static void color_grade_filter_update(void *data, obs_data_t *settings) { struct lut_filter_data *filter = data; const char *path = obs_data_get_string(settings, SETTING_IMAGE_PATH); double clut_amount = obs_data_get_double(settings, SETTING_CLUT_AMOUNT); bfree(filter->file); if (path) filter->file = bstrdup(path); obs_enter_graphics(); gs_image_file_free(&filter->image); obs_leave_graphics(); gs_image_file_init(&filter->image, path); obs_enter_graphics(); gs_image_file_init_texture(&filter->image); filter->target = filter->image.texture; filter->clut_amount = (float)clut_amount; char *effect_path = obs_module_file("color_grade_filter.effect"); gs_effect_destroy(filter->effect); filter->effect = gs_effect_create_from_file(effect_path, NULL); bfree(effect_path); obs_leave_graphics(); }
static void crop_filter_destroy(void *data) { struct crop_filter_data *filter = data; obs_enter_graphics(); gs_effect_destroy(filter->effect); obs_leave_graphics(); bfree(filter); }
static void obs_free_graphics(void) { struct obs_core_video *video = &obs->video; if (video->graphics) { gs_enter_context(video->graphics); gs_effect_destroy(video->default_effect); gs_effect_destroy(video->default_rect_effect); gs_effect_destroy(video->solid_effect); gs_effect_destroy(video->conversion_effect); video->default_effect = NULL; gs_leave_context(); gs_destroy(video->graphics); video->graphics = NULL; } }
static void chroma_key_destroy(void *data) { struct chroma_key_filter_data *filter = data; if (filter->effect) { obs_enter_graphics(); gs_effect_destroy(filter->effect); obs_leave_graphics(); } bfree(data); }
static void sharpness_destroy(void *data) { struct sharpness_data *filter = data; if (filter->effect) { obs_enter_graphics(); gs_effect_destroy(filter->effect); obs_leave_graphics(); } bfree(data); }
static void color_grade_filter_destroy(void *data) { struct lut_filter_data *filter = data; obs_enter_graphics(); gs_effect_destroy(filter->effect); gs_image_file_free(&filter->image); obs_leave_graphics(); bfree(filter->file); bfree(filter); }
static void monitor_capture_destroy(void *data) { struct monitor_capture *capture = data; obs_enter_graphics(); dc_capture_free(&capture->data); gs_effect_destroy(capture->opaque_effect); obs_leave_graphics(); bfree(capture); }
static void filter_destroy(void *data) { struct test_filter *tf = data; if (tf) { obs_enter_graphics(); gs_effect_destroy(tf->whatever); bfree(tf); obs_leave_graphics(); } }
static void ft2_source_destroy(void *data) { struct ft2_source *srcdata = data; if (srcdata->font_face != NULL) { FT_Done_Face(srcdata->font_face); srcdata->font_face = NULL; } for (uint32_t i = 0; i < num_cache_slots; i++) { if (srcdata->cacheglyphs[i] != NULL) { bfree(srcdata->cacheglyphs[i]); srcdata->cacheglyphs[i] = NULL; } } if (srcdata->font_name != NULL) bfree(srcdata->font_name); if (srcdata->font_style != NULL) bfree(srcdata->font_style); if (srcdata->text != NULL) bfree(srcdata->text); if (srcdata->texbuf != NULL) bfree(srcdata->texbuf); if (srcdata->colorbuf != NULL) bfree(srcdata->colorbuf); if (srcdata->text_file != NULL) bfree(srcdata->text_file); obs_enter_graphics(); if (srcdata->tex != NULL) { gs_texture_destroy(srcdata->tex); srcdata->tex = NULL; } if (srcdata->vbuf != NULL) { gs_vertexbuffer_destroy(srcdata->vbuf); srcdata->vbuf = NULL; } if (srcdata->draw_effect != NULL) { gs_effect_destroy(srcdata->draw_effect); srcdata->draw_effect = NULL; } obs_leave_graphics(); bfree(srcdata); }
/* * This function is called (see bottom of this file for more details) * whenever the OBS filter interface changes. So when the user is messing * with a slider this function is called to update the internal settings * in OBS, and hence the settings being passed to the CPU/GPU. */ static void color_correction_filter_update(void *data, obs_data_t *settings) { struct color_correction_filter_data *filter = data; /* Build our Gamma numbers. */ double gamma = obs_data_get_double(settings, SETTING_GAMMA); gamma = (gamma < 0.0) ? (-gamma + 1.0) : (1.0 / (gamma + 1.0)); vec3_set(&filter->gamma, (float)gamma, (float)gamma, (float)gamma); /* Build our contrast number. */ filter->contrast = (float)obs_data_get_double(settings, SETTING_CONTRAST) + 1.0f; float one_minus_con = (1.0f - filter->contrast) / 2.0f; /* Now let's build our Contrast matrix. */ filter->con_matrix = (struct matrix4) { filter->contrast, 0.0f, 0.0f, 0.0f, 0.0f, filter->contrast, 0.0f, 0.0f, 0.0f, 0.0f, filter->contrast, 0.0f, one_minus_con, one_minus_con, one_minus_con, 1.0f }; /* Build our brightness number. */ filter->brightness = (float)obs_data_get_double(settings, SETTING_BRIGHTNESS); /* * Now let's build our Brightness matrix. * Earlier (in the function color_correction_filter_create) we set * this matrix to the identity matrix, so now we only need * to set the 3 variables that have changed. */ filter->bright_matrix.t.x = filter->brightness; filter->bright_matrix.t.y = filter->brightness; filter->bright_matrix.t.z = filter->brightness; /* Build our Saturation number. */ filter->saturation = (float)obs_data_get_double(settings, SETTING_SATURATION) + 1.0f; /* Factor in the selected color weights. */ float one_minus_sat = (1.0f - filter->saturation) / 3.0f; float sat_val = one_minus_sat + filter->saturation; /* Now we build our Saturation matrix. */ filter->sat_matrix = (struct matrix4) { sat_val, one_minus_sat, one_minus_sat, 0.0f, one_minus_sat, sat_val, one_minus_sat, 0.0f, one_minus_sat, one_minus_sat, sat_val, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; /* Build our Hue number. */ filter->hue_shift = (float)obs_data_get_double(settings, SETTING_HUESHIFT); /* Build our Transparency number. */ filter->opacity = (float)obs_data_get_int(settings, SETTING_OPACITY) * 0.01f; /* Hue is the radian of 0 to 360 degrees. */ float half_angle = 0.5f * (float)(filter->hue_shift / (180.0f / M_PI)); /* Pseudo-Quaternion To Matrix. */ float rot_quad1 = root3 * (float)sin(half_angle); vec3_set(&filter->rot_quaternion, rot_quad1, rot_quad1, rot_quad1); filter->rot_quaternion_w = (float)cos(half_angle); vec3_mul(&filter->cross, &filter->rot_quaternion, &filter->rot_quaternion); vec3_mul(&filter->square, &filter->rot_quaternion, &filter->rot_quaternion); vec3_mulf(&filter->wimag, &filter->rot_quaternion, filter->rot_quaternion_w); vec3_mulf(&filter->square, &filter->square, 2.0f); vec3_sub(&filter->diag, &filter->half_unit, &filter->square); vec3_add(&filter->a_line, &filter->cross, &filter->wimag); vec3_sub(&filter->b_line, &filter->cross, &filter->wimag); /* Now we build our Hue and Opacity matrix. */ filter->hue_op_matrix = (struct matrix4) { filter->diag.x * 2.0f, filter->b_line.z * 2.0f, filter->a_line.y * 2.0f, 0.0f, filter->a_line.z * 2.0f, filter->diag.y * 2.0f, filter->b_line.x * 2.0f, 0.0f, filter->b_line.y * 2.0f, filter->a_line.x * 2.0f, filter->diag.z * 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, filter->opacity }; /* Now get the overlay color data. */ uint32_t color = (uint32_t)obs_data_get_int(settings, SETTING_COLOR); vec4_from_rgba(&filter->color, color); /* * Now let's build our Color 'overlay' matrix. * Earlier (in the function color_correction_filter_create) we set * this matrix to the identity matrix, so now we only need * to set the 6 variables that have changed. */ filter->color_matrix.x.x = filter->color.x; filter->color_matrix.y.y = filter->color.y; filter->color_matrix.z.z = filter->color.z; filter->color_matrix.t.x = filter->color.w * filter->color.x; filter->color_matrix.t.y = filter->color.w * filter->color.y; filter->color_matrix.t.z = filter->color.w * filter->color.z; /* First we apply the Contrast & Brightness matrix. */ matrix4_mul(&filter->final_matrix, &filter->bright_matrix, &filter->con_matrix); /* Now we apply the Saturation matrix. */ matrix4_mul(&filter->final_matrix, &filter->final_matrix, &filter->sat_matrix); /* Next we apply the Hue+Opacity matrix. */ matrix4_mul(&filter->final_matrix, &filter->final_matrix, &filter->hue_op_matrix); /* Lastly we apply the Color Wash matrix. */ matrix4_mul(&filter->final_matrix, &filter->final_matrix, &filter->color_matrix); } /* * Since this is C we have to be careful when destroying/removing items from * OBS. Jim has added several useful functions to help keep memory leaks to * a minimum, and handle the destruction and construction of these filters. */ static void color_correction_filter_destroy(void *data) { struct color_correction_filter_data *filter = data; if (filter->effect) { obs_enter_graphics(); gs_effect_destroy(filter->effect); obs_leave_graphics(); } bfree(data); } /* * When you apply a filter OBS creates it, and adds it to the source. OBS also * starts rendering it immediately. This function doesn't just 'create' the * filter, it also calls the render function (farther below) that contains the * actual rendering code. */ static void *color_correction_filter_create(obs_data_t *settings, obs_source_t *context) { /* * Because of limitations of pre-c99 compilers, you can't create an * array that doesn't have a known size at compile time. The below * function calculates the size needed and allocates memory to * handle the source. */ struct color_correction_filter_data *filter = bzalloc(sizeof(struct color_correction_filter_data)); /* * By default the effect file is stored in the ./data directory that * your filter resides in. */ char *effect_path = obs_module_file("color_correction_filter.effect"); filter->context = context; /* Set/clear/assign for all necessary vectors. */ vec3_set(&filter->half_unit, 0.5f, 0.5f, 0.5f); matrix4_identity(&filter->bright_matrix); matrix4_identity(&filter->color_matrix); /* Here we enter the GPU drawing/shader portion of our code. */ obs_enter_graphics(); /* Load the shader on the GPU. */ filter->effect = gs_effect_create_from_file(effect_path, NULL); /* If the filter is active pass the parameters to the filter. */ if (filter->effect) { filter->gamma_param = gs_effect_get_param_by_name( filter->effect, SETTING_GAMMA); filter->final_matrix_param = gs_effect_get_param_by_name( filter->effect, "color_matrix"); } obs_leave_graphics(); bfree(effect_path); /* * If the filter has been removed/deactivated, destroy the filter * and exit out so we don't crash OBS by telling it to update * values that don't exist anymore. */ if (!filter->effect) { color_correction_filter_destroy(filter); return NULL; } /* * It's important to call the update function here. If we don't * we could end up with the user controlled sliders and values * updating, but the visuals not updating to match. */ color_correction_filter_update(filter, settings); return filter; } /* This is where the actual rendering of the filter takes place. */ static void color_correction_filter_render(void *data, gs_effect_t *effect) { struct color_correction_filter_data *filter = data; if (!obs_source_process_filter_begin(filter->context, GS_RGBA, OBS_ALLOW_DIRECT_RENDERING)) return; /* Now pass the interface variables to the .effect file. */ gs_effect_set_vec3(filter->gamma_param, &filter->gamma); gs_effect_set_matrix4(filter->final_matrix_param, &filter->final_matrix); obs_source_process_filter_end(filter->context, filter->effect, 0, 0); UNUSED_PARAMETER(effect); } /* * This function sets the interface. the types (add_*_Slider), the type of * data collected (int), the internal name, user-facing name, minimum, * maximum and step values. While a custom interface can be built, for a * simple filter like this it's better to use the supplied functions. */ static obs_properties_t *color_correction_filter_properties(void *data) { obs_properties_t *props = obs_properties_create(); obs_properties_add_float_slider(props, SETTING_GAMMA, TEXT_GAMMA, -3.0f, 3.0f, 0.01f); obs_properties_add_float_slider(props, SETTING_CONTRAST, TEXT_CONTRAST, -2.0f, 2.0f, 0.01f); obs_properties_add_float_slider(props, SETTING_BRIGHTNESS, TEXT_BRIGHTNESS, -1.0f, 1.0f, 0.01f); obs_properties_add_float_slider(props, SETTING_SATURATION, TEXT_SATURATION, -1.0f, 5.0f, 0.01f); obs_properties_add_float_slider(props, SETTING_HUESHIFT, TEXT_HUESHIFT, -180.0f, 180.0f, 0.01f); obs_properties_add_int_slider(props, SETTING_OPACITY, TEXT_OPACITY, 0, 100, 1); obs_properties_add_color(props, SETTING_COLOR, TEXT_COLOR); UNUSED_PARAMETER(data); return props; } /* * As the functions' namesake, this provides the default settings for any * options you wish to provide a default for. Try to select defaults that * make sense to the end user, or that don't effect the data. * *NOTE* this function is completely optional, as is providing a default * for any particular setting. */ static void color_correction_filter_defaults(obs_data_t *settings) { obs_data_set_default_double(settings, SETTING_GAMMA, 0.0); obs_data_set_default_double(settings, SETTING_CONTRAST, 0.0); obs_data_set_default_double(settings, SETTING_BRIGHTNESS, 0.0); obs_data_set_default_double(settings, SETTING_SATURATION, 0.0); obs_data_set_default_double(settings, SETTING_HUESHIFT, 0.0); obs_data_set_default_double(settings, SETTING_OPACITY, 100.0); obs_data_set_default_int(settings, SETTING_COLOR, 0xFFFFFF); } /* * So how does OBS keep track of all these plug-ins/filters? How does OBS know * which function to call when it needs to update a setting? Or a source? Or * what type of source this is? * * OBS does it through the obs_source_info_struct. Notice how variables are * assigned the name of a function? Notice how the function name has the * variable name in it? While not mandatory, it helps a ton for you (and those * reading your code) to follow this convention. */ struct obs_source_info color_filter = { .id = "color_filter", .type = OBS_SOURCE_TYPE_FILTER, .output_flags = OBS_SOURCE_VIDEO, .get_name = color_correction_filter_name, .create = color_correction_filter_create, .destroy = color_correction_filter_destroy, .video_render = color_correction_filter_render, .update = color_correction_filter_update, .get_properties = color_correction_filter_properties, .get_defaults = color_correction_filter_defaults };