filter-transform: Formatting, refactoring and mipmapping

The '3D Transform' filter now support mipmapping using the Linear generator. This results in smoother images when the shape is squished or distant, instead of a pixelated mess.
This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2018-09-29 01:07:38 +02:00
parent 7c520ae9ee
commit dbe577e372
2 changed files with 176 additions and 148 deletions

View file

@ -24,9 +24,9 @@
extern "C" {
#pragma warning(push)
#pragma warning(disable : 4201)
#include "util/platform.h"
#include "graphics/graphics.h"
#include "graphics/matrix4.h"
#include "util/platform.h"
#pragma warning(pop)
}
@ -267,25 +267,22 @@ void Filter::Transform::video_render(void* ptr, gs_effect_t* effect)
}
Filter::Transform::Instance::Instance(obs_data_t* data, obs_source_t* context)
: m_sourceContext(context), m_vertexHelper(nullptr), m_vertexBuffer(nullptr), m_texRender(nullptr),
m_shapeRender(nullptr), m_isCameraOrthographic(true), m_cameraFieldOfView(90.0), m_isInactive(false),
m_isHidden(false), m_isMeshUpdateRequired(false), m_rotationOrder(RotationOrder::ZXY)
: source_context(context), is_orthographic(true), field_of_view(90.0), is_inactive(false), is_hidden(false),
is_mesh_update_required(false), m_rotation_order(RotationOrder::ZXY)
{
m_position = std::make_unique<util::vec3a>();
m_rotation = std::make_unique<util::vec3a>();
m_scale = std::make_unique<util::vec3a>();
m_shear = std::make_unique<util::vec3a>();
position = std::make_unique<util::vec3a>();
rotation = std::make_unique<util::vec3a>();
scale = std::make_unique<util::vec3a>();
shear = std::make_unique<util::vec3a>();
vec3_set(m_position.get(), 0, 0, 0);
vec3_set(m_rotation.get(), 0, 0, 0);
vec3_set(m_scale.get(), 1, 1, 1);
vec3_set(position.get(), 0, 0, 0);
vec3_set(rotation.get(), 0, 0, 0);
vec3_set(scale.get(), 1, 1, 1);
obs_enter_graphics();
m_texRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE);
m_shapeRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE);
m_vertexHelper = new gs::vertex_buffer(4);
m_vertexHelper->set_uv_layers(1);
m_vertexHelper->resize(4);
source_rt = std::make_shared<gs::rendertarget>(GS_RGBA, GS_ZS_NONE);
shape_rt = std::make_shared<gs::rendertarget>(GS_RGBA, GS_ZS_NONE);
vertex_buffer = std::make_shared<gs::vertex_buffer>(4, 1);
obs_leave_graphics();
update(data);
@ -294,33 +291,34 @@ Filter::Transform::Instance::Instance(obs_data_t* data, obs_source_t* context)
Filter::Transform::Instance::~Instance()
{
obs_enter_graphics();
delete m_vertexHelper;
gs_texrender_destroy(m_texRender);
gs_texrender_destroy(m_shapeRender);
shape_rt.reset();
source_rt.reset();
vertex_buffer.reset();
obs_leave_graphics();
}
void Filter::Transform::Instance::update(obs_data_t* data)
{
// Camera
m_isCameraOrthographic = obs_data_get_int(data, ST_CAMERA) == 0;
m_cameraFieldOfView = (float)obs_data_get_double(data, ST_CAMERA_FIELDOFVIEW);
is_orthographic = obs_data_get_int(data, ST_CAMERA) == 0;
field_of_view = (float)obs_data_get_double(data, ST_CAMERA_FIELDOFVIEW);
// Source
m_position->x = (float)obs_data_get_double(data, ST_POSITION_X) / 100.0f;
m_position->y = (float)obs_data_get_double(data, ST_POSITION_Y) / 100.0f;
m_position->z = (float)obs_data_get_double(data, ST_POSITION_Z) / 100.0f;
m_scale->x = (float)obs_data_get_double(data, ST_SCALE_X) / 100.0f;
m_scale->y = (float)obs_data_get_double(data, ST_SCALE_Y) / 100.0f;
m_scale->z = 1.0f;
m_rotationOrder = (int)obs_data_get_int(data, ST_ROTATION_ORDER);
m_rotation->x = (float)(obs_data_get_double(data, ST_ROTATION_X) / 180.0f * PI);
m_rotation->y = (float)(obs_data_get_double(data, ST_ROTATION_Y) / 180.0f * PI);
m_rotation->z = (float)(obs_data_get_double(data, ST_ROTATION_Z) / 180.0f * PI);
m_shear->x = (float)obs_data_get_double(data, ST_SHEAR_X) / 100.0f;
m_shear->y = (float)obs_data_get_double(data, ST_SHEAR_Y) / 100.0f;
m_shear->z = 0.0f;
m_isMeshUpdateRequired = true;
position->x = (float)obs_data_get_double(data, ST_POSITION_X) / 100.0f;
position->y = (float)obs_data_get_double(data, ST_POSITION_Y) / 100.0f;
position->z = (float)obs_data_get_double(data, ST_POSITION_Z) / 100.0f;
scale->x = (float)obs_data_get_double(data, ST_SCALE_X) / 100.0f;
scale->y = (float)obs_data_get_double(data, ST_SCALE_Y) / 100.0f;
scale->z = 1.0f;
m_rotation_order = (int)obs_data_get_int(data, ST_ROTATION_ORDER);
rotation->x = (float)(obs_data_get_double(data, ST_ROTATION_X) / 180.0f * PI);
rotation->y = (float)(obs_data_get_double(data, ST_ROTATION_Y) / 180.0f * PI);
rotation->z = (float)(obs_data_get_double(data, ST_ROTATION_Z) / 180.0f * PI);
shear->x = (float)obs_data_get_double(data, ST_SHEAR_X) / 100.0f;
shear->y = (float)obs_data_get_double(data, ST_SHEAR_Y) / 100.0f;
shear->z = 0.0f;
is_mesh_update_required = true;
}
uint32_t Filter::Transform::Instance::get_width()
@ -335,154 +333,176 @@ uint32_t Filter::Transform::Instance::get_height()
void Filter::Transform::Instance::activate()
{
m_isInactive = false;
is_inactive = false;
}
void Filter::Transform::Instance::deactivate()
{
m_isInactive = true;
is_inactive = true;
}
void Filter::Transform::Instance::video_tick(float) {}
void Filter::Transform::Instance::video_render(gs_effect_t* paramEffect)
{
obs_source_t* parent = obs_filter_get_parent(m_sourceContext);
obs_source_t* target = obs_filter_get_target(m_sourceContext);
uint32_t baseW = obs_source_get_base_width(target), baseH = obs_source_get_base_height(target);
std::shared_ptr<gs::texture> source_tex;
std::shared_ptr<gs::texture> shape_tex;
obs_source_t* parent = obs_filter_get_parent(source_context);
obs_source_t* target = obs_filter_get_target(source_context);
uint32_t width = obs_source_get_base_width(target);
uint32_t height = obs_source_get_base_height(target);
gs_effect_t* default_effect = obs_get_base_effect(OBS_EFFECT_DEFAULT);
// Skip rendering if our target, parent or context is not valid.
if (!target || !parent || !m_sourceContext || !baseW || !baseH || !m_texRender || !m_shapeRender || m_isInactive
|| m_isHidden) {
obs_source_skip_video_filter(m_sourceContext);
if (!target || !parent || !source_context || !width || !height || is_inactive || is_hidden) {
obs_source_skip_video_filter(source_context);
return;
}
gs_effect_t* alphaEffect = obs_get_base_effect(OBS_EFFECT_DEFAULT);
// Draw previous filters to texture.
gs_texrender_reset(m_texRender);
if (!gs_texrender_begin(m_texRender, baseW, baseH)) {
obs_source_skip_video_filter(m_sourceContext);
return;
}
gs_ortho(0, (float)baseW, 0, (float)baseH, -1, 1);
/// Set up the Scene
vec4 black;
vec4_zero(&black);
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &black, 0, 0);
gs_set_cull_mode(GS_NEITHER);
gs_reset_blend_state();
gs_blend_function_separate(gs_blend_type::GS_BLEND_ONE, gs_blend_type::GS_BLEND_ZERO, gs_blend_type::GS_BLEND_ONE,
gs_blend_type::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);
/// Render original source
if (obs_source_process_filter_begin(m_sourceContext, GS_RGBA, OBS_NO_DIRECT_RENDERING)) {
obs_source_process_filter_end(m_sourceContext, paramEffect ? paramEffect : alphaEffect, baseW, baseH);
} else {
obs_source_skip_video_filter(m_sourceContext);
}
gs_texrender_end(m_texRender);
gs_texture* filterTexture = gs_texrender_get_texture(m_texRender);
// Update Mesh
if (m_isMeshUpdateRequired) {
float_t aspectRatioX = float_t(baseW) / float_t(baseH);
if (m_isCameraOrthographic)
if (is_mesh_update_required) {
float_t aspectRatioX = float_t(width) / float_t(height);
if (is_orthographic)
aspectRatioX = 1.0;
// Mesh
matrix4 ident;
matrix4_identity(&ident);
switch (m_rotationOrder) {
switch (m_rotation_order) {
case RotationOrder::XYZ: // XYZ
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rotation->z);
break;
case RotationOrder::XZY: // XZY
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rotation->y);
break;
case RotationOrder::YXZ: // YXZ
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rotation->z);
break;
case RotationOrder::YZX: // YZX
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rotation->x);
break;
case RotationOrder::ZXY: // ZXY
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rotation->y);
break;
case RotationOrder::ZYX: // ZYX
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rotation->z);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rotation->y);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rotation->x);
break;
}
matrix4_translate3f(&ident, &ident, m_position->x, m_position->y, m_position->z);
matrix4_translate3f(&ident, &ident, position->x, position->y, position->z);
/// Calculate vertex position once only.
float_t p_x = aspectRatioX * m_scale->x;
float_t p_y = 1.0f * m_scale->y;
float_t p_x = aspectRatioX * scale->x;
float_t p_y = 1.0f * scale->y;
/// Generate mesh
{
gs::vertex vtx = m_vertexHelper->at(0);
*vtx.color = 0xFFFFFFFF;
auto vtx = vertex_buffer->at(0);
*vtx.color = 0xFFFFFFFF;
vec4_set(vtx.uv[0], 0, 0, 0, 0);
vec3_set(vtx.position, -p_x + m_shear->x, -p_y - m_shear->y, 0);
vec3_set(vtx.position, -p_x + shear->x, -p_y - shear->y, 0);
vec3_transform(vtx.position, vtx.position, &ident);
}
{
gs::vertex vtx = m_vertexHelper->at(1);
*vtx.color = 0xFFFFFFFF;
auto vtx = vertex_buffer->at(1);
*vtx.color = 0xFFFFFFFF;
vec4_set(vtx.uv[0], 1, 0, 0, 0);
vec3_set(vtx.position, p_x + m_shear->x, -p_y + m_shear->y, 0);
vec3_set(vtx.position, p_x + shear->x, -p_y + shear->y, 0);
vec3_transform(vtx.position, vtx.position, &ident);
}
{
gs::vertex vtx = m_vertexHelper->at(2);
*vtx.color = 0xFFFFFFFF;
auto vtx = vertex_buffer->at(2);
*vtx.color = 0xFFFFFFFF;
vec4_set(vtx.uv[0], 0, 1, 0, 0);
vec3_set(vtx.position, -p_x - m_shear->x, p_y - m_shear->y, 0);
vec3_set(vtx.position, -p_x - shear->x, p_y - shear->y, 0);
vec3_transform(vtx.position, vtx.position, &ident);
}
{
gs::vertex vtx = m_vertexHelper->at(3);
*vtx.color = 0xFFFFFFFF;
auto vtx = vertex_buffer->at(3);
*vtx.color = 0xFFFFFFFF;
vec4_set(vtx.uv[0], 1, 1, 0, 0);
vec3_set(vtx.position, p_x - m_shear->x, p_y + m_shear->y, 0);
vec3_set(vtx.position, p_x - shear->x, p_y + shear->y, 0);
vec3_transform(vtx.position, vtx.position, &ident);
}
m_vertexBuffer = m_vertexHelper->update();
if (!m_vertexBuffer) {
obs_source_skip_video_filter(m_sourceContext);
return;
}
m_isMeshUpdateRequired = false;
vertex_buffer->update(true);
is_mesh_update_required = false;
}
// Draw previous filters to texture.
try {
auto op = source_rt->render(width, height);
gs_set_cull_mode(GS_NEITHER);
gs_reset_blend_state();
gs_blend_function_separate(gs_blend_type::GS_BLEND_ONE, gs_blend_type::GS_BLEND_ZERO,
gs_blend_type::GS_BLEND_ONE, gs_blend_type::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);
gs_ortho(0, (float)width, 0, (float)height, -1, 1);
vec4 black;
vec4_zero(&black);
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &black, 0, 0);
/// Render original source
if (obs_source_process_filter_begin(source_context, GS_RGBA, OBS_NO_DIRECT_RENDERING)) {
obs_source_process_filter_end(source_context, paramEffect ? paramEffect : default_effect, width, height);
} else {
obs_source_skip_video_filter(source_context);
}
} catch (...) {
obs_source_skip_video_filter(source_context);
return;
}
source_rt->get_texture(source_tex);
if ((!source_texture) || (source_texture->get_width() != width) || (source_texture->get_height() != height)) {
size_t mip_levels = 1;
if (util::math::is_power_of_two(width) && util::math::is_power_of_two(height)) {
size_t w_level = util::math::get_power_of_two_floor(width);
size_t h_level = util::math::get_power_of_two_floor(height);
if (h_level < w_level) {
mip_levels = h_level;
} else {
mip_levels = w_level;
}
}
// OBS does not allow creating an uninitalized texture, which means that we actually have to give it mip_data.
size_t store_size = (width * height * sizeof(uint32_t));
source_texture_store.resize(store_size * mip_levels);
const uint8_t* data = (uint8_t*)source_texture_store.data();
source_texture = std::make_shared<gs::texture>(width, height, GS_RGBA, mip_levels, nullptr,
gs::texture::flags::BuildMipMaps);
}
mipmapper.rebuild(source_tex, source_texture, gs::mipmapper::generator::Linear, 0.5);
// Draw shape to texture
gs_texrender_reset(m_shapeRender);
if (gs_texrender_begin(m_shapeRender, baseW, baseH)) {
if (m_isCameraOrthographic) {
try {
auto op = shape_rt->render(width, height);
if (is_orthographic) {
gs_ortho(-1.0, 1.0, -1.0, 1.0, -farZ, farZ);
} else {
gs_perspective(m_cameraFieldOfView, float_t(baseW) / float_t(baseH), nearZ, farZ);
gs_perspective(field_of_view, float_t(width) / float_t(height), nearZ, farZ);
// Fix camera pointing at -Z instead of +Z.
gs_matrix_scale3f(1.0, 1.0, -1.0);
// Move backwards so we can actually see stuff.
@ -500,25 +520,24 @@ void Filter::Transform::Instance::video_render(gs_effect_t* paramEffect)
gs_enable_stencil_test(false);
gs_enable_stencil_write(false);
gs_enable_color(true, true, true, true);
while (gs_effect_loop(alphaEffect, "Draw")) {
gs_effect_set_texture(gs_effect_get_param_by_name(alphaEffect, "image"), filterTexture);
gs_load_vertexbuffer(m_vertexBuffer);
gs_load_indexbuffer(NULL);
gs_load_vertexbuffer(vertex_buffer->update(false));
gs_load_indexbuffer(nullptr);
while (gs_effect_loop(default_effect, "Draw")) {
gs_effect_set_texture(gs_effect_get_param_by_name(default_effect, "image"), source_texture->get_object());
gs_draw(GS_TRISTRIP, 0, 4);
}
gs_texrender_end(m_shapeRender);
} else {
obs_source_skip_video_filter(m_sourceContext);
gs_load_vertexbuffer(nullptr);
} catch (...) {
obs_source_skip_video_filter(source_context);
return;
}
gs_texture* shapeTexture = gs_texrender_get_texture(m_shapeRender);
shape_rt->get_texture(shape_tex);
// Draw final shape
gs_reset_blend_state();
gs_enable_depth_test(false);
while (gs_effect_loop(alphaEffect, "Draw")) {
gs_effect_set_texture(gs_effect_get_param_by_name(alphaEffect, "image"), shapeTexture);
gs_draw_sprite(shapeTexture, 0, 0, 0);
while (gs_effect_loop(default_effect, "Draw")) {
gs_effect_set_texture(gs_effect_get_param_by_name(default_effect, "image"), shape_tex->get_object());
gs_draw_sprite(shape_tex->get_object(), 0, 0, 0);
}
}

View file

@ -19,6 +19,10 @@
#pragma once
#include <memory>
#include <vector>
#include "gs-mipmapper.h"
#include "gs-rendertarget.h"
#include "gs-texture.h"
#include "gs-vertexbuffer.h"
#include "plugin.h"
@ -63,26 +67,31 @@ namespace Filter {
void video_render(gs_effect_t*);
private:
obs_source_t* m_sourceContext;
gs::vertex_buffer* m_vertexHelper;
gs_vertbuffer_t* m_vertexBuffer;
gs_texrender_t * m_texRender, *m_shapeRender;
obs_source_t* source_context;
std::shared_ptr<gs::vertex_buffer> vertex_buffer;
std::shared_ptr<gs::rendertarget> source_rt;
std::shared_ptr<gs::rendertarget> shape_rt;
std::shared_ptr<gs::texture> source_texture;
std::vector<char> source_texture_store;
gs::mipmapper mipmapper;
// Camera
bool m_isCameraOrthographic;
float_t m_cameraFieldOfView;
bool is_orthographic;
float_t field_of_view;
// Source
bool m_isInactive, m_isHidden;
bool m_isMeshUpdateRequired;
bool is_inactive;
bool is_hidden;
bool is_mesh_update_required;
// 3D Information
uint32_t m_rotationOrder;
uint32_t m_rotation_order;
struct {
std::unique_ptr<util::vec3a> m_position;
std::unique_ptr<util::vec3a> m_rotation;
std::unique_ptr<util::vec3a> m_scale;
std::unique_ptr<util::vec3a> m_shear;
std::unique_ptr<util::vec3a> position;
std::unique_ptr<util::vec3a> rotation;
std::unique_ptr<util::vec3a> scale;
std::unique_ptr<util::vec3a> shear;
};
};
};