Construct an empty input, which can't be used until you call switch_image().
ImageInput(const std::string &filename);
std::string effect_type_id() const override { return "ImageInput"; }
void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num) override;
+ // Switch to a different image. The image must be previously loaded using load_image().
+ void switch_image(const std::string &pathname);
+
+ std::string get_pathname() const { return pathname; }
+
static void start_update_thread(QSurface *surface);
static void end_update_thread();
private:
- struct Image {
- unsigned width, height;
- RefCountedTexture tex;
- timespec last_modified;
- };
-
std::string pathname;
std::shared_ptr<const Image> current_image;
- static std::shared_ptr<const Image> load_image(const std::string &filename, const std::string &pathname);
static std::shared_ptr<const Image> load_image_raw(const std::string &pathname);
static void update_thread_func(QSurface *surface);
static std::mutex all_images_lock;
--- /dev/null
+#include <assert.h>
+extern "C" {
+#include <lauxlib.h>
+#include <lua.hpp>
+}
+
+#ifdef HAVE_CEF
+#include "cef_capture.h"
+#endif
+#include "ffmpeg_capture.h"
+#include "flags.h"
+#include "image_input.h"
+#include "input_state.h"
+#include "lua_utils.h"
+#include "scene.h"
+#include "theme.h"
+
+using namespace movit;
+using namespace std;
+
+bool display(Block *block, lua_State *L, int idx);
+
+EffectType current_type(const Block *block)
+{
+ return block->alternatives[block->currently_chosen_alternative]->effect_type;
+}
+
+int find_index_of(const Block *block, EffectType val)
+{
+ for (size_t idx = 0; idx < block->alternatives.size(); ++idx) {
+ if (block->alternatives[idx]->effect_type == val) {
+ return idx;
+ }
+ }
+ return -1;
+}
+
+Scene::Scene(Theme *theme, float aspect_nom, float aspect_denom)
+ : theme(theme), aspect_nom(aspect_nom), aspect_denom(aspect_denom), resource_pool(theme->get_resource_pool()) {}
+
+size_t Scene::compute_chain_number(bool is_main_chain) const
+{
+ assert(chains.size() > 0);
+ assert(chains.size() % 2 == 0);
+ size_t chain_number = compute_chain_number_for_block(blocks.size() - 1);
+ assert(chain_number < chains.size() / 2);
+ if (is_main_chain) {
+ chain_number += chains.size() / 2;
+ }
+ return chain_number;
+}
+
+size_t Scene::compute_chain_number_for_block(size_t block_idx) const
+{
+ Block *block = blocks[block_idx];
+ size_t chain_number;
+ if (block_idx == 0) {
+ assert(block->cardinality_base == 1);
+ chain_number = block->currently_chosen_alternative;
+ } else {
+ chain_number = compute_chain_number_for_block(block_idx - 1) + block->cardinality_base * block->currently_chosen_alternative;
+ }
+ assert(block->currently_chosen_alternative < int(block->alternatives.size()));
+ return chain_number;
+}
+
+int Scene::add_input(lua_State* L)
+{
+ assert(lua_gettop(L) == 1 || lua_gettop(L) == 2);
+ Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+
+ Block *block = new Block;
+ block->idx = chain->blocks.size();
+ if (lua_gettop(L) == 1) {
+ // No parameter given, so a flexible input.
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_YCBCR));
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_YCBCR_WITH_DEINTERLACE));
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_YCBCR_PLANAR));
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_BGRA));
+ block->alternatives.emplace_back(new EffectBlueprint(IMAGE_INPUT));
+ } else {
+ // Input of a given type. We'll specialize it here, plus connect the input as given.
+ if (lua_isnumber(L, 2)) {
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_YCBCR));
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_YCBCR_WITH_DEINTERLACE));
+#ifdef HAVE_CEF
+ } else if (luaL_testudata(L, 2, "HTMLInput")) {
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_BGRA));
+#endif
+ } else if (luaL_testudata(L, 2, "VideoInput")) {
+ FFmpegCapture *capture = *(FFmpegCapture **)luaL_checkudata(L, 2, "VideoInput");
+ if (capture->get_current_pixel_format() == bmusb::PixelFormat_8BitYCbCrPlanar) {
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_YCBCR_PLANAR));
+ } else {
+ assert(capture->get_current_pixel_format() == bmusb::PixelFormat_8BitBGRA);
+ block->alternatives.emplace_back(new EffectBlueprint(LIVE_INPUT_BGRA));
+ }
+ } else if (luaL_testudata(L, 2, "ImageInput")) {
+ block->alternatives.emplace_back(new EffectBlueprint(IMAGE_INPUT));
+ } else {
+ luaL_error(L, "add_input() called with something that's not a signal (a signal number, a HTML input, or a VideoInput)");
+ }
+ bool ok = display(block, L, 2);
+ assert(ok);
+ }
+ block->is_input = true;
+ chain->blocks.push_back(block);
+
+ return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
+}
+
+int Scene::add_effect(lua_State* L)
+{
+ assert(lua_gettop(L) >= 2);
+ Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+
+ Block *block = new Block;
+ block->idx = chain->blocks.size();
+
+ if (lua_istable(L, 2)) {
+ size_t len = lua_objlen(L, 2);
+ for (size_t i = 0; i < len; ++i) {
+ lua_rawgeti(L, 2, i + 1);
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, -1, "EffectBlueprint");
+ block->alternatives.push_back(blueprint);
+ lua_settop(L, -2);
+ }
+ } else {
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, 2, "EffectBlueprint");
+ block->alternatives.push_back(blueprint);
+ }
+
+ // Find the inputs.
+ if (lua_gettop(L) == 2) {
+ assert(!chain->blocks.empty());
+ block->inputs.push_back(chain->blocks.size() - 1);
+ } else {
+ for (int idx = 3; idx <= lua_gettop(L); ++idx) {
+ Block *input_block = nullptr;
+ if (luaL_testudata(L, idx, "Block")) {
+ input_block = *(Block **)luaL_checkudata(L, idx, "Block");
+ } else {
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, idx, "EffectBlueprint");
+
+ // Search through all the blocks to figure out which one contains this effect.
+ for (Block *block : chain->blocks) {
+ if (find(block->alternatives.begin(), block->alternatives.end(), blueprint) != block->alternatives.end()) {
+ input_block = block;
+ break;
+ }
+ }
+ if (input_block == nullptr) {
+ luaL_error(L, "Input effect in parameter #%d has not been added to this chain", idx - 1);
+ }
+ }
+ block->inputs.push_back(input_block->idx);
+ }
+ }
+
+ chain->blocks.push_back(block);
+
+ return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
+}
+
+int Scene::add_optional_effect(lua_State* L)
+{
+ assert(lua_gettop(L) >= 2);
+ Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+
+ // NOTE: We only support effects with a single parent, since that's what IdentityEffect does.
+ Block *block = new Block;
+ block->idx = chain->blocks.size();
+
+ EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, 2, "EffectBlueprint");
+ block->alternatives.push_back(blueprint);
+
+ // An IdentityEffect will be the alternative for when the effect is disabled.
+ block->alternatives.push_back(new EffectBlueprint(IDENTITY_EFFECT));
+
+ block->inputs.push_back(chain->blocks.size() - 1);
+ chain->blocks.push_back(block);
+
+ return wrap_lua_existing_object_nonowned<Block>(L, "Block", block);
+}
+
+Effect *Scene::instantiate_effects(const Block *block, size_t chain_idx, Scene::Instantiation *instantiation)
+{
+ vector<Effect *> inputs;
+ for (size_t input_idx : block->inputs) {
+ inputs.push_back(instantiate_effects(blocks[input_idx], chain_idx, instantiation));
+ }
+
+ // Find the chosen alternative for this block in this instance.
+ size_t chosen_alternative = (chain_idx / block->cardinality_base) % block->alternatives.size();
+ EffectType chosen_type = block->alternatives[chosen_alternative]->effect_type;
+
+ Effect *effect;
+ switch (chosen_type) {
+ case LIVE_INPUT_YCBCR:
+ case LIVE_INPUT_YCBCR_WITH_DEINTERLACE:
+ case LIVE_INPUT_YCBCR_PLANAR:
+ case LIVE_INPUT_BGRA: {
+ bool deinterlace = (chosen_type == LIVE_INPUT_YCBCR_WITH_DEINTERLACE);
+ bool override_bounce = !deinterlace; // For most chains, this will be fine. Reconsider if we see real problems somewhere; it's better than having the user try to understand it.
+ bmusb::PixelFormat pixel_format;
+ if (chosen_type == LIVE_INPUT_BGRA) {
+ pixel_format = bmusb::PixelFormat_8BitBGRA;
+ } else if (chosen_type == LIVE_INPUT_YCBCR_PLANAR) {
+ pixel_format = bmusb::PixelFormat_8BitYCbCrPlanar;
+ } else if (global_flags.ten_bit_input) {
+ pixel_format = bmusb::PixelFormat_10BitYCbCr;
+ } else {
+ pixel_format = bmusb::PixelFormat_8BitYCbCr;
+ }
+ LiveInputWrapper *input = new LiveInputWrapper(theme, instantiation->chain.get(), pixel_format, override_bounce, deinterlace, /*user_connectable=*/true);
+ effect = input->get_effect(); // Adds itself to the chain, so no need to call add_effect().
+ instantiation->inputs.emplace(block->idx, input);
+ break;
+ }
+ case IMAGE_INPUT: {
+ ImageInput *input = new ImageInput;
+ instantiation->chain->add_input(input);
+ instantiation->image_inputs.emplace(block->idx, input);
+ effect = input;
+ break;
+ }
+ default:
+ effect = instantiate_effect(instantiation->chain.get(), block->alternatives[chosen_alternative]->effect_type);
+ instantiation->chain->add_effect(effect, inputs);
+ break;
+ }
+ instantiation->effects.emplace(block->idx, effect);
+ return effect;
+}
+
+int Scene::finalize(lua_State* L)
+{
+ bool only_one_mode = false;
+ bool chosen_mode = false;
+ if (lua_gettop(L) == 2) {
+ only_one_mode = true;
+ chosen_mode = checkbool(L, 2);
+ } else {
+ assert(lua_gettop(L) == 1);
+ }
+ Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+ Theme *theme = get_theme_updata(L);
+
+ size_t base = 1;
+ for (Block *block : chain->blocks) {
+ block->cardinality_base = base;
+ base *= block->alternatives.size();
+ }
+
+ const size_t cardinality = base;
+ const size_t total_cardinality = cardinality * (only_one_mode ? 1 : 2);
+ if (total_cardinality > 200) {
+ print_warning(L, "The given Scene will instantiate %zu different versions. This will take a lot of time and RAM to compile; see if you could limit some options by e.g. locking the input type in some cases (by giving a fixed input to add_input()).\n",
+ total_cardinality);
+ }
+
+ Block *output_block = chain->blocks.back();
+ for (bool is_main_chain : { false, true }) {
+ for (size_t chain_idx = 0; chain_idx < cardinality; ++chain_idx) {
+ if (only_one_mode && is_main_chain != chosen_mode) {
+ chain->chains.emplace_back();
+ continue;
+ }
+
+ Scene::Instantiation instantiation;
+ instantiation.chain.reset(new EffectChain(chain->aspect_nom, chain->aspect_denom, theme->get_resource_pool()));
+ chain->instantiate_effects(output_block, chain_idx, &instantiation);
+
+ add_outputs_and_finalize(instantiation.chain.get(), is_main_chain);
+ chain->chains.emplace_back(move(instantiation));
+ }
+ }
+ return 0;
+}
+
+std::pair<movit::EffectChain *, std::function<void()>>
+Scene::get_chain(Theme *theme, lua_State *L, unsigned num, const InputState &input_state)
+{
+ // For video inputs, pick the right interlaced/progressive version
+ // based on the current state of the signals.
+ InputStateInfo info(input_state);
+ for (Block *block : blocks) {
+ if (block->is_input && block->signal_type_to_connect == Block::CONNECT_SIGNAL) {
+ EffectType chosen_type = current_type(block);
+ assert(chosen_type == LIVE_INPUT_YCBCR || chosen_type == LIVE_INPUT_YCBCR_WITH_DEINTERLACE);
+ if (info.last_interlaced[block->signal_to_connect]) {
+ block->currently_chosen_alternative = find_index_of(block, LIVE_INPUT_YCBCR_WITH_DEINTERLACE);
+ } else {
+ block->currently_chosen_alternative = find_index_of(block, LIVE_INPUT_YCBCR);
+ }
+ }
+ }
+
+ // Pick out the right chain based on the current selections,
+ // and snapshot all the set variables so that we can set them
+ // in the prepare function even if they're being changed by
+ // the Lua code later.
+ bool is_main_chain = (num == 0);
+ size_t chain_idx = compute_chain_number(is_main_chain);
+ const Scene::Instantiation &instantiation = chains[chain_idx];
+ EffectChain *effect_chain = instantiation.chain.get();
+
+ map<LiveInputWrapper *, int> signals_to_connect;
+ map<ImageInput *, string> images_to_select;
+ map<pair<Effect *, string>, int> int_to_set;
+ map<pair<Effect *, string>, float> float_to_set;
+ map<pair<Effect *, string>, array<float, 3>> vec3_to_set;
+ map<pair<Effect *, string>, array<float, 4>> vec4_to_set;
+ for (const auto &index_and_input : instantiation.inputs) {
+ Block *block = blocks[index_and_input.first];
+ EffectType chosen_type = current_type(block);
+ LiveInputWrapper *input = index_and_input.second;
+ if (chosen_type == LIVE_INPUT_YCBCR ||
+ chosen_type == LIVE_INPUT_YCBCR_WITH_DEINTERLACE ||
+ chosen_type == LIVE_INPUT_YCBCR_PLANAR ||
+ chosen_type == LIVE_INPUT_BGRA) {
+ if (block->signal_type_to_connect == Block::CONNECT_SIGNAL) {
+ signals_to_connect.emplace(input, block->signal_to_connect);
+#ifdef HAVE_CEF
+ } else if (block->signal_type_to_connect == Block::CONNECT_CEF) {
+ signals_to_connect.emplace(input, block->cef_to_connect->get_card_index());
+#endif
+ } else if (block->signal_type_to_connect == Block::CONNECT_VIDEO) {
+ signals_to_connect.emplace(input, block->video_to_connect->get_card_index());
+ } else {
+ assert(false);
+ }
+ }
+ }
+ for (const auto &index_and_input : instantiation.image_inputs) {
+ Block *block = blocks[index_and_input.first];
+ ImageInput *input = index_and_input.second;
+ if (current_type(block) == IMAGE_INPUT) {
+ images_to_select.emplace(input, block->pathname);
+ }
+ }
+ for (const auto &index_and_effect : instantiation.effects) {
+ Block *block = blocks[index_and_effect.first];
+ Effect *effect = index_and_effect.second;
+
+ // Get the effects currently set on the block.
+ if (current_type(block) != IDENTITY_EFFECT) { // Ignore settings on optional effects.
+ for (const auto &key_and_tuple : block->int_parameters) {
+ int_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ }
+ for (const auto &key_and_tuple : block->float_parameters) {
+ float_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ }
+ for (const auto &key_and_tuple : block->vec3_parameters) {
+ vec3_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ }
+ for (const auto &key_and_tuple : block->vec4_parameters) {
+ vec4_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ }
+ }
+
+ // Parameters set on the blueprint itself override those that are set for the block,
+ // so they are set afterwards.
+ if (!block->alternatives.empty()) {
+ EffectBlueprint *blueprint = block->alternatives[block->currently_chosen_alternative];
+ for (const auto &key_and_tuple : blueprint->int_parameters) {
+ int_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ }
+ for (const auto &key_and_tuple : blueprint->float_parameters) {
+ float_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ }
+ for (const auto &key_and_tuple : blueprint->vec3_parameters) {
+ vec3_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ }
+ for (const auto &key_and_tuple : blueprint->vec4_parameters) {
+ vec4_to_set.emplace(make_pair(effect, key_and_tuple.first), key_and_tuple.second);
+ }
+ }
+ }
+
+ lua_pop(L, 1);
+
+ auto setup_chain = [L, theme, signals_to_connect, images_to_select, int_to_set, float_to_set, vec3_to_set, vec4_to_set, input_state]{
+ lock_guard<mutex> lock(theme->m);
+
+ assert(theme->input_state == nullptr);
+ theme->input_state = &input_state;
+
+ // Set up state, including connecting signals.
+ for (const auto &input_and_signal : signals_to_connect) {
+ LiveInputWrapper *input = input_and_signal.first;
+ input->connect_signal_raw(input_and_signal.second, input_state);
+ }
+ for (const auto &input_and_filename : images_to_select) {
+ input_and_filename.first->switch_image(input_and_filename.second);
+ }
+ for (const auto &effect_and_key_and_value : int_to_set) {
+ Effect *effect = effect_and_key_and_value.first.first;
+ const string &key = effect_and_key_and_value.first.second;
+ const int value = effect_and_key_and_value.second;
+ if (!effect->set_int(key, value)) {
+ luaL_error(L, "Effect refused set_int(\"%s\", %d) (invalid key?)", key.c_str(), value);
+ }
+ }
+ for (const auto &effect_and_key_and_value : float_to_set) {
+ Effect *effect = effect_and_key_and_value.first.first;
+ const string &key = effect_and_key_and_value.first.second;
+ const float value = effect_and_key_and_value.second;
+ if (!effect->set_float(key, value)) {
+ luaL_error(L, "Effect refused set_float(\"%s\", %f) (invalid key?)", key.c_str(), value);
+ }
+ }
+ for (const auto &effect_and_key_and_value : vec3_to_set) {
+ Effect *effect = effect_and_key_and_value.first.first;
+ const string &key = effect_and_key_and_value.first.second;
+ const float *value = effect_and_key_and_value.second.data();
+ if (!effect->set_vec3(key, value)) {
+ luaL_error(L, "Effect refused set_vec3(\"%s\", %f, %f, %f) (invalid key?)", key.c_str(),
+ value[0], value[1], value[2]);
+ }
+ }
+ for (const auto &effect_and_key_and_value : vec4_to_set) {
+ Effect *effect = effect_and_key_and_value.first.first;
+ const string &key = effect_and_key_and_value.first.second;
+ const float *value = effect_and_key_and_value.second.data();
+ if (!effect->set_vec4(key, value)) {
+ luaL_error(L, "Effect refused set_vec4(\"%s\", %f, %f, %f, %f) (invalid key?)", key.c_str(),
+ value[0], value[1], value[2], value[3]);
+ }
+ }
+
+ theme->input_state = nullptr;
+ };
+ return make_pair(effect_chain, move(setup_chain));
+}
+
+bool display(Block *block, lua_State *L, int idx)
+{
+ if (lua_isnumber(L, idx)) {
+ Theme *theme = get_theme_updata(L);
+ int signal_idx = luaL_checknumber(L, idx);
+ block->signal_type_to_connect = Block::CONNECT_SIGNAL;
+ block->signal_to_connect = theme->map_signal(signal_idx);
+ block->currently_chosen_alternative = find_index_of(block, LIVE_INPUT_YCBCR); // Will be changed to deinterlaced at get_chain() time if needed.
+ return true;
+#ifdef HAVE_CEF
+ } else if (luaL_testudata(L, idx, "HTMLInput")) {
+ CEFCapture *capture = *(CEFCapture **)luaL_checkudata(L, idx, "HTMLInput");
+ block->signal_type_to_connect = Block::CONNECT_CEF;
+ block->cef_to_connect = capture;
+ block->currently_chosen_alternative = find_index_of(block, LIVE_INPUT_BGRA);
+ assert(capture->get_current_pixel_format() == bmusb::PixelFormat_8BitBGRA);
+ return true;
+#endif
+ } else if (luaL_testudata(L, idx, "VideoInput")) {
+ FFmpegCapture *capture = *(FFmpegCapture **)luaL_checkudata(L, idx, "VideoInput");
+ block->signal_type_to_connect = Block::CONNECT_VIDEO;
+ block->video_to_connect = capture;
+ if (capture->get_current_pixel_format() == bmusb::PixelFormat_8BitYCbCrPlanar) {
+ block->currently_chosen_alternative = find_index_of(block, LIVE_INPUT_YCBCR_PLANAR);
+ } else {
+ assert(capture->get_current_pixel_format() == bmusb::PixelFormat_8BitBGRA);
+ block->currently_chosen_alternative = find_index_of(block, LIVE_INPUT_BGRA);
+ }
+ return true;
+ } else if (luaL_testudata(L, idx, "ImageInput")) {
+ ImageInput *image = *(ImageInput **)luaL_checkudata(L, idx, "ImageInput");
+ block->signal_type_to_connect = Block::CONNECT_NONE;
+ block->currently_chosen_alternative = find_index_of(block, IMAGE_INPUT);
+ block->pathname = image->get_pathname();
+ return true;
+ } else {
+ return false;
+ }
+}
+
+int Block_display(lua_State* L)
+{
+ assert(lua_gettop(L) == 2);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+ if (!block->is_input) {
+ luaL_error(L, "display() called on something that isn't an input");
+ }
+
+ bool ok = display(block, L, 2);
+ if (!ok) {
+ luaL_error(L, "display() called with something that's not a signal (a signal number, a HTML input, or a VideoInput)");
+ }
+
+ if (block->currently_chosen_alternative == -1) {
+ luaL_error(L, "display() called on an input whose type was fixed at construction time, with a signal of different type");
+ }
+
+ return 0;
+}
+
+int Block_choose_alternative(lua_State* L)
+{
+ assert(lua_gettop(L) == 2);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+ int alternative_idx = luaL_checknumber(L, 2);
+
+ assert(alternative_idx >= 0);
+ assert(size_t(alternative_idx) < block->alternatives.size());
+ block->currently_chosen_alternative = alternative_idx;
+
+ return 0;
+}
+
+int Block_enable(lua_State *L)
+{
+ assert(lua_gettop(L) == 1);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+
+ if (block->alternatives.size() != 2 ||
+ block->alternatives[1]->effect_type != IDENTITY_EFFECT) {
+ luaL_error(L, "enable() called on something that wasn't added with add_optional_effect()");
+ }
+ block->currently_chosen_alternative = 0; // The actual effect.
+ return 0;
+}
+
+int Block_disable(lua_State *L)
+{
+ assert(lua_gettop(L) == 1);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+
+ if (block->alternatives.size() != 2 ||
+ block->alternatives[1]->effect_type != IDENTITY_EFFECT) {
+ luaL_error(L, "disable() called on something that wasn't added with add_optional_effect()");
+ }
+ block->currently_chosen_alternative = find_index_of(block, IDENTITY_EFFECT);
+ assert(block->currently_chosen_alternative != -1);
+ return 0;
+}
+
+int Block_set_int(lua_State *L)
+{
+ assert(lua_gettop(L) == 3);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+ string key = checkstdstring(L, 2);
+ float value = luaL_checknumber(L, 3);
+
+ // TODO: check validity already here, if possible?
+ block->int_parameters[key] = value;
+
+ return 0;
+}
+
+int Block_set_float(lua_State *L)
+{
+ assert(lua_gettop(L) == 3);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+ string key = checkstdstring(L, 2);
+ float value = luaL_checknumber(L, 3);
+
+ // TODO: check validity already here, if possible?
+ block->float_parameters[key] = value;
+
+ return 0;
+}
+
+int Block_set_vec3(lua_State *L)
+{
+ assert(lua_gettop(L) == 5);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+ string key = checkstdstring(L, 2);
+ array<float, 3> v;
+ v[0] = luaL_checknumber(L, 3);
+ v[1] = luaL_checknumber(L, 4);
+ v[2] = luaL_checknumber(L, 5);
+
+ // TODO: check validity already here, if possible?
+ block->vec3_parameters[key] = v;
+
+ return 0;
+}
+
+int Block_set_vec4(lua_State *L)
+{
+ assert(lua_gettop(L) == 6);
+ Block *block = *(Block **)luaL_checkudata(L, 1, "Block");
+ string key = checkstdstring(L, 2);
+ array<float, 4> v;
+ v[0] = luaL_checknumber(L, 3);
+ v[1] = luaL_checknumber(L, 4);
+ v[2] = luaL_checknumber(L, 5);
+ v[3] = luaL_checknumber(L, 6);
+
+ // TODO: check validity already here, if possible?
+ block->vec4_parameters[key] = v;
+
+ return 0;
+}
+
--- /dev/null
+#ifndef _SCENE_H
+#define _SCENE_H 1
+
+// A Scene is an equivalent of an EffectChain, but each part is not a single
+// Effect. (The name itself does not carry any specific meaning above that
+// of what an EffectChain is; it was just chosen as a more intuitive name than
+// an EffectChain when we had to change anyway.) Instead, it is a “block”,
+// which can hold one or more effect alternatives, e.g., one block could hold
+// ResizeEffect or IdentityEffect (effectively doing nothing), or many
+// different input types. On finalization, every different combination of
+// block alternatives are tried, and one EffectChain is generated for each.
+// This also goes for whether the chain is destined for preview outputs
+// (directly to screen, RGBA) or live (Y'CbCr output).
+
+#include <stddef.h>
+#include <functional>
+#include <map>
+#include <memory>
+#include <string>
+#include <vector>
+
+class CEFCapture;
+struct EffectBlueprint;
+class FFmpegCapture;
+class ImageInput;
+struct InputState;
+class LiveInputWrapper;
+class Theme;
+struct lua_State;
+
+namespace movit {
+class Effect;
+class EffectChain;
+class ResourcePool;
+} // namespace movit
+
+struct Block {
+ // Index into the parent Scene's list of blocks.
+ using Index = size_t;
+ Index idx = 0;
+
+ // Each instantiation is indexed by the chosen alternative for each block.
+ // These are combined into one big variable-base number, ranging from 0
+ // to (B_0*B_1*B_2*...*B_n)-1, where B_i is the number of alternatives for
+ // block number i and n is the index of the last block.
+ //
+ // The actual index, given alternatives A_0, A_1, A_2, ..., is given as
+ //
+ // A_0 + B_0 * (A_1 + B_1 * (A_2 + B_2 * (...)))
+ //
+ // where each A_i can of course range from 0 to B_i-1. In other words,
+ // the first block gets the lowest “bits” (or trits, or quats...) of the
+ // index number, the second block gets the ones immediately above,
+ // and so on. Thus, there are no holes in the sequence.
+ //
+ // Expanding the formula above gives the equivalent index
+ //
+ // A_0 + A_1 * B_0 + A_2 * B_0 * B_1 + A_3 * ...
+ //
+ // or
+ //
+ // A_0 * C_0 + A_1 * C_1 + A_2 * C_2 + A_3 * ...
+ //
+ // where C_0 = 0 and C_(i+1) = C_i * B_i. In other words, C_i is
+ // the product of the cardinalities of each previous effect; if we
+ // are e.g. at the third index and there have been C_2 = 3 * 5 = 15
+ // different alternatives for constructing the chain so far
+ // (with possible indexes 0..14), it is only logical that if we
+ // want three new options (B_2 = 3), we must add 0, 15 or 30 to
+ // the index. (Then the local possible indexes become 0..44 and
+ // C_3 = 45, of course.) Given an index number k, we can then get our
+ // own local “bits” of the index, giving the alternative for this
+ // block, by doing (k / 15) % 3.
+ //
+ // This specific member contains the value of C_i for this block.
+ // (B_i is alternatives.size().) Not set before finalize() has run.
+ size_t cardinality_base = 0;
+
+ std::vector<EffectBlueprint *> alternatives; // Must all have the same amount of inputs. Pointers to make things easier for Lua.
+ std::vector<Index> inputs; // One for each input of alternatives[0] (ie., typically 0 or 1, occasionally 2).
+ int currently_chosen_alternative = 0;
+ bool is_input = false;
+
+ // For LIVE_INPUT* only. We can't just always populate signal_to_connect,
+ // since when we set this, CEF and video signals may not have numbers yet.
+ // FIXME: Perhaps it would be simpler if they just did?
+ enum { CONNECT_NONE, CONNECT_SIGNAL, CONNECT_CEF, CONNECT_VIDEO } signal_type_to_connect = CONNECT_NONE;
+ int signal_to_connect = 0; // For CONNECT_SIGNAL.
+#ifdef HAVE_CEF
+ CEFCapture *cef_to_connect = nullptr; // For CONNECT_CEF.
+#endif
+ FFmpegCapture *video_to_connect = nullptr; // For CONNECT_VIDEO.
+
+ std::string pathname; // For IMAGE_INPUT only.
+
+ // Parameters to set on the effect prior to render.
+ // Will be set _before_ the ones from the EffectBlueprint, so that
+ // the latter takes priority.
+ std::map<std::string, int> int_parameters;
+ std::map<std::string, float> float_parameters;
+ std::map<std::string, std::array<float, 3>> vec3_parameters;
+ std::map<std::string, std::array<float, 4>> vec4_parameters;
+};
+
+int Block_display(lua_State* L);
+int Block_choose_alternative(lua_State* L);
+int Block_enable(lua_State *L);
+int Block_disable(lua_State *L);
+int Block_set_int(lua_State *L);
+int Block_set_float(lua_State *L);
+int Block_set_vec3(lua_State *L);
+int Block_set_vec4(lua_State *L);
+
+class Scene {
+private:
+ std::vector<Block *> blocks; // The last one represents the output node (after finalization). Pointers to make things easier for Lua.
+ struct Instantiation {
+ std::unique_ptr<movit::EffectChain> chain;
+ std::map<Block::Index, movit::Effect *> effects; // So that we can set parameters.
+ std::map<Block::Index, LiveInputWrapper *> inputs; // So that we can connect signals.
+ std::map<Block::Index, ImageInput *> image_inputs; // So that we can connect signals.
+ };
+ std::vector<Instantiation> chains; // Indexed by combination of each block's chosen alternative. See Block for information.
+
+ Theme *theme;
+ float aspect_nom, aspect_denom;
+ movit::ResourcePool *resource_pool;
+
+ movit::Effect *instantiate_effects(const Block *block, size_t chain_idx, Instantiation *instantiation);
+ size_t compute_chain_number_for_block(size_t block_idx) const;
+
+public:
+ Scene(Theme *theme, float aspect_nom, float aspect_denom);
+ size_t compute_chain_number(bool is_main_chain) const;
+
+ std::pair<movit::EffectChain *, std::function<void()>>
+ get_chain(Theme *theme, lua_State *L, unsigned num, const InputState &input_state);
+
+ static int add_input(lua_State *L);
+ static int add_effect(lua_State *L);
+ static int add_optional_effect(lua_State *L);
+ static int finalize(lua_State *L);
+};
+
+#endif // !defined(_SCENE_H)
-- 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.
--
-- This is a much simpler theme than the default theme; it only allows you to
-- switch between inputs and set white balance, no transitions or the likes.
local live_signal_num = 0
local preview_signal_num = 1
--- A chain to show a single input, with white balance. In a real example,
--- we'd probably want to support deinterlacing and high-quality scaling
--- (if the input isn't exactly what we want). However, we don't want these
--- things always on, so we'd need to generate more chains for the various
--- cases. In such a simple example, just having two is fine.
-function make_simple_chain(hq)
- local chain = EffectChain.new(16, 9)
-
- local input = chain:add_live_input(false, false) -- No deinterlacing, no bounce override.
- input:connect_signal(0) -- First input card. Can be changed whenever you want.
- local wb_effect = chain:add_effect(WhiteBalanceEffect.new())
- chain:finalize(hq)
-
- return {
- chain = chain,
- input = input,
- wb_effect = wb_effect,
- }
-end
+local img = ImageInput.new("bg.jpeg")
--- We only make two chains; one for the live view and one for the previews.
--- (Since they have different outputs, you cannot mix and match them.)
-local simple_hq_chain = make_simple_chain(true)
-local simple_lq_chain = make_simple_chain(false)
+local scene = Scene.new(16, 9)
+local input = scene:add_input()
+local wb_effect = scene:add_effect(WhiteBalanceEffect.new())
+scene:finalize()
-- API ENTRY POINT
-- Returns the number of outputs in addition to the live (0) and preview (1).
end
-- API ENTRY POINT
--- Called every frame. Get the chain for displaying at input <num>,
+-- Called every frame. Get the scene 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
-- current time in seconds. width and height are the dimensions of
-- <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
--- 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.
+-- for any signal number, and use that to e.g. assist in scene selection.
--
--- 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)
- local chain, signal_num
+-- You should return the 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 signal_num
if num == 0 then -- Live (right pane).
- chain = simple_hq_chain
signal_num = live_signal_num
elseif num == 1 then -- Preview (left pane).
- chain = simple_lq_chain
signal_num = preview_signal_num
else -- One of the two previews (bottom panes).
- chain = simple_lq_chain
signal_num = num - 2
end
- -- Make a copy of the current neutral color before returning, so that the
- -- returned prepare function is unaffected by state changes made by the UI
- -- before it is rendered.
+ if num == 3 then
+ input:display(img)
+ else
+ input:display(signal_num)
+ end
+
local color = input_neutral_color[signal_num + 1]
+ wb_effect:set_vec3("neutral_color", color[1], color[2], color[3])
- local prepare = function()
- chain.input:connect_signal(signal_num)
- chain.wb_effect:set_vec3("neutral_color", color[1], color[2], color[3])
- end
- return chain.chain, prepare
+ return scene
end
#include "input_state.h"
#include "lua_utils.h"
#include "pbo_frame_allocator.h"
+#include "scene.h"
class Mixer;
return theme->set_theme_menu(L);
}
-namespace {
-
-// Contains basically the same data as InputState, but does not hold on to
-// a reference to the frames. This is important so that we can release them
-// without having to wait for Lua's GC.
-struct InputStateInfo {
- InputStateInfo(const InputState& input_state);
-
- unsigned last_width[MAX_VIDEO_CARDS], last_height[MAX_VIDEO_CARDS];
- bool last_interlaced[MAX_VIDEO_CARDS], last_has_signal[MAX_VIDEO_CARDS], last_is_connected[MAX_VIDEO_CARDS];
- unsigned last_frame_rate_nom[MAX_VIDEO_CARDS], last_frame_rate_den[MAX_VIDEO_CARDS];
- bool has_last_subtitle[MAX_VIDEO_CARDS];
- std::string last_subtitle[MAX_VIDEO_CARDS];
-};
-
InputStateInfo::InputStateInfo(const InputState &input_state)
{
for (unsigned signal_num = 0; signal_num < MAX_VIDEO_CARDS; ++signal_num) {
}
}
-enum EffectType {
- WHITE_BALANCE_EFFECT,
- RESAMPLE_EFFECT,
- PADDING_EFFECT,
- INTEGRAL_PADDING_EFFECT,
- OVERLAY_EFFECT,
- RESIZE_EFFECT,
- MULTIPLY_EFFECT,
- MIX_EFFECT,
- LIFT_GAMMA_GAIN_EFFECT
+// An effect that does nothing.
+class IdentityEffect : public Effect {
+public:
+ IdentityEffect() {}
+ string effect_type_id() const override { return "IdentityEffect"; }
+ string output_fragment_shader() override { return read_file("identity.frag"); }
};
Effect *instantiate_effect(EffectChain *chain, EffectType effect_type)
{
switch (effect_type) {
+ case IDENTITY_EFFECT:
+ return new IdentityEffect;
case WHITE_BALANCE_EFFECT:
return new WhiteBalanceEffect;
case RESAMPLE_EFFECT:
}
}
-// An EffectBlueprint refers to an Effect before it's being added to the graph.
-// It contains enough information to instantiate the effect, including any
-// parameters that were set before it was added to the graph. Once it is
-// instantiated, it forwards its calls on to the real Effect instead.
-struct EffectBlueprint {
- EffectBlueprint(EffectType effect_type) : effect_type(effect_type) {}
-
- EffectType effect_type;
- map<string, int> int_parameters;
- map<string, float> float_parameters;
- map<string, array<float, 3>> vec3_parameters;
- map<string, array<float, 4>> vec4_parameters;
-
- Effect *effect = nullptr; // Gets filled out when it's instantiated.
-};
+namespace {
Effect *get_effect_from_blueprint(EffectChain *chain, lua_State *L, int idx)
{
EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, idx, "EffectBlueprint");
if (blueprint->effect != nullptr) {
- // NOTE: This will change in the future.
luaL_error(L, "An effect can currently only be added to one chain.\n");
}
return nullptr;
}
+} // namespace
+
bool checkbool(lua_State* L, int idx)
{
luaL_checktype(L, idx, LUA_TBOOLEAN);
return string(cstr, len);
}
+namespace {
+
+int Scene_new(lua_State* L)
+{
+ assert(lua_gettop(L) == 2);
+ Theme *theme = get_theme_updata(L);
+ int aspect_w = luaL_checknumber(L, 1);
+ int aspect_h = luaL_checknumber(L, 2);
+
+ return wrap_lua_object<Scene>(L, "Scene", theme, aspect_w, aspect_h);
+}
+
+int Scene_gc(lua_State* L)
+{
+ assert(lua_gettop(L) == 1);
+ Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+ chain->~Scene();
+ return 0;
+}
+
+} // namespace
+
void add_outputs_and_finalize(EffectChain *chain, bool is_main_chain)
{
// Add outputs as needed.
chain->finalize();
}
+namespace {
+
int EffectChain_new(lua_State* L)
{
assert(lua_gettop(L) == 2);
}
#endif
+int IdentityEffect_new(lua_State* L)
+{
+ assert(lua_gettop(L) == 0);
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", IDENTITY_EFFECT);
+}
+
int WhiteBalanceEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
{
assert(lua_gettop(L) == 2);
InputStateInfo *input_state_info = get_input_state_info(L, 1);
+
Theme *theme = get_theme_updata(L);
int signal_num = theme->map_signal(luaL_checknumber(L, 2));
lua_pushnumber(L, input_state_info->last_width[signal_num]);
return 0;
}
+const luaL_Reg Scene_funcs[] = {
+ { "new", Scene_new },
+ { "__gc", Scene_gc },
+ { "add_input", Scene::add_input },
+ { "add_effect", Scene::add_effect },
+ { "add_optional_effect", Scene::add_optional_effect },
+ { "finalize", Scene::finalize },
+ { NULL, NULL }
+};
+
+const luaL_Reg Block_funcs[] = {
+ { "display", Block_display },
+ { "choose_alternative", Block_choose_alternative },
+ { "enable", Block_enable },
+ { "disable", Block_disable },
+ { "set_int", Block_set_int },
+ { "set_float", Block_set_float },
+ { "set_vec3", Block_set_vec3 },
+ { "set_vec4", Block_set_vec4 },
+ { NULL, NULL }
+};
+
const luaL_Reg EffectBlueprint_funcs[] = {
// NOTE: No new() function; that's for the individual effects.
{ "set_int", EffectBlueprint_set_int },
// All of these are solely for new(); the returned metatable will be that of
// EffectBlueprint, and Effect (returned from add_effect()) is its own type.
+const luaL_Reg IdentityEffect_funcs[] = {
+ { "new", IdentityEffect_new },
+ { NULL, NULL }
+};
+
const luaL_Reg WhiteBalanceEffect_funcs[] = {
{ "new", WhiteBalanceEffect_new },
{ NULL, NULL }
// Set up the API we provide.
register_constants();
+ register_class("Scene", Scene_funcs);
+ register_class("Block", Block_funcs);
register_class("EffectBlueprint", EffectBlueprint_funcs);
register_class("EffectChain", EffectChain_funcs);
register_class("LiveInputWrapper", LiveInputWrapper_funcs);
register_class("ImageInput", ImageInput_funcs);
register_class("VideoInput", VideoInput_funcs);
register_class("HTMLInput", HTMLInput_funcs);
+ register_class("IdentityEffect", IdentityEffect_funcs);
register_class("WhiteBalanceEffect", WhiteBalanceEffect_funcs);
register_class("ResampleEffect", ResampleEffect_funcs);
register_class("PaddingEffect", PaddingEffect_funcs);
assert(lua_gettop(L) == 0);
}
-Theme::Chain Theme::get_chain(unsigned num, float t, unsigned width, unsigned height, const InputState &input_state)
+Theme::Chain Theme::get_chain_from_effect_chain(EffectChain *effect_chain, unsigned num, const InputState &input_state)
{
- Chain chain;
-
- lock_guard<mutex> lock(m);
- assert(lua_gettop(L) == 0);
- lua_getglobal(L, "get_chain"); /* function to be called */
- lua_pushnumber(L, num);
- lua_pushnumber(L, t);
- lua_pushnumber(L, width);
- lua_pushnumber(L, height);
- wrap_lua_object<InputStateInfo>(L, "InputStateInfo", input_state);
-
- if (lua_pcall(L, 5, 2, 0) != 0) {
- fprintf(stderr, "error running function `get_chain': %s\n", lua_tostring(L, -1));
- abort();
- }
-
- EffectChain *effect_chain = (EffectChain *)luaL_testudata(L, -2, "EffectChain");
- if (effect_chain == nullptr) {
- fprintf(stderr, "get_chain() for chain number %d did not return an EffectChain\n",
- num);
- abort();
- }
- chain.chain = effect_chain;
if (!lua_isfunction(L, -1)) {
fprintf(stderr, "Argument #-1 should be a function\n");
abort();
lua_pushvalue(L, -1);
shared_ptr<LuaRefWithDeleter> funcref(new LuaRefWithDeleter(&m, L, luaL_ref(L, LUA_REGISTRYINDEX)));
lua_pop(L, 2);
- assert(lua_gettop(L) == 0);
+ Chain chain;
+ chain.chain = effect_chain;
chain.setup_chain = [this, funcref, input_state, effect_chain]{
lock_guard<mutex> lock(m);
this->input_state = nullptr;
};
+ return chain;
+}
+
+Theme::Chain Theme::get_chain(unsigned num, float t, unsigned width, unsigned height, const InputState &input_state)
+{
+ const char *func_name = "get_scene"; // For error reporting.
+ Chain chain;
+
+ lock_guard<mutex> lock(m);
+ assert(lua_gettop(L) == 0);
+ lua_getglobal(L, "get_scene"); /* function to be called */
+ if (lua_isnil(L, -1)) {
+ // Try the pre-1.9.0 name for compatibility.
+ lua_pop(L, 1);
+ lua_getglobal(L, "get_chain");
+ func_name = "get_chain";
+ }
+ lua_pushnumber(L, num);
+ lua_pushnumber(L, t);
+ lua_pushnumber(L, width);
+ lua_pushnumber(L, height);
+ wrap_lua_object<InputStateInfo>(L, "InputStateInfo", input_state);
+
+ if (lua_pcall(L, 5, LUA_MULTRET, 0) != 0) {
+ fprintf(stderr, "error running function “%s”: %s\n", func_name, lua_tostring(L, -1));
+ abort();
+ }
+
+ if (luaL_testudata(L, -1, "Scene") != nullptr) {
+ if (lua_gettop(L) != 1) {
+ luaL_error(L, "%s() for chain number %d returned an Scene, but also other items", func_name);
+ }
+ Scene *auto_effect_chain = (Scene *)luaL_testudata(L, -1, "Scene");
+ auto chain_and_setup = auto_effect_chain->get_chain(this, L, num, input_state);
+ chain.chain = chain_and_setup.first;
+ chain.setup_chain = move(chain_and_setup.second);
+ } else if (luaL_testudata(L, -2, "EffectChain") != nullptr) {
+ // Old-style (pre-Nageru 1.9.0) return of a single chain and prepare function.
+ if (lua_gettop(L) != 2) {
+ luaL_error(L, "%s() for chain number %d returned an EffectChain, but needs to also return a prepare function (or use Scene)", func_name);
+ }
+ EffectChain *effect_chain = (EffectChain *)luaL_testudata(L, -2, "EffectChain");
+ chain = get_chain_from_effect_chain(effect_chain, num, input_state);
+ } else {
+ luaL_error(L, "%s() for chain number %d did not return an EffectChain or Scene\n", func_name, num);
+ }
+ assert(lua_gettop(L) == 0);
// TODO: Can we do better, e.g. by running setup_chain() and seeing what it references?
// Actually, setup_chain does maybe hold all the references we need now anyway?
#include <vector>
#include "bmusb/bmusb.h"
+#include "defs.h"
#include "ref_counted_frame.h"
#include "tweaked_inputs.h"
+class Scene;
class CEFCapture;
class FFmpegCapture;
class LiveInputWrapper;
class ResourcePool;
} // namespace movit
+enum EffectType {
+ // LIVE_INPUT_* also covers CEF and video inputs.
+ LIVE_INPUT_YCBCR,
+ LIVE_INPUT_YCBCR_WITH_DEINTERLACE,
+ LIVE_INPUT_YCBCR_PLANAR,
+ LIVE_INPUT_BGRA,
+ IMAGE_INPUT,
+
+ IDENTITY_EFFECT,
+ WHITE_BALANCE_EFFECT,
+ RESAMPLE_EFFECT,
+ PADDING_EFFECT,
+ INTEGRAL_PADDING_EFFECT,
+ OVERLAY_EFFECT,
+ RESIZE_EFFECT,
+ MULTIPLY_EFFECT,
+ MIX_EFFECT,
+ LIFT_GAMMA_GAIN_EFFECT
+};
+
+// An EffectBlueprint refers to an Effect before it's being added to the graph.
+// It contains enough information to instantiate the effect, including any
+// parameters that were set before it was added to the graph. Once it is
+// instantiated, it forwards its calls on to the real Effect instead.
+struct EffectBlueprint {
+ EffectBlueprint(EffectType effect_type) : effect_type(effect_type) {}
+
+ EffectType effect_type;
+ std::map<std::string, int> int_parameters;
+ std::map<std::string, float> float_parameters;
+ std::map<std::string, std::array<float, 3>> vec3_parameters;
+ std::map<std::string, std::array<float, 4>> vec4_parameters;
+
+ movit::Effect *effect = nullptr; // Gets filled out when it's instantiated.
+};
+
+// Contains basically the same data as InputState, but does not hold on to
+// a reference to the frames. This is important so that we can release them
+// without having to wait for Lua's GC.
+struct InputStateInfo {
+ explicit InputStateInfo(const InputState& input_state);
+
+ unsigned last_width[MAX_VIDEO_CARDS], last_height[MAX_VIDEO_CARDS];
+ bool last_interlaced[MAX_VIDEO_CARDS], last_has_signal[MAX_VIDEO_CARDS], last_is_connected[MAX_VIDEO_CARDS];
+ unsigned last_frame_rate_nom[MAX_VIDEO_CARDS], last_frame_rate_den[MAX_VIDEO_CARDS];
+ bool has_last_subtitle[MAX_VIDEO_CARDS];
+ std::string last_subtitle[MAX_VIDEO_CARDS];
+};
+
class Theme {
public:
Theme(const std::string &filename, const std::vector<std::string> &search_dirs, movit::ResourcePool *resource_pool, unsigned num_cards);
void register_constants();
void register_class(const char *class_name, const luaL_Reg *funcs);
int set_theme_menu(lua_State *L);
+ Chain get_chain_from_effect_chain(movit::EffectChain *effect_chain, unsigned num, const InputState &input_state);
std::string theme_path;
std::function<void()> theme_menu_callback;
friend class LiveInputWrapper;
+ friend class Scene;
friend int ThemeMenu_set(lua_State *L);
};
bool user_connectable;
};
+// Utility functions used by Scene.
+void add_outputs_and_finalize(movit::EffectChain *chain, bool is_main_chain);
+Theme *get_theme_updata(lua_State* L);
+bool checkbool(lua_State* L, int idx);
+std::string checkstdstring(lua_State *L, int index);
+movit::Effect *instantiate_effect(movit::EffectChain *chain, EffectType effect_type);
+void print_warning(lua_State* L, const char *format, ...);
+
#endif // !defined(_THEME_H)
-- 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,
-- 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).
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
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 <num>,
+-- Called every frame. Get the scene 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
-- current time in seconds. width and height are the dimensions of
-- <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.
+-- 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 = {
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
-- 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)
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)
-- 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
}
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.
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.
}
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)