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https://github.com/Xaymar/obs-StreamFX
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eba0a467d5
For simple image and video editing, LUTs (Look-Up Tables) are vastly superior to running the entire editing operation on each pixel - especially if all the processing can be done inside a single shader. Due to the post-processing requirements for our LUTs, we are limited to 8 bits per channel - though clever use of the unused Alpha channel may result in additional space. For our purposes however, this is definitely enough.
41 lines
1.6 KiB
C++
41 lines
1.6 KiB
C++
// Copyright (c) 2021 Michael Fabian Dirks <info@xaymar.com>
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#pragma once
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#include <memory>
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#include "gfx-lut.hpp"
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#include "obs/gs/gs-effect.hpp"
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#include "obs/gs/gs-texture.hpp"
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namespace gfx::lut {
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class consumer {
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std::shared_ptr<gfx::lut::data> _data;
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public:
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consumer();
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~consumer();
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std::shared_ptr<gs::effect> prepare(gfx::lut::color_depth depth, std::shared_ptr<gs::texture> lut);
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void consume(gfx::lut::color_depth depth, std::shared_ptr<gs::texture> lut,
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std::shared_ptr<gs::texture> texture);
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};
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} // namespace gfx::lut
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