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; }
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; }
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); }
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 };