Esempio n. 1
0
static inline void chroma_settings_update(
		struct chroma_key_filter_data *filter, obs_data_t *settings)
{
	int64_t similarity = obs_data_get_int(settings, SETTING_SIMILARITY);
	int64_t smoothness = obs_data_get_int(settings, SETTING_SMOOTHNESS);
	int64_t spill = obs_data_get_int(settings, SETTING_SPILL);
	uint32_t key_color = (uint32_t)obs_data_get_int(settings,
			SETTING_KEY_COLOR);
	const char *key_type = obs_data_get_string(settings,
			SETTING_COLOR_TYPE);
	struct vec4 key_color_v4;
	struct matrix4 yuv_mat_m4;

	if (strcmp(key_type, "green") == 0)
		key_color = 0x00FF00;
	else if (strcmp(key_type, "blue") == 0)
		key_color = 0xFF9900;
	else if (strcmp(key_type, "magenta") == 0)
		key_color = 0xFF00FF;

	vec4_from_rgba(&filter->key_rgb, key_color | 0xFF000000);

	memcpy(&yuv_mat_m4, yuv_mat, sizeof(yuv_mat));
	vec4_transform(&key_color_v4, &filter->key_rgb, &yuv_mat_m4);
	vec2_set(&filter->chroma, key_color_v4.y, key_color_v4.z);

	filter->similarity = (float)similarity / 1000.0f;
	filter->smoothness = (float)smoothness / 1000.0f;
	filter->spill = (float)spill / 1000.0f;
}
Esempio n. 2
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static void color_filter_update(void *data, obs_data_t *settings)
{
	struct color_filter_data *filter = data;
	uint32_t color = (uint32_t)obs_data_get_int(settings, SETTING_COLOR);
	uint32_t opacity = (uint32_t)obs_data_get_int(settings,
			SETTING_OPACITY);
	double contrast = obs_data_get_double(settings, SETTING_CONTRAST);
	double brightness = obs_data_get_double(settings, SETTING_BRIGHTNESS);
	double gamma = obs_data_get_double(settings, SETTING_GAMMA);

	color &= 0xFFFFFF;
	color |= ((opacity * 255) / 100) << 24;

	vec4_from_rgba(&filter->color, color);

	contrast = (contrast < 0.0) ?
		(1.0 / (-contrast + 1.0)) : (contrast + 1.0);

	brightness *= 0.5;

	gamma = (gamma < 0.0) ? (-gamma + 1.0) : (1.0 / (gamma + 1.0));

	filter->contrast = (float)contrast;
	filter->brightness = (float)brightness;
	filter->gamma = (float)gamma;
}
Esempio n. 3
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static inline void render_display_begin(struct obs_display *display)
{
	struct vec4 clear_color;

	gs_load_swapchain(display ? display->swap : NULL);

	if (display->size_changed) {
		gs_resize(display->cx, display->cy);
		display->size_changed = false;
	}

	gs_begin_scene();

	vec4_from_rgba(&clear_color, display->background_color);
	clear_color.w = 1.0f;

	gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH | GS_CLEAR_STENCIL,
			&clear_color, 1.0f, 0);

	gs_enable_depth_test(false);
	/* gs_enable_blending(false); */
	gs_set_cull_mode(GS_NEITHER);

	gs_ortho(0.0f, (float)display->cx,
			0.0f, (float)display->cy, -100.0f, 100.0f);
	gs_set_viewport(0, 0, display->cx, display->cy);
}
Esempio n. 4
0
gs_sampler_state::gs_sampler_state(gs_device_t *device,
		const gs_sampler_info *info)
	: gs_obj (device, gs_type::gs_sampler_state),
	  info   (*info)
{
	HRESULT hr;
	vec4 v4;

	memset(&sd, 0, sizeof(sd));
	sd.AddressU       = ConvertGSAddressMode(info->address_u);
	sd.AddressV       = ConvertGSAddressMode(info->address_v);
	sd.AddressW       = ConvertGSAddressMode(info->address_w);
	sd.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
	sd.Filter         = ConvertGSFilter(info->filter);
	sd.MaxAnisotropy  = info->max_anisotropy;
	sd.MaxLOD         = FLT_MAX;

	vec4_from_rgba(&v4, info->border_color);
	memcpy(sd.BorderColor, v4.ptr, sizeof(v4));

	hr = device->device->CreateSamplerState(&sd, state.Assign());
	if (FAILED(hr))
		throw HRError("Failed to create sampler state", hr);
}
static inline void key_settings_update(
		struct color_key_filter_data *filter, obs_data_t *settings)
{
	int64_t similarity = obs_data_get_int(settings, SETTING_SIMILARITY);
	int64_t smoothness = obs_data_get_int(settings, SETTING_SMOOTHNESS);
	uint32_t key_color = (uint32_t)obs_data_get_int(settings,
			SETTING_KEY_COLOR);
	const char *key_type = obs_data_get_string(settings,
			SETTING_COLOR_TYPE);

	if (strcmp(key_type, "green") == 0)
		key_color = 0x00FF00;
	else if (strcmp(key_type, "blue") == 0)
		key_color = 0xFF0000;
	else if (strcmp(key_type, "red") == 0)
		key_color = 0x0000FF;
	else if (strcmp(key_type, "magenta") == 0)
		key_color = 0xFF00FF;

	vec4_from_rgba(&filter->key_color, key_color | 0xFF000000);

	filter->similarity = (float)similarity / 1000.0f;
	filter->smoothness = (float)smoothness / 1000.0f;
}
/*
 * 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
};