obs-StreamFX/source/transitions/transition-shader.cpp
2020-08-10 19:51:21 +02:00

172 lines
4.5 KiB
C++

/*
* Modern effects for a modern Streamer
* Copyright (C) 2017 Michael Fabian Dirks
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "transition-shader.hpp"
#include "strings.hpp"
#include <stdexcept>
#include "obs/gs/gs-helper.hpp"
#define ST "Transition.Shader"
using namespace streamfx::transition::shader;
shader_instance::shader_instance(obs_data_t* data, obs_source_t* self) : obs::source_instance(data, self)
{
_fx = std::make_shared<gfx::shader::shader>(self, gfx::shader::shader_mode::Transition);
update(data);
}
shader_instance::~shader_instance() {}
uint32_t shader_instance::get_width()
{
return _fx->width();
}
uint32_t shader_instance::get_height()
{
return _fx->height();
}
void shader_instance::properties(obs_properties_t* props)
{
_fx->properties(props);
}
void shader_instance::load(obs_data_t* data)
{
update(data);
}
void shader_instance::update(obs_data_t* data)
{
_fx->update(data);
}
void shader_instance::video_tick(float_t sec_since_last)
{
if (_fx->tick(sec_since_last)) {
obs_data_t* data = obs_source_get_settings(_self);
_fx->update(data);
obs_data_release(data);
}
// Update Size from global base resolution.
obs_video_info ovi;
obs_get_video_info(&ovi);
_fx->set_size(ovi.base_width, ovi.base_height);
}
void shader_instance::video_render(gs_effect_t* effect)
{
if (!_fx) {
return;
}
#ifdef ENABLE_PROFILING
gs::debug_marker gdmp{gs::debug_color_source, "Shader Transition '%s'", obs_source_get_name(_self)};
#endif
obs_transition_video_render(_self,
[](void* data, gs_texture_t* a, gs_texture_t* b, float t, uint32_t cx, uint32_t cy) {
reinterpret_cast<shader_instance*>(data)->transition_render(a, b, t, cx, cy);
});
}
void shader_instance::transition_render(gs_texture_t* a, gs_texture_t* b, float_t t, uint32_t cx, uint32_t cy)
{
_fx->set_input_a(std::make_shared<::gs::texture>(a, false));
_fx->set_input_b(std::make_shared<::gs::texture>(b, false));
_fx->set_transition_time(t);
_fx->set_transition_size(cx, cy);
_fx->prepare_render();
_fx->render();
}
bool shader_instance::audio_render(uint64_t* ts_out, obs_source_audio_mix* audio_output, uint32_t mixers,
std::size_t channels, std::size_t sample_rate)
{
return obs_transition_audio_render(
_self, ts_out, audio_output, mixers, channels, sample_rate, [](void*, float_t t) { return 1.0f - t; },
[](void*, float_t t) { return t; });
}
void shader_instance::transition_start()
{
_fx->set_active(true);
}
void shader_instance::transition_stop()
{
_fx->set_active(false);
}
shader_factory::shader_factory()
{
_info.id = PREFIX "transition-shader";
_info.type = OBS_SOURCE_TYPE_TRANSITION;
_info.output_flags = OBS_SOURCE_VIDEO | OBS_SOURCE_CUSTOM_DRAW;
//set_activity_tracking_enabled(true); // Handled via transition start/stop
finish_setup();
register_proxy("obs-stream-effects-transition-shader");
}
shader_factory::~shader_factory() {}
const char* shader_factory::get_name()
{
return D_TRANSLATE(ST);
}
void shader_factory::get_defaults2(obs_data_t* data)
{
gfx::shader::shader::defaults(data);
}
obs_properties_t* shader_factory::get_properties2(shader::shader_instance* data)
{
auto pr = obs_properties_create();
obs_properties_set_param(pr, data, nullptr);
if (data) {
reinterpret_cast<shader_instance*>(data)->properties(pr);
}
return pr;
}
std::shared_ptr<shader_factory> _transition_shader_factory_instance = nullptr;
void streamfx::transition::shader::shader_factory::initialize()
{
if (!_transition_shader_factory_instance)
_transition_shader_factory_instance = std::make_shared<shader_factory>();
}
void streamfx::transition::shader::shader_factory::finalize()
{
_transition_shader_factory_instance.reset();
}
std::shared_ptr<shader_factory> streamfx::transition::shader::shader_factory::get()
{
return _transition_shader_factory_instance;
}