function make_sbs_input(scene, has_overlay)
local input = scene:add_input()
- local resample_effect = ResampleEffect.new()
- local resize_effect = ResizeEffect.new()
return {
input = input,
overlay = has_overlay and make_overlay(scene, input) or nil,
- resample_effect = resample_effect,
- resize_effect = resize_effect,
- resample_switcher = scene:add_effect({resample_effect, resize_effect}),
+ resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
wb_effect = scene:add_effect(WhiteBalanceEffect.new()),
padding_effect = scene:add_effect(IntegralPaddingEffect.new())
}
-- Cull.
if x0 > screen_width or x1 < 0.0 or y0 > screen_height or y1 < 0.0 then
- input.resample_switcher:choose(ResizeEffect) -- Low-quality resizing.
- input.resize_effect:set_int("width", 1)
- input.resize_effect:set_int("height", 1)
+ input.resample_effect:choose(ResizeEffect) -- Low-quality resizing.
+ input.resample_effect:set_int("width", 1)
+ input.resample_effect:set_int("height", 1)
input.padding_effect:set_int("left", screen_width + 100)
input.padding_effect:set_int("top", screen_height + 100)
return
if hq then
-- High-quality resampling.
- input.resample_switcher:choose(ResampleEffect)
+ local resample_effect = input.resample_effect:choose(ResampleEffect)
local x_subpixel_offset = x0 - math.floor(x0)
local y_subpixel_offset = y0 - math.floor(y0)
-- 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))
- 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)
+ resample_effect:set_float("zoom_x", zoom_x) -- Use the actual effect specialization; specific to ResampleEffect.
+ resample_effect:set_float("zoom_y", zoom_y)
+ resample_effect:set_float("zoom_center_x", 0.0)
+ resample_effect:set_float("zoom_center_y", 0.0)
-- Padding must also be to a whole-pixel offset.
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.
- 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)
+ resample_effect:set_float("left", srcx0 * input_width - x_subpixel_offset / zoom_x)
+ resample_effect:set_float("top", srcy0 * input_height - y_subpixel_offset / zoom_y)
-- Finally, adjust the border so it is exactly where we want it.
input.padding_effect:set_float("border_offset_left", x_subpixel_offset)
input.padding_effect:set_float("border_offset_bottom", y1 - (math.floor(y0) + height))
else
-- Lower-quality simple resizing.
- input.resample_switcher:choose(ResizeEffect)
+ input.resample_effect:choose(ResizeEffect)
local width = round(x1 - x0)
local height = round(y1 - y0)
- input.resize_effect:set_int("width", width)
- input.resize_effect:set_int("height", height)
+ input.resample_effect:set_int("width", width)
+ input.resample_effect:set_int("height", height)
-- Padding must also be to a whole-pixel offset.
input.padding_effect:set_int("left", math.floor(x0))