mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 06:15:05 +00:00
43b5d309eb
These allow you to apply any kind of filtering to a any source, using just standard HLSL. Just like transitions, one extra parameter is set called 'InputA'. Fixes #95
141 lines
4.1 KiB
C++
141 lines
4.1 KiB
C++
/*
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* Modern effects for a modern Streamer
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* Copyright (C) 2017 Michael Fabian Dirks
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "transition-shader.hpp"
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#include <stdexcept>
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#include "strings.hpp"
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#include "utility.hpp"
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#define ST "Transition.Shader"
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transition::shader::shader_instance::shader_instance(obs_data_t* data, obs_source_t* self)
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: obs::source_instance(data, self), _is_main(false)
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{
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_fx = std::make_shared<gfx::shader::shader>(self, gfx::shader::shader_mode::Transition);
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update(data);
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}
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transition::shader::shader_instance::~shader_instance() {}
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uint32_t transition::shader::shader_instance::get_width()
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{
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return _fx->width();
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}
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uint32_t transition::shader::shader_instance::get_height()
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{
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return _fx->height();
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}
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void transition::shader::shader_instance::properties(obs_properties_t* props)
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{
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_fx->properties(props);
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}
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void transition::shader::shader_instance::load(obs_data_t* data)
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{
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update(data);
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}
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void transition::shader::shader_instance::update(obs_data_t* data)
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{
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_fx->update(data);
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}
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void transition::shader::shader_instance::video_tick(float_t sec_since_last)
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{
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if (_fx->tick(sec_since_last)) {
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obs_data_t* data = obs_source_get_settings(_self);
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_fx->update(data);
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obs_data_release(data);
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}
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// Update Size from global base resolution.
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obs_video_info ovi;
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obs_get_video_info(&ovi);
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_fx->set_size(ovi.base_width, ovi.base_height);
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}
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void transition::shader::shader_instance::video_render(gs_effect_t* effect)
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{
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if (!_fx) {
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return;
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}
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_fx->prepare_render();
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obs_transition_video_render(_self,
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[](void* data, gs_texture_t* a, gs_texture_t* b, float t, uint32_t cx, uint32_t cy) {
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reinterpret_cast<shader_instance*>(data)->transition_render(a, b, t, cx, cy);
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});
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}
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void transition::shader::shader_instance::transition_render(gs_texture_t* a, gs_texture_t* b, float t, uint32_t cx,
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uint32_t cy)
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{
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_fx->set_input_a(std::make_shared<::gs::texture>(a, false));
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_fx->set_input_b(std::make_shared<::gs::texture>(b, false));
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_fx->set_transition_time(t);
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_fx->set_transition_size(cx, cy);
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_fx->render();
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}
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bool transition::shader::shader_instance::audio_render(uint64_t* ts_out, obs_source_audio_mix* audio_output,
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uint32_t mixers, size_t channels, size_t sample_rate)
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{
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return obs_transition_audio_render(
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_self, ts_out, audio_output, mixers, channels, sample_rate, [](void*, float_t t) { return 1.0f - t; },
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[](void*, float_t t) { return t; });
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}
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void transition::shader::shader_instance::transition_start() {}
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void transition::shader::shader_instance::transition_stop() {}
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std::shared_ptr<transition::shader::shader_factory> transition::shader::shader_factory::factory_instance = nullptr;
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transition::shader::shader_factory::shader_factory()
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{
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_info.id = "obs-stream-effects-transition-shader";
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_info.type = OBS_SOURCE_TYPE_TRANSITION;
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_info.output_flags = OBS_SOURCE_VIDEO | OBS_SOURCE_CUSTOM_DRAW;
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finish_setup();
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}
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transition::shader::shader_factory::~shader_factory() {}
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const char* transition::shader::shader_factory::get_name()
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{
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return D_TRANSLATE(ST);
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}
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void transition::shader::shader_factory::get_defaults2(obs_data_t* data) {}
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obs_properties_t* transition::shader::shader_factory::get_properties2(shader::shader_instance* data)
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{
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auto pr = obs_properties_create();
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obs_properties_set_param(pr, data, nullptr);
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if (data) {
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reinterpret_cast<shader_instance*>(data)->properties(pr);
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}
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return pr;
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}
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