mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-10 22:05:06 +00:00
filter-sdf-effects: Fix black border and add inverse gradient shadow
Sources were rendering with a black border around them if they had a soft fade, which is due to how the shadow calculated the image sample. With the new shader code this is now fixed and the source looks like it should be. Additionally this removes the bug where enabling any shadow would cause only the texels to draw that were above the threshold. Additionally this adds support for inverse gradients (min > max) and negative gradients for outer shadows instead of only positive gradients. This technically allows for cleaner shadows.
This commit is contained in:
parent
a699016c61
commit
7cf3e17b9b
4 changed files with 290 additions and 114 deletions
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@ -1,3 +1,31 @@
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// 2D Signed Distance Field Generator
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//
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// This will produce an approximated Signed Distance Field on the fly.
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// Version 1.0:
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// - Inputs:
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// - _image: Source Image
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// - _size: Size of SDF Frame
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// - _sdf: Last SDF Frame
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// - _threshold: Alpha Threshold
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// - Output:
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// - float4
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// - R: If outside, distance to nearest wall, otherwise 0.
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// - G: If inside, distance to nearest wall, otherwise 0.
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// - BA: UV coordinates of nearest wall.
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//
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// Version 1.1:
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// - See Version 1.0
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// - Adjusted R, G to be 0..1 range, multiply by 65536.0 to get proper results.
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// -------------------------------------------------------------------------------- //
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// Defines
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#define MAX_DISTANCE 65536.0
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#define NEAR_INFINITE 18446744073709551616.0
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#define RANGE 4
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// -------------------------------------------------------------------------------- //
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// OBS Default
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uniform float4x4 ViewProj;
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@ -7,14 +35,19 @@ uniform float2 _size;
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uniform texture2d _sdf; // in, out - swap rendering
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uniform float _threshold;
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#define NEAR_INFINITE 18446744073709551616.0
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#define RANGE 4
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sampler_state sdfSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state sdfSampler1_1 {
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Filter = Linear;
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AddressU = Border;
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AddressV = Border;
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BorderColor = FFFFFFFF;
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};
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sampler_state imageSampler {
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Filter = Point;
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AddressU = Clamp;
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@ -108,12 +141,87 @@ float4 PS_SDFGenerator_v1(VertDataOut v_in) : TARGET
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return outval;
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}
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float4 PS_SDFGenerator_v1_1(VertDataOut v_in) : TARGET
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{
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const float step = 1.0 / MAX_DISTANCE;
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float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
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// utility values
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float2 uv_step = 1.0 / _size;
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float lowest = NEAR_INFINITE;
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float2 lowest_source = float2(NEAR_INFINITE, NEAR_INFINITE);
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float2 lowest_origin = float2(NEAR_INFINITE, NEAR_INFINITE);
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// inputs
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float imageA = _image.Sample(imageSampler, v_in.uv).a;
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float4 self = _sdf.Sample(sdfSampler1_1, v_in.uv);
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if (imageA > _threshold) {
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// Inside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler1_1, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr)) * step;
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if (lowest > (here.g + dst)) {
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lowest = here.g + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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if (lowest < NEAR_INFINITE) {
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outval.g = lowest;
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outval.ba = lowest_origin;
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} else {
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outval.g = self.g + step;
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}
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} else {
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// Outside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler1_1, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr)) * step;
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if (lowest > (here.r + dst)) {
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lowest = here.r + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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if (lowest < NEAR_INFINITE) {
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outval.r = lowest;
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outval.ba = lowest_origin;
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} else {
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outval.r = self.r + step;
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}
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}
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return outval;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PS_SDFGenerator_v1(v_in);
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pixel_shader = PS_SDFGenerator_v1_1(v_in);
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}
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}
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@ -1,3 +1,11 @@
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// -------------------------------------------------------------------------------- //
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// Defines
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#define MAX_DISTANCE 65536.0
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#define NEAR_INFINITE 18446744073709551616.0
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#define FLT_SMALL 0.001
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// -------------------------------------------------------------------------------- //
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// OBS Default
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uniform float4x4 ViewProj;
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@ -14,15 +22,21 @@ uniform float2 _outer_offset;
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uniform float4 _outer_color;
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uniform float _threshold;
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#define NEAR_INFINITE 18446744073709551616.0
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sampler_state sdfSampler {
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Filter = Trilinear;
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state sdfSampler1_1 {
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Filter = Linear;
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AddressU = Border;
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AddressV = Border;
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BorderColor = FFFF0000;
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};
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sampler_state imageSampler {
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Filter = Trilinear;
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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@ -48,7 +62,7 @@ VertDataOut VSDefault(VertDataIn v_in)
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float4 PS_SDFShadow_v1(VertDataOut v_in) : TARGET
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{
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float4 final = _image.Sample(imageSampler, v_in.uv);
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if (_inner_max > 0 && final.a >= _threshold) {
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float inner_dist = _sdf.Sample(sdfSampler, v_in.uv + _inner_offset).g;
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float range = (_inner_max - _inner_min);
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@ -65,11 +79,77 @@ float4 PS_SDFShadow_v1(VertDataOut v_in) : TARGET
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return final;
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}
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float4 PS_SDFShadow_v1_1(VertDataOut v_in) : TARGET
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{
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// V1.1:
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// - No longer clipping off image using _threshold.
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// - Inverse Gradient supported (max < min)
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// - Negative Gradient support (min/max < 0)
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// Support for inverse Gradient (Outer Shadow): Maximum < Minimum
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//
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// Min=4.00, Max=0.00:
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// Expected: Max is fully visible, Min and higher is fully shadowed.
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// d=0.5
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// d = d - 4.00 (= -3.5)
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// d = d / 4.00 (= -0.875, 87.5%)
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// d is 87.5% visible
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// Normal:
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// Min=0.00, Max=4.00:
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// d=0.5
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// d = d - 0.00 (= 0.5)
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// d = d / 4.00 (= 0.125, 12.5%)
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// d is 12.5% visible
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float4 final = float4(0., 0., 0., 0.);
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float4 base = _image.Sample(imageSampler, v_in.uv);
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//! Outer Shadow
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// Are we allowed to draw an outer shadow?
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float2 outer_sdf = _sdf.Sample(sdfSampler, v_in.uv + _outer_offset).rg * float2(MAX_DISTANCE, MAX_DISTANCE);
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if ((_outer_color.a > 0.) && (outer_sdf.r < MAX_DISTANCE)) {
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// Calculate the true distance value:
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// - If we are outside, this will be positive.
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// - If we are inside, this will be negative.
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float sdf_distance = outer_sdf.r - outer_sdf.g;
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// Calculate the delta.
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float delta = _outer_max - _outer_min;
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float t1 = sdf_distance - _outer_min;
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float t2 = clamp(t1 / delta, 0., 1.);
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final = lerp(final, _outer_color, 1. - t2);
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}
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// Base Image
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final += base;
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//! Inner Shadow
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// Are we allowed to draw an inner shadow?
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float2 inner_sdf = _sdf.Sample(sdfSampler, v_in.uv + _inner_offset).rg * float2(MAX_DISTANCE, MAX_DISTANCE);
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if ((_inner_color.a > 0.) && (inner_sdf.g < MAX_DISTANCE) && (inner_sdf.r <= FLT_SMALL)) {
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// Calculate the true distance value:
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// - If we are outside, this will be positive.
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// - If we are inside, this will be negative.
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float sdf_distance = inner_sdf.g;
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// Calculate the delta.
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float delta = _inner_max - _inner_min;
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float t1 = sdf_distance - _inner_min;
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float t2 = clamp(t1 / delta, 0., 1.);
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// Inner shadow does not affect alpha of image.
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final.rgb = lerp(final.rgb, _inner_color.rgb, (1. - t2) * _inner_color.a);
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}
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return final;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PS_SDFShadow_v1(v_in);
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pixel_shader = PS_SDFShadow_v1_1(v_in);
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}
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}
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@ -115,48 +115,54 @@ obs_properties_t* filter::sdf_effects::sdf_effects_instance::get_properties()
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_INNER)));
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obs_property_set_modified_callback2(p, cb_modified_inside, this);
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_RANGE_MINIMUM, P_TRANSLATE(P_SHADOW_INNER_RANGE_MINIMUM), 0.0, 16.0,
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0.01);
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_RANGE_MINIMUM, P_TRANSLATE(P_SHADOW_INNER_RANGE_MINIMUM),
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0.0, 16.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_INNER_RANGE_MINIMUM)));
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_RANGE_MAXIMUM, P_TRANSLATE(P_SHADOW_INNER_RANGE_MAXIMUM), 0.0, 16.0,
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0.01);
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_RANGE_MAXIMUM, P_TRANSLATE(P_SHADOW_INNER_RANGE_MAXIMUM),
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0.0, 16.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_INNER_RANGE_MAXIMUM)));
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_OFFSET_X, P_TRANSLATE(P_SHADOW_INNER_OFFSET_X), -100.0, 100.0, 0.01);
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_OFFSET_X, P_TRANSLATE(P_SHADOW_INNER_OFFSET_X), -100.0,
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100.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_INNER_OFFSET_X)));
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_OFFSET_Y, P_TRANSLATE(P_SHADOW_INNER_OFFSET_Y), -100.0, 100.0, 0.01);
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_OFFSET_Y, P_TRANSLATE(P_SHADOW_INNER_OFFSET_Y), -100.0,
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100.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_INNER_OFFSET_Y)));
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p = obs_properties_add_color(props, P_SHADOW_INNER_COLOR, P_TRANSLATE(P_SHADOW_INNER_COLOR));
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_INNER_COLOR)));
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_ALPHA, P_TRANSLATE(P_SHADOW_INNER_ALPHA), 0.0, 100.0, 0.1);
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p = obs_properties_add_float_slider(props, P_SHADOW_INNER_ALPHA, P_TRANSLATE(P_SHADOW_INNER_ALPHA), 0.0, 100.0,
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0.1);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_INNER_ALPHA)));
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p = obs_properties_add_bool(props, P_SHADOW_OUTER, P_TRANSLATE(P_SHADOW_OUTER));
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_OUTER)));
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obs_property_set_modified_callback2(p, cb_modified_outside, this);
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_RANGE_MINIMUM, P_TRANSLATE(P_SHADOW_OUTER_RANGE_MINIMUM), 0.0, 16.0,
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0.01);
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_RANGE_MINIMUM, P_TRANSLATE(P_SHADOW_OUTER_RANGE_MINIMUM),
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0.0, 16.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_OUTER_RANGE_MINIMUM)));
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_RANGE_MAXIMUM, P_TRANSLATE(P_SHADOW_OUTER_RANGE_MAXIMUM), 0.0, 16.0,
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0.01);
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_RANGE_MAXIMUM, P_TRANSLATE(P_SHADOW_OUTER_RANGE_MAXIMUM),
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0.0, 16.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_OUTER_RANGE_MAXIMUM)));
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_OFFSET_X, P_TRANSLATE(P_SHADOW_OUTER_OFFSET_X), -100.0, 100.0, 0.01);
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_OFFSET_X, P_TRANSLATE(P_SHADOW_OUTER_OFFSET_X), -100.0,
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100.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_OUTER_OFFSET_X)));
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_OFFSET_Y, P_TRANSLATE(P_SHADOW_OUTER_OFFSET_Y), -100.0, 100.0, 0.01);
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_OFFSET_Y, P_TRANSLATE(P_SHADOW_OUTER_OFFSET_Y), -100.0,
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100.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_OUTER_OFFSET_Y)));
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p = obs_properties_add_color(props, P_SHADOW_OUTER_COLOR, P_TRANSLATE(P_SHADOW_OUTER_COLOR));
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_OUTER_COLOR)));
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_ALPHA, P_TRANSLATE(P_SHADOW_OUTER_ALPHA), 0.0, 100.0, 0.1);
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p = obs_properties_add_float_slider(props, P_SHADOW_OUTER_ALPHA, P_TRANSLATE(P_SHADOW_OUTER_ALPHA), 0.0, 100.0,
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0.1);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_SHADOW_OUTER_ALPHA)));
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return props;
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@ -167,23 +173,17 @@ void filter::sdf_effects::sdf_effects_instance::update(obs_data_t* data)
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this->m_inner_shadow = obs_data_get_bool(data, P_SHADOW_INNER);
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this->m_inner_range_min = float_t(obs_data_get_double(data, P_SHADOW_INNER_RANGE_MINIMUM));
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this->m_inner_range_max = float_t(obs_data_get_double(data, P_SHADOW_INNER_RANGE_MAXIMUM));
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if (this->m_inner_range_max < this->m_inner_range_min) {
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std::swap(this->m_inner_range_max, this->m_inner_range_min);
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}
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this->m_inner_offset_x = float_t(obs_data_get_double(data, P_SHADOW_INNER_OFFSET_X));
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this->m_inner_offset_y = float_t(obs_data_get_double(data, P_SHADOW_INNER_OFFSET_Y));
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this->m_inner_color = (obs_data_get_int(data, P_SHADOW_INNER_COLOR) & 0x00FFFFFF)
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this->m_inner_offset_x = float_t(obs_data_get_double(data, P_SHADOW_INNER_OFFSET_X));
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this->m_inner_offset_y = float_t(obs_data_get_double(data, P_SHADOW_INNER_OFFSET_Y));
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this->m_inner_color = (obs_data_get_int(data, P_SHADOW_INNER_COLOR) & 0x00FFFFFF)
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| (int32_t(obs_data_get_double(data, P_SHADOW_INNER_ALPHA) * 2.55) << 24);
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this->m_outer_shadow = obs_data_get_bool(data, P_SHADOW_OUTER);
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this->m_outer_range_min = float_t(obs_data_get_double(data, P_SHADOW_OUTER_RANGE_MINIMUM));
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this->m_outer_range_max = float_t(obs_data_get_double(data, P_SHADOW_OUTER_RANGE_MAXIMUM));
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if (this->m_outer_range_max < this->m_outer_range_min) {
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std::swap(this->m_outer_range_max, this->m_outer_range_min);
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}
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this->m_outer_offset_x = float_t(obs_data_get_double(data, P_SHADOW_OUTER_OFFSET_X));
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this->m_outer_offset_y = float_t(obs_data_get_double(data, P_SHADOW_OUTER_OFFSET_Y));
|
||||
this->m_outer_color = (obs_data_get_int(data, P_SHADOW_OUTER_COLOR) & 0x00FFFFFF)
|
||||
this->m_outer_offset_x = float_t(obs_data_get_double(data, P_SHADOW_OUTER_OFFSET_X));
|
||||
this->m_outer_offset_y = float_t(obs_data_get_double(data, P_SHADOW_OUTER_OFFSET_Y));
|
||||
this->m_outer_color = (obs_data_get_int(data, P_SHADOW_OUTER_COLOR) & 0x00FFFFFF)
|
||||
| (int32_t(obs_data_get_double(data, P_SHADOW_OUTER_ALPHA) * 2.55) << 24);
|
||||
}
|
||||
|
||||
|
@ -203,7 +203,6 @@ void filter::sdf_effects::sdf_effects_instance::deactivate() {}
|
|||
|
||||
void filter::sdf_effects::sdf_effects_instance::video_tick(float time)
|
||||
{
|
||||
this->m_tick += time;
|
||||
m_source_rendered = false;
|
||||
}
|
||||
|
||||
|
@ -223,20 +222,26 @@ void filter::sdf_effects::sdf_effects_instance::video_render(gs_effect_t*)
|
|||
}
|
||||
|
||||
try {
|
||||
gs_blend_state_push();
|
||||
gs_reset_blend_state();
|
||||
gs_enable_blending(false);
|
||||
gs_blend_function(GS_BLEND_ONE, GS_BLEND_ZERO);
|
||||
|
||||
gs_set_cull_mode(GS_NEITHER);
|
||||
gs_enable_color(true, true, true, true);
|
||||
gs_enable_depth_test(false);
|
||||
gs_depth_function(GS_ALWAYS);
|
||||
gs_enable_stencil_test(false);
|
||||
gs_enable_stencil_write(false);
|
||||
gs_stencil_function(GS_STENCIL_BOTH, GS_ALWAYS);
|
||||
gs_stencil_op(GS_STENCIL_BOTH, GS_ZERO, GS_ZERO, GS_ZERO);
|
||||
|
||||
if (!this->m_source_rendered) {
|
||||
// Store input texture.
|
||||
{
|
||||
auto op = m_source_rt->render(baseW, baseH);
|
||||
gs_ortho(0, (float)baseW, 0, (float)baseH, -1, 1);
|
||||
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &color_transparent, 0, 0);
|
||||
gs_set_cull_mode(GS_NEITHER);
|
||||
gs_reset_blend_state();
|
||||
gs_enable_blending(false);
|
||||
gs_blend_function(GS_BLEND_SRCALPHA, GS_BLEND_ZERO);
|
||||
gs_enable_depth_test(false);
|
||||
gs_enable_stencil_test(false);
|
||||
gs_enable_stencil_write(false);
|
||||
gs_enable_color(true, true, true, true);
|
||||
|
||||
if (obs_source_process_filter_begin(this->m_self, GS_RGBA, OBS_ALLOW_DIRECT_RENDERING)) {
|
||||
obs_source_process_filter_end(this->m_self, default_effect, baseW, baseH);
|
||||
|
@ -266,13 +271,6 @@ void filter::sdf_effects::sdf_effects_instance::video_render(gs_effect_t*)
|
|||
auto op = m_sdf_write->render(baseW, baseH);
|
||||
gs_ortho(0, (float)baseW, 0, (float)baseH, -1, 1);
|
||||
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &color_transparent, 0, 0);
|
||||
gs_set_cull_mode(GS_NEITHER);
|
||||
gs_reset_blend_state();
|
||||
gs_enable_blending(false);
|
||||
gs_enable_depth_test(false);
|
||||
gs_enable_stencil_test(false);
|
||||
gs_enable_stencil_write(false);
|
||||
gs_enable_color(true, true, true, true);
|
||||
|
||||
sdf_effect->get_parameter("_image").set_texture(this->m_source_texture);
|
||||
sdf_effect->get_parameter("_size").set_float2(float_t(baseW), float_t(baseH));
|
||||
|
@ -291,70 +289,62 @@ void filter::sdf_effects::sdf_effects_instance::video_render(gs_effect_t*)
|
|||
}
|
||||
}
|
||||
|
||||
{
|
||||
std::shared_ptr<gs::effect> shadow_effect =
|
||||
filter::sdf_effects::sdf_effects_factory::get()->get_sdf_shadow_effect();
|
||||
if (!shadow_effect) {
|
||||
throw std::runtime_error("Shadow Effect no loaded");
|
||||
}
|
||||
|
||||
gs_set_cull_mode(GS_NEITHER);
|
||||
gs_reset_blend_state();
|
||||
gs_enable_blending(true);
|
||||
gs_blend_function(GS_BLEND_SRCALPHA, GS_BLEND_INVSRCALPHA);
|
||||
gs_enable_depth_test(false);
|
||||
gs_enable_stencil_test(false);
|
||||
gs_enable_stencil_write(false);
|
||||
gs_enable_color(true, true, true, true);
|
||||
|
||||
shadow_effect->get_parameter("_sdf").set_texture(this->m_sdf_texture);
|
||||
shadow_effect->get_parameter("_image").set_texture(this->m_source_texture);
|
||||
shadow_effect->get_parameter("_threshold").set_float(0.5f);
|
||||
|
||||
if (this->m_inner_shadow) {
|
||||
shadow_effect->get_parameter("_inner_min").set_float(this->m_inner_range_min);
|
||||
shadow_effect->get_parameter("_inner_max").set_float(this->m_inner_range_max);
|
||||
shadow_effect->get_parameter("_inner_offset")
|
||||
.set_float2(this->m_inner_offset_x / float_t(baseW), this->m_inner_offset_y / float_t(baseH));
|
||||
shadow_effect->get_parameter("_inner_color")
|
||||
.set_float4((this->m_inner_color & 0xFF) / 255.0f, ((this->m_inner_color >> 8) & 0xFF) / 255.0f,
|
||||
((this->m_inner_color >> 16) & 0xFF) / 255.0f,
|
||||
((this->m_inner_color >> 24) & 0xFF) / 255.0f);
|
||||
} else {
|
||||
shadow_effect->get_parameter("_inner_min").set_float(0.);
|
||||
shadow_effect->get_parameter("_inner_max").set_float(0.);
|
||||
shadow_effect->get_parameter("_inner_offset").set_float2(0., 0.);
|
||||
shadow_effect->get_parameter("_inner_color").set_float4(0., 0., 0., 0.);
|
||||
}
|
||||
if (this->m_outer_shadow) {
|
||||
shadow_effect->get_parameter("_outer_min").set_float(this->m_outer_range_min);
|
||||
shadow_effect->get_parameter("_outer_max").set_float(this->m_outer_range_max);
|
||||
shadow_effect->get_parameter("_outer_offset")
|
||||
.set_float2(this->m_outer_offset_x / float_t(baseW), this->m_outer_offset_y / float_t(baseH));
|
||||
shadow_effect->get_parameter("_outer_color")
|
||||
.set_float4((this->m_outer_color & 0xFF) / 255.0f, ((this->m_outer_color >> 8) & 0xFF) / 255.0f,
|
||||
((this->m_outer_color >> 16) & 0xFF) / 255.0f,
|
||||
((this->m_outer_color >> 24) & 0xFF) / 255.0f);
|
||||
} else {
|
||||
shadow_effect->get_parameter("_outer_min").set_float(0.);
|
||||
shadow_effect->get_parameter("_outer_max").set_float(0.);
|
||||
shadow_effect->get_parameter("_outer_offset").set_float2(0., 0.);
|
||||
shadow_effect->get_parameter("_outer_color").set_float4(0., 0., 0., 0.);
|
||||
}
|
||||
|
||||
while (gs_effect_loop(shadow_effect->get_object(), "Draw")) {
|
||||
gs_draw_sprite(this->m_source_texture->get_object(), 0, baseW, baseH);
|
||||
}
|
||||
}
|
||||
gs_blend_state_pop();
|
||||
} catch (...) {
|
||||
gs_reset_blend_state();
|
||||
gs_enable_depth_test(false);
|
||||
gs_blend_state_pop();
|
||||
obs_source_skip_video_filter(this->m_self);
|
||||
return;
|
||||
}
|
||||
|
||||
gs_reset_blend_state();
|
||||
gs_enable_depth_test(false);
|
||||
try {
|
||||
std::shared_ptr<gs::effect> shadow_effect =
|
||||
filter::sdf_effects::sdf_effects_factory::get()->get_sdf_shadow_effect();
|
||||
if (!shadow_effect) {
|
||||
throw std::runtime_error("Shadow Effect no loaded");
|
||||
}
|
||||
|
||||
shadow_effect->get_parameter("_sdf").set_texture(this->m_sdf_texture);
|
||||
shadow_effect->get_parameter("_image").set_texture(this->m_source_texture);
|
||||
shadow_effect->get_parameter("_threshold").set_float(0.5f);
|
||||
|
||||
if (this->m_inner_shadow) {
|
||||
shadow_effect->get_parameter("_inner_min").set_float(this->m_inner_range_min);
|
||||
shadow_effect->get_parameter("_inner_max").set_float(this->m_inner_range_max);
|
||||
shadow_effect->get_parameter("_inner_offset")
|
||||
.set_float2(this->m_inner_offset_x / float_t(baseW), this->m_inner_offset_y / float_t(baseH));
|
||||
shadow_effect->get_parameter("_inner_color")
|
||||
.set_float4((this->m_inner_color & 0xFF) / 255.0f, ((this->m_inner_color >> 8) & 0xFF) / 255.0f,
|
||||
((this->m_inner_color >> 16) & 0xFF) / 255.0f,
|
||||
((this->m_inner_color >> 24) & 0xFF) / 255.0f);
|
||||
} else {
|
||||
shadow_effect->get_parameter("_inner_min").set_float(0.);
|
||||
shadow_effect->get_parameter("_inner_max").set_float(0.);
|
||||
shadow_effect->get_parameter("_inner_offset").set_float2(0., 0.);
|
||||
shadow_effect->get_parameter("_inner_color").set_float4(0., 0., 0., 0.);
|
||||
}
|
||||
if (this->m_outer_shadow) {
|
||||
shadow_effect->get_parameter("_outer_min").set_float(this->m_outer_range_min);
|
||||
shadow_effect->get_parameter("_outer_max").set_float(this->m_outer_range_max);
|
||||
shadow_effect->get_parameter("_outer_offset")
|
||||
.set_float2(this->m_outer_offset_x / float_t(baseW), this->m_outer_offset_y / float_t(baseH));
|
||||
shadow_effect->get_parameter("_outer_color")
|
||||
.set_float4((this->m_outer_color & 0xFF) / 255.0f, ((this->m_outer_color >> 8) & 0xFF) / 255.0f,
|
||||
((this->m_outer_color >> 16) & 0xFF) / 255.0f,
|
||||
((this->m_outer_color >> 24) & 0xFF) / 255.0f);
|
||||
} else {
|
||||
shadow_effect->get_parameter("_outer_min").set_float(0.);
|
||||
shadow_effect->get_parameter("_outer_max").set_float(0.);
|
||||
shadow_effect->get_parameter("_outer_offset").set_float2(0., 0.);
|
||||
shadow_effect->get_parameter("_outer_color").set_float4(0., 0., 0., 0.);
|
||||
}
|
||||
|
||||
while (gs_effect_loop(shadow_effect->get_object(), "Draw")) {
|
||||
gs_draw_sprite(this->m_source_texture->get_object(), 0, baseW, baseH);
|
||||
}
|
||||
} catch (...) {
|
||||
obs_source_skip_video_filter(this->m_self);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
filter::sdf_effects::sdf_effects_factory::sdf_effects_factory()
|
||||
|
|
|
@ -95,9 +95,7 @@ namespace filter {
|
|||
// Distance Field
|
||||
std::shared_ptr<gs::rendertarget> m_sdf_write, m_sdf_read;
|
||||
std::shared_ptr<gs::texture> m_sdf_texture;
|
||||
|
||||
float_t m_tick = 0.;
|
||||
|
||||
|
||||
bool m_inner_shadow;
|
||||
float_t m_inner_range_min;
|
||||
float_t m_inner_range_max;
|
||||
|
|
Loading…
Reference in a new issue