mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-29 11:01:23 +00:00
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:
parent
aacc4f99e6
commit
fd5723d56b
3 changed files with 161 additions and 135 deletions
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@ -14,9 +14,12 @@ Filter.Transform="3D Transform"
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Filter.Transform.Camera="Camera"
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Filter.Transform.Camera="Camera"
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Filter.Transform.Camera.Orthographic="Orthographic"
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Filter.Transform.Camera.Orthographic="Orthographic"
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Filter.Transform.Camera.Perspective="Perspective"
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Filter.Transform.Camera.Perspective="Perspective"
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Filter.Transform.Camera.FieldOfView="FieldOfView"
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Filter.Transform.Position="Position"
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Filter.Transform.Position.X="Position (X)"
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Filter.Transform.Position.X="Position (X)"
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Filter.Transform.Position.Y="Position (Y)"
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Filter.Transform.Position.Y="Position (Y)"
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Filter.Transform.Position.Z="Position (Z)"
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Filter.Transform.Position.Z="Position (Z)"
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Filter.Transform.Scale="Scale"
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Filter.Transform.Scale.X="Scale (X)"
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Filter.Transform.Scale.X="Scale (X)"
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Filter.Transform.Scale.Y="Scale (Y)"
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Filter.Transform.Scale.Y="Scale (Y)"
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Filter.Transform.Rotation.Order="Rotation Order"
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Filter.Transform.Rotation.Order="Rotation Order"
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@ -26,6 +29,7 @@ Filter.Transform.Rotation.Order.YXZ="Yaw, Pitch, Roll"
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Filter.Transform.Rotation.Order.YZX="Yaw, Roll, Pitch"
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Filter.Transform.Rotation.Order.YZX="Yaw, Roll, Pitch"
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Filter.Transform.Rotation.Order.ZXY="Roll, Pitch, Yaw"
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Filter.Transform.Rotation.Order.ZXY="Roll, Pitch, Yaw"
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Filter.Transform.Rotation.Order.ZYX="Roll, Yaw, Pitch"
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Filter.Transform.Rotation.Order.ZYX="Roll, Yaw, Pitch"
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Filter.Transform.Rotation="Rotation"
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Filter.Transform.Rotation.X="Pitch (X)"
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Filter.Transform.Rotation.X="Pitch (X)"
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Filter.Transform.Rotation.Y="Yaw (Y)"
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Filter.Transform.Rotation.Y="Yaw (Y)"
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Filter.Transform.Rotation.Z="Roll (Z)"
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Filter.Transform.Rotation.Z="Roll (Z)"
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@ -25,10 +25,19 @@
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#include "libobs/graphics/matrix4.h"
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#include "libobs/graphics/matrix4.h"
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static const float PI = 3.1415926535897932384626433832795f;
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static const float PI = 3.1415926535897932384626433832795f;
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static const float nearZ = 0.0001f;
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static const float farZ = 2097152.0f; // 2 pow 21
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static const float farZ = 65536.0f;
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static const float nearZ = 1.0f / farZ;
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static const float valueLimit = 65536.0f;
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static const float valueLimit = 65536.0f;
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enum RotationOrder : int64_t {
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XYZ,
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XZY,
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YXZ,
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YZX,
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ZXY,
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ZYX,
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};
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Filter::Transform::Transform() {
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Filter::Transform::Transform() {
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memset(&sourceInfo, 0, sizeof(obs_source_info));
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memset(&sourceInfo, 0, sizeof(obs_source_info));
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sourceInfo.id = "obs-stream-effects-filter-transform";
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sourceInfo.id = "obs-stream-effects-filter-transform";
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@ -64,10 +73,10 @@ void Filter::Transform::get_defaults(obs_data_t *data) {
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW, 90.0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW, 90.0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_X, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_X, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_Y, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_Y, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_Z, -100.0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_POSITION_Z, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_SCALE_X, 100);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_SCALE_X, 100);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_SCALE_Y, 100);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_SCALE_Y, 100);
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obs_data_set_default_int(data, P_FILTER_TRANSFORM_ROTATION_ORDER, 4); //ZXY
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obs_data_set_default_int(data, P_FILTER_TRANSFORM_ROTATION_ORDER, RotationOrder::ZXY); //ZXY
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_X, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_X, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_Y, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_Y, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_Z, 0);
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obs_data_set_default_double(data, P_FILTER_TRANSFORM_ROTATION_Z, 0);
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@ -84,7 +93,7 @@ obs_properties_t * Filter::Transform::get_properties(void *) {
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_CAMERA_PERSPECTIVE), 1);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_CAMERA_PERSPECTIVE), 1);
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p = obs_properties_add_float_slider(pr, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW, P_TRANSLATE(P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW),
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p = obs_properties_add_float_slider(pr, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW, P_TRANSLATE(P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW),
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1.0, 180.0, 0.01);
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1.0, 179.0, 0.01);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW)));
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW)));
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{
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{
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@ -105,12 +114,12 @@ obs_properties_t * Filter::Transform::get_properties(void *) {
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p = obs_properties_add_list(pr, P_FILTER_TRANSFORM_ROTATION_ORDER, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER),
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p = obs_properties_add_list(pr, P_FILTER_TRANSFORM_ROTATION_ORDER, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER),
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OBS_COMBO_TYPE_LIST, OBS_COMBO_FORMAT_INT);
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OBS_COMBO_TYPE_LIST, OBS_COMBO_FORMAT_INT);
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_FILTER_TRANSFORM_ROTATION_ORDER)));
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obs_property_set_long_description(p, P_TRANSLATE(P_DESC(P_FILTER_TRANSFORM_ROTATION_ORDER)));
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_XYZ), 0);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_XYZ), RotationOrder::XYZ);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_XZY), 1);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_XZY), RotationOrder::XZY);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_YXZ), 2);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_YXZ), RotationOrder::YXZ);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_YZX), 3);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_YZX), RotationOrder::YZX);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_ZXY), 4);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_ZXY), RotationOrder::ZXY);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_ZYX), 5);
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obs_property_list_add_int(p, P_TRANSLATE(P_FILTER_TRANSFORM_ROTATION_ORDER_ZYX), RotationOrder::ZYX);
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{
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{
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std::pair<const char*, const char*> entries[] = {
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std::pair<const char*, const char*> entries[] = {
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@ -188,7 +197,12 @@ void Filter::Transform::video_render(void *ptr, gs_effect_t *effect) {
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}
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}
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Filter::Transform::Instance::Instance(obs_data_t *data, obs_source_t *context)
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Filter::Transform::Instance::Instance(obs_data_t *data, obs_source_t *context)
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: context(context) {
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: m_sourceContext(context),
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m_isCameraOrthographic(true),
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m_cameraFieldOfView(90.0f),
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m_isMeshUpdateRequired(true),
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m_rotationOrder(RotationOrder::ZXY) {
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obs_enter_graphics();
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obs_enter_graphics();
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m_texRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE);
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m_texRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE);
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m_shapeRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE);
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m_shapeRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE);
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@ -209,100 +223,22 @@ Filter::Transform::Instance::~Instance() {
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}
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}
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void Filter::Transform::Instance::update(obs_data_t *data) {
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void Filter::Transform::Instance::update(obs_data_t *data) {
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pos.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_X) / 100.0f;
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// Camera
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pos.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_Y) / 100.0f;
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m_isCameraOrthographic = obs_data_get_int(data, P_FILTER_TRANSFORM_CAMERA) == 0;
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pos.z = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_Z) / 100.0f;
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m_cameraFieldOfView = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW);
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rot.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_X) / 180.0f * PI;
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rot.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_Y) / 180.0f * PI;
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rot.z = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_Z) / 180.0f * PI;
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scale.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_SCALE_X) / 100.0f;
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scale.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_SCALE_Y) / 100.0f;
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scale.z = 1.0;
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m_isOrthographic = obs_data_get_int(data, P_FILTER_TRANSFORM_CAMERA) == 0;
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fov = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW);
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// Matrix
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// Source
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matrix4 ident;
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m_position.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_X) / 100.0f;
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matrix4_identity(&ident);
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m_position.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_Y) / 100.0f;
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matrix4_scale(&ident, &ident, &scale);
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m_position.z = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_POSITION_Z) / 100.0f;
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switch (obs_data_get_int(data, P_FILTER_TRANSFORM_ROTATION_ORDER)) {
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m_scale.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_SCALE_X) / 100.0f;
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case 0: // XYZ
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m_scale.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_SCALE_Y) / 100.0f;
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matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
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m_scale.z = 1.0;
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matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
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m_rotationOrder = obs_data_get_int(data, P_FILTER_TRANSFORM_ROTATION_ORDER);
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matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
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m_rotation.x = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_X) / 180.0f * PI;
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break;
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m_rotation.y = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_Y) / 180.0f * PI;
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case 1: // XZY
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m_rotation.z = (float)obs_data_get_double(data, P_FILTER_TRANSFORM_ROTATION_Z) / 180.0f * PI;
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matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
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m_isMeshUpdateRequired = true;
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matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
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matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
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break;
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case 2: // YXZ
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matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
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matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
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matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
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break;
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case 3: // YZX
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matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
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matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
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matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
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break;
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case 4: // ZXY
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matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
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matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
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matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
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break;
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case 5: // ZYX
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matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, rot.z);
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matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, rot.y);
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matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, rot.x);
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break;
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}
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matrix4_translate3f(&ident, &ident, pos.x, pos.y, pos.z);
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// Mesh
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{
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Helper::Vertex& v = m_vertexHelper->at(0);
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v.position.x = -0.5;
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v.position.y = -0.5;
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v.position.z = 0.0f;
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vec3_transform(&v.position, &v.position, &ident);
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v.color = 0xFFFFFFFF;
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v.uv[0].x = 0;
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v.uv[0].y = 0;
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}
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{
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Helper::Vertex& v = m_vertexHelper->at(1);
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v.position.x = 0.5;
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v.position.y = -0.5;
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v.position.z = 0.0f;
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vec3_transform(&v.position, &v.position, &ident);
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v.color = 0xFFFFFFFF;
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v.uv[0].x = 1;
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v.uv[0].y = 0;
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}
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{
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Helper::Vertex& v = m_vertexHelper->at(2);
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v.position.x = -0.5;
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v.position.y = 0.5;
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v.position.z = 0.0f;
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vec3_transform(&v.position, &v.position, &ident);
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v.color = 0xFFFFFFFF;
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v.uv[0].x = 0;
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v.uv[0].y = 1;
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}
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{
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Helper::Vertex& v = m_vertexHelper->at(3);
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v.position.x = 0.5;
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v.position.y = 0.5;
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v.position.z = 0.0f;
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vec3_transform(&v.position, &v.position, &ident);
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v.color = 0xFFFFFFFF;
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v.uv[0].x = 1;
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v.uv[0].y = 1;
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}
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obs_enter_graphics();
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m_vertexBuffer = m_vertexHelper->update();
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obs_leave_graphics();
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}
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}
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uint32_t Filter::Transform::Instance::get_width() {
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uint32_t Filter::Transform::Instance::get_width() {
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void Filter::Transform::Instance::video_tick(float) {}
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void Filter::Transform::Instance::video_tick(float) {}
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void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) {
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void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) {
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obs_source_t *parent = obs_filter_get_parent(context);
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obs_source_t *parent = obs_filter_get_parent(m_sourceContext);
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obs_source_t *target = obs_filter_get_target(context);
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obs_source_t *target = obs_filter_get_target(m_sourceContext);
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// Skip rendering if our target, parent or context is not valid.
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// Skip rendering if our target, parent or context is not valid.
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if (!target || !parent || !context || !m_vertexBuffer || !m_texRender || !m_shapeRender) {
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if (!target || !parent || !m_sourceContext || !m_vertexBuffer || !m_texRender || !m_shapeRender) {
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obs_source_skip_video_filter(context);
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obs_source_skip_video_filter(m_sourceContext);
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return;
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return;
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}
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}
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@ -359,42 +295,123 @@ void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) {
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gs_enable_stencil_write(false);
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gs_enable_stencil_write(false);
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gs_enable_color(true, true, true, true);
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gs_enable_color(true, true, true, true);
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if (obs_source_process_filter_begin(context, GS_RGBA, OBS_NO_DIRECT_RENDERING)) {
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if (obs_source_process_filter_begin(m_sourceContext, GS_RGBA, OBS_NO_DIRECT_RENDERING)) {
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obs_source_process_filter_end(context, paramEffect ? paramEffect : alphaEffect, baseW, baseH);
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obs_source_process_filter_end(m_sourceContext, paramEffect ? paramEffect : alphaEffect, baseW, baseH);
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} else {
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} else {
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obs_source_skip_video_filter(context);
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obs_source_skip_video_filter(m_sourceContext);
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}
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}
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gs_texrender_end(m_texRender);
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gs_texrender_end(m_texRender);
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} else {
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} else {
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obs_source_skip_video_filter(context);
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obs_source_skip_video_filter(m_sourceContext);
|
||||||
}
|
}
|
||||||
gs_texture* filterTexture = gs_texrender_get_texture(m_texRender);
|
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
|
// Draw shape to texture
|
||||||
gs_texrender_reset(m_shapeRender);
|
gs_texrender_reset(m_shapeRender);
|
||||||
if (gs_texrender_begin(m_shapeRender, baseW, baseH)) {
|
if (gs_texrender_begin(m_shapeRender, baseW, baseH)) {
|
||||||
if (m_isOrthographic) {
|
if (m_isCameraOrthographic) {
|
||||||
gs_ortho(
|
gs_ortho(-1.0, 1.0, -1.0, 1.0, -farZ, farZ);
|
||||||
-0.5, 0.5,
|
|
||||||
-0.5, 0.5,
|
|
||||||
-farZ, farZ);
|
|
||||||
} else {
|
} else {
|
||||||
float aspect = (float)baseW / (float)baseH;
|
gs_perspective(m_cameraFieldOfView, float_t(baseW) / float_t(baseH), nearZ, farZ);
|
||||||
gs_perspective(fov, aspect, nearZ, farZ);
|
// Fix camera pointing at -Z instead of +Z.
|
||||||
|
gs_matrix_scale3f(1.0, 1.0, -1.0);
|
||||||
//if (baseW > baseH) {
|
// Move backwards so we can actually see stuff.
|
||||||
// gs_matrix_scale3f(1.0, (float)baseH / (float)baseW, 1.0);
|
gs_matrix_translate3f(0, 0, 1.0);
|
||||||
//} else if (baseH > baseW) {
|
|
||||||
// gs_matrix_scale3f((float)baseW / (float)baseH, 1.0, 1.0);
|
|
||||||
//}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
vec4 black;
|
vec4 black;
|
||||||
vec4_zero(&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_set_cull_mode(GS_NEITHER);
|
||||||
gs_enable_blending(false);
|
gs_enable_blending(false);
|
||||||
gs_enable_depth_test(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_test(false);
|
||||||
gs_enable_stencil_write(false);
|
gs_enable_stencil_write(false);
|
||||||
gs_enable_color(true, true, true, true);
|
gs_enable_color(true, true, true, true);
|
||||||
|
|
||||||
while (gs_effect_loop(alphaEffect, "Draw")) {
|
while (gs_effect_loop(alphaEffect, "Draw")) {
|
||||||
gs_effect_set_texture(gs_effect_get_param_by_name(alphaEffect, "image"), filterTexture);
|
gs_effect_set_texture(gs_effect_get_param_by_name(alphaEffect, "image"), filterTexture);
|
||||||
gs_load_vertexbuffer(m_vertexBuffer);
|
gs_load_vertexbuffer(m_vertexBuffer);
|
||||||
|
@ -412,7 +428,7 @@ void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) {
|
||||||
|
|
||||||
gs_texrender_end(m_shapeRender);
|
gs_texrender_end(m_shapeRender);
|
||||||
} else {
|
} else {
|
||||||
obs_source_skip_video_filter(context);
|
obs_source_skip_video_filter(m_sourceContext);
|
||||||
}
|
}
|
||||||
gs_texture* shapeTexture = gs_texrender_get_texture(m_shapeRender);
|
gs_texture* shapeTexture = gs_texrender_get_texture(m_shapeRender);
|
||||||
|
|
||||||
|
|
|
@ -88,15 +88,21 @@ namespace Filter {
|
||||||
void video_render(gs_effect_t*);
|
void video_render(gs_effect_t*);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
obs_source_t *context;
|
obs_source_t *m_sourceContext;
|
||||||
Helper::VertexBuffer *m_vertexHelper;
|
Helper::VertexBuffer *m_vertexHelper;
|
||||||
gs_vertbuffer_t *m_vertexBuffer;
|
gs_vertbuffer_t *m_vertexBuffer;
|
||||||
gs_texrender_t *m_texRender, *m_shapeRender;
|
gs_texrender_t *m_texRender, *m_shapeRender;
|
||||||
|
|
||||||
bool m_isOrthographic;
|
// Camera
|
||||||
float_t fov;
|
bool m_isCameraOrthographic;
|
||||||
vec3 pos, rot;
|
float_t m_cameraFieldOfView;
|
||||||
vec3 scale;
|
|
||||||
|
// Source
|
||||||
|
bool m_isMeshUpdateRequired;
|
||||||
|
uint32_t m_rotationOrder;
|
||||||
|
vec3 m_position,
|
||||||
|
m_rotation,
|
||||||
|
m_scale;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue