filter-transform: Fix perspective camera and more

* Fixed the perspective mesh not filling the entire frame with the default settings.
* Changed the maximum range of 'Field of View' to 179 degrees instead of 180 degrees.
* Changed the direction the perspective camera looks at to +Z instead of -Z. This should feel more natural for users of other 3D programs.
* Changed the 'Position (Z)' default to 0.
* Added translation strings for 'Field Of View', 'Position', 'Scale' and 'Rotation'.
This commit is contained in:
Michael Fabian Dirks 2017-07-01 03:49:08 +02:00
parent aacc4f99e6
commit fd5723d56b
3 changed files with 161 additions and 135 deletions

View file

@ -14,9 +14,12 @@ Filter.Transform="3D Transform"
Filter.Transform.Camera="Camera"
Filter.Transform.Camera.Orthographic="Orthographic"
Filter.Transform.Camera.Perspective="Perspective"
Filter.Transform.Camera.FieldOfView="FieldOfView"
Filter.Transform.Position="Position"
Filter.Transform.Position.X="Position (X)"
Filter.Transform.Position.Y="Position (Y)"
Filter.Transform.Position.Z="Position (Z)"
Filter.Transform.Scale="Scale"
Filter.Transform.Scale.X="Scale (X)"
Filter.Transform.Scale.Y="Scale (Y)"
Filter.Transform.Rotation.Order="Rotation Order"
@ -26,6 +29,7 @@ Filter.Transform.Rotation.Order.YXZ="Yaw, Pitch, Roll"
Filter.Transform.Rotation.Order.YZX="Yaw, Roll, Pitch"
Filter.Transform.Rotation.Order.ZXY="Roll, Pitch, Yaw"
Filter.Transform.Rotation.Order.ZYX="Roll, Yaw, Pitch"
Filter.Transform.Rotation="Rotation"
Filter.Transform.Rotation.X="Pitch (X)"
Filter.Transform.Rotation.Y="Yaw (Y)"
Filter.Transform.Rotation.Z="Roll (Z)"

View file

@ -25,10 +25,19 @@
#include "libobs/graphics/matrix4.h"
static const float PI = 3.1415926535897932384626433832795f;
static const float nearZ = 0.0001f;
static const float farZ = 65536.0f;
static const float farZ = 2097152.0f; // 2 pow 21
static const float nearZ = 1.0f / farZ;
static const float valueLimit = 65536.0f;
enum RotationOrder : int64_t {
XYZ,
XZY,
YXZ,
YZX,
ZXY,
ZYX,
};
Filter::Transform::Transform() {
memset(&sourceInfo, 0, sizeof(obs_source_info));
sourceInfo.id = "obs-stream-effects-filter-transform";
@ -64,10 +73,10 @@ void Filter::Transform::get_defaults(obs_data_t *data) {
obs_data_set_default_double(data, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW, 90.0);
obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_X, 0);
obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_Y, 0);
obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_Z, -100.0);
obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_Z, 0);
obs_data_set_default_double(data, P_FILTER_TRANSFORM_SCALE_X, 100);
obs_data_set_default_double(data, P_FILTER_TRANSFORM_SCALE_Y, 100);
obs_data_set_default_int(data, P_FILTER_TRANSFORM_ROTATION_ORDER, 4); //ZXY
obs_data_set_default_int(data, P_FILTER_TRANSFORM_ROTATION_ORDER, RotationOrder::ZXY); //ZXY
obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_X, 0);
obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_Y, 0);
obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_Z, 0);
@ -84,7 +93,7 @@ obs_properties_t * Filter::Transform::get_properties(void *) {
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_CAMERA_PERSPECTIVE), 1);
p = obs_properties_add_float_slider(pr, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW, P_TRANSLATE(P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW),
1.0, 180.0, 0.01);
1.0, 179.0, 0.01);
obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW)));
{
@ -105,12 +114,12 @@ obs_properties_t * Filter::Transform::get_properties(void *) {
p = obs_properties_add_list(pr, P_FILTER_TRANSFORM_ROTATION_ORDER, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER),
OBS_COMBO_TYPE_LIST, OBS_COMBO_FORMAT_INT);
obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_FILTER_TRANSFORM_ROTATION_ORDER)));
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_XYZ), 0);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_XZY), 1);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_YXZ), 2);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_YZX), 3);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_ZXY), 4);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_ZYX), 5);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_XYZ), RotationOrder::XYZ);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_XZY), RotationOrder::XZY);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_YXZ), RotationOrder::YXZ);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_YZX), RotationOrder::YZX);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_ZXY), RotationOrder::ZXY);
obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_ZYX), RotationOrder::ZYX);
{
std::pair<const char*, const char*> entries[] = {
@ -188,7 +197,12 @@ void Filter::Transform::video_render(void *ptr, gs_effect_t *effect) {
}
Filter::Transform::Instance::Instance(obs_data_t *data, obs_source_t *context)
: context(context) {
: m_sourceContext(context),
m_isCameraOrthographic(true),
m_cameraFieldOfView(90.0f),
m_isMeshUpdateRequired(true),
m_rotationOrder(RotationOrder::ZXY) {
obs_enter_graphics();
m_texRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE);
m_shapeRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE);
@ -209,100 +223,22 @@ Filter::Transform::Instance::~Instance() {
}
void Filter::Transform::Instance::update(obs_data_t *data) {
pos.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_X) / 100.0f;
pos.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_Y) / 100.0f;
pos.z = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_Z) / 100.0f;
rot.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_X) / 180.0f * PI;
rot.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_Y) / 180.0f * PI;
rot.z = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_Z) / 180.0f * PI;
scale.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_SCALE_X) / 100.0f;
scale.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_SCALE_Y) / 100.0f;
scale.z = 1.0;
m_isOrthographic = obs_data_get_int(data, P_FILTER_TRANSFORM_CAMERA) == 0;
fov = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW);
// Camera
m_isCameraOrthographic = obs_data_get_int(data, P_FILTER_TRANSFORM_CAMERA) == 0;
m_cameraFieldOfView = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW);
// Matrix
matrix4 ident;
matrix4_identity(&ident);
matrix4_scale(&ident, &ident, &scale);
switch (obs_data_get_int(data, P_FILTER_TRANSFORM_ROTATION_ORDER)) {
case 0: // XYZ
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
break;
case 1: // XZY
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
break;
case 2: // YXZ
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
break;
case 3: // YZX
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
break;
case 4: // ZXY
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
break;
case 5: // ZYX
matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
break;
}
matrix4_translate3f(&ident, &ident, pos.x, pos.y, pos.z);
// Mesh
{
Helper::Vertex& v = m_vertexHelper->at(0);
v.position.x = -0.5;
v.position.y = -0.5;
v.position.z = 0.0f;
vec3_transform(&v.position, &v.position, &ident);
v.color = 0xFFFFFFFF;
v.uv[0].x = 0;
v.uv[0].y = 0;
}
{
Helper::Vertex& v = m_vertexHelper->at(1);
v.position.x = 0.5;
v.position.y = -0.5;
v.position.z = 0.0f;
vec3_transform(&v.position, &v.position, &ident);
v.color = 0xFFFFFFFF;
v.uv[0].x = 1;
v.uv[0].y = 0;
}
{
Helper::Vertex& v = m_vertexHelper->at(2);
v.position.x = -0.5;
v.position.y = 0.5;
v.position.z = 0.0f;
vec3_transform(&v.position, &v.position, &ident);
v.color = 0xFFFFFFFF;
v.uv[0].x = 0;
v.uv[0].y = 1;
}
{
Helper::Vertex& v = m_vertexHelper->at(3);
v.position.x = 0.5;
v.position.y = 0.5;
v.position.z = 0.0f;
vec3_transform(&v.position, &v.position, &ident);
v.color = 0xFFFFFFFF;
v.uv[0].x = 1;
v.uv[0].y = 1;
}
obs_enter_graphics();
m_vertexBuffer = m_vertexHelper->update();
obs_leave_graphics();
// Source
m_position.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_X) / 100.0f;
m_position.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_Y) / 100.0f;
m_position.z = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_Z) / 100.0f;
m_scale.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_SCALE_X) / 100.0f;
m_scale.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_SCALE_Y) / 100.0f;
m_scale.z = 1.0;
m_rotationOrder = obs_data_get_int(data, P_FILTER_TRANSFORM_ROTATION_ORDER);
m_rotation.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_X) / 180.0f * PI;
m_rotation.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_Y) / 180.0f * PI;
m_rotation.z = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_Z) / 180.0f * PI;
m_isMeshUpdateRequired = true;
}
uint32_t Filter::Transform::Instance::get_width() {
@ -324,12 +260,12 @@ void Filter::Transform::Instance::hide() {}
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(context);
obs_source_t *target = obs_filter_get_target(context);
obs_source_t *parent = obs_filter_get_parent(m_sourceContext);
obs_source_t *target = obs_filter_get_target(m_sourceContext);
// Skip rendering if our target, parent or context is not valid.
if (!target || !parent || !context || !m_vertexBuffer || !m_texRender || !m_shapeRender) {
obs_source_skip_video_filter(context);
if (!target || !parent || !m_sourceContext || !m_vertexBuffer || !m_texRender || !m_shapeRender) {
obs_source_skip_video_filter(m_sourceContext);
return;
}
@ -359,42 +295,123 @@ void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) {
gs_enable_stencil_write(false);
gs_enable_color(true, true, true, true);
if (obs_source_process_filter_begin(context, GS_RGBA, OBS_NO_DIRECT_RENDERING)) {
obs_source_process_filter_end(context, paramEffect ? paramEffect : alphaEffect, baseW, baseH);
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(context);
obs_source_skip_video_filter(m_sourceContext);
}
gs_texrender_end(m_texRender);
} else {
obs_source_skip_video_filter(context);
obs_source_skip_video_filter(m_sourceContext);
}
gs_texture* filterTexture = gs_texrender_get_texture(m_texRender);
// Update Mesh
if (m_isMeshUpdateRequired) {
double_t aspectRatioX = double_t(baseW) / double_t(baseH),
aspectRatioY = double_t(baseH) / double_t(baseW);
if (baseW > baseH) {
aspectRatioY = 1.0;
} else {
aspectRatioX = 1.0;
}
// Mesh
matrix4 ident;
matrix4_identity(&ident);
matrix4_scale3f(&ident, &ident, aspectRatioX, aspectRatioY, 1.0);
matrix4_scale(&ident, &ident, &m_scale);
switch (m_rotationOrder) {
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);
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);
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);
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);
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);
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);
break;
}
matrix4_translate3f(&ident, &ident, m_position.x, m_position.y, m_position.z);
{
Helper::Vertex& v = m_vertexHelper->at(0);
v.uv[0].x = 0; v.uv[0].y = 0;
v.color = 0xFFFFFFFF;
v.position.x = -1.0;
v.position.y = -1.0;
v.position.z = 0.0f;
vec3_transform(&v.position, &v.position, &ident);
}
{
Helper::Vertex& v = m_vertexHelper->at(1);
v.uv[0].x = 1; v.uv[0].y = 0;
v.color = 0xFFFFFFFF;
v.position.x = 1.0;
v.position.y = -1.0;
v.position.z = 0.0f;
vec3_transform(&v.position, &v.position, &ident);
}
{
Helper::Vertex& v = m_vertexHelper->at(2);
v.uv[0].x = 0; v.uv[0].y = 1;
v.color = 0xFFFFFFFF;
v.position.x = -1.0;
v.position.y = 1.0;
v.position.z = 0.0f;
vec3_transform(&v.position, &v.position, &ident);
}
{
Helper::Vertex& v = m_vertexHelper->at(3);
v.uv[0].x = 1; v.uv[0].y = 1;
v.color = 0xFFFFFFFF;
v.position.x = 1.0;
v.position.y = 1.0;
v.position.z = 0.0f;
vec3_transform(&v.position, &v.position, &ident);
}
m_vertexBuffer = m_vertexHelper->update();
}
// Draw shape to texture
gs_texrender_reset(m_shapeRender);
if (gs_texrender_begin(m_shapeRender, baseW, baseH)) {
if (m_isOrthographic) {
gs_ortho(
-0.5, 0.5,
-0.5, 0.5,
-farZ, farZ);
if (m_isCameraOrthographic) {
gs_ortho(-1.0, 1.0, -1.0, 1.0, -farZ, farZ);
} else {
float aspect = (float)baseW / (float)baseH;
gs_perspective(fov, aspect, nearZ, farZ);
//if (baseW > baseH) {
// gs_matrix_scale3f(1.0, (float)baseH / (float)baseW, 1.0);
//} else if (baseH > baseW) {
// gs_matrix_scale3f((float)baseW / (float)baseH, 1.0, 1.0);
//}
gs_perspective(m_cameraFieldOfView, float_t(baseW) / float_t(baseH), 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.
gs_matrix_translate3f(0, 0, 1.0);
}
// Rendering
vec4 black;
vec4_zero(&black);
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &black, 0, 0);
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &black, farZ, 0);
gs_set_cull_mode(GS_NEITHER);
gs_enable_blending(false);
gs_enable_depth_test(false);
@ -402,7 +419,6 @@ 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);
@ -412,7 +428,7 @@ void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) {
gs_texrender_end(m_shapeRender);
} else {
obs_source_skip_video_filter(context);
obs_source_skip_video_filter(m_sourceContext);
}
gs_texture* shapeTexture = gs_texrender_get_texture(m_shapeRender);

View file

@ -88,15 +88,21 @@ namespace Filter {
void video_render(gs_effect_t*);
private:
obs_source_t *context;
obs_source_t *m_sourceContext;
Helper::VertexBuffer *m_vertexHelper;
gs_vertbuffer_t *m_vertexBuffer;
gs_texrender_t *m_texRender, *m_shapeRender;
bool m_isOrthographic;
float_t fov;
vec3 pos, rot;
vec3 scale;
// Camera
bool m_isCameraOrthographic;
float_t m_cameraFieldOfView;
// Source
bool m_isMeshUpdateRequired;
uint32_t m_rotationOrder;
vec3 m_position,
m_rotation,
m_scale;
};
};
}