mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 06:15:05 +00:00
219 lines
6 KiB
C++
219 lines
6 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 "gs-mipmapper.h"
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extern "C" {
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#pragma warning(push)
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#pragma warning(disable : 4201)
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#include <graphics/graphics.h>
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#include <obs-module.h>
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#include <obs.h>
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#pragma warning(pop)
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#if defined(WIN32) || defined(WIN64)
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#include <windows.h>
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#endif
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}
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// Here be dragons!
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// This is to add support for mipmap generation which is by default not possible with libobs.
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// OBS hides a ton of possible things from us, which we'd have to simulate - or just hack around.
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struct graphics_subsystem {
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void* module;
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gs_device_t* device;
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// No other fields required.
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};
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#if defined(WIN32) || defined(WIN64)
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#include <d3d11.h>
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#include <dxgi.h>
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#include <util/windows/ComPtr.hpp>
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// Slaughtered copy of d3d11-subsystem.hpp gs_device. We only need up to device and context, the rest is "unknown" to us.
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struct gs_d3d11_device {
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ComPtr<IDXGIFactory1> factory;
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ComPtr<IDXGIAdapter1> adapter;
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ComPtr<ID3D11Device> device;
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ComPtr<ID3D11DeviceContext> context;
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// No other fields required.
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};
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#endif
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gs::mipmapper::~mipmapper()
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{
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vertexBuffer.reset();
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renderTarget.reset();
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effect.reset();
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}
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gs::mipmapper::mipmapper()
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{
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vertexBuffer = std::make_unique<gs::vertex_buffer>(6, 1);
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auto v0 = vertexBuffer->at(0);
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v0.position->x = 0;
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v0.position->y = 0;
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v0.uv[0]->x = 0;
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v0.uv[0]->y = 0;
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auto v1 = vertexBuffer->at(1);
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auto v4 = vertexBuffer->at(4);
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v4.position->x = v1.position->x = 1.0;
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v4.position->y = v1.position->y = 0;
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v4.uv[0]->x = v1.uv[0]->x = 1.0;
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v4.uv[0]->y = v1.uv[0]->y = 0;
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auto v2 = vertexBuffer->at(2);
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auto v3 = vertexBuffer->at(3);
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v3.position->x = v2.position->x = 0;
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v3.position->y = v2.position->y = 1.0;
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v3.uv[0]->x = v2.uv[0]->x = 0;
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v3.uv[0]->y = v2.uv[0]->y = 1.0;
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auto v5 = vertexBuffer->at(5);
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v5.position->x = 1.0;
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v5.position->y = 1.0;
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v5.uv[0]->x = 1.0;
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v5.uv[0]->y = 1.0;
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vertexBuffer->update();
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char* effect_file = obs_module_file("effects/mipgen.effect");
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effect = std::make_unique<gs::effect>(effect_file);
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bfree(effect_file);
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}
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void gs::mipmapper::rebuild(std::shared_ptr<gs::texture> texture,
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gs::mipmapper::generator generator = gs::mipmapper::generator::Bilinear,
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float_t strength = 1.0)
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{
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// Here be dragons! You have been warned.
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// Do nothing if there is no texture given.
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if (!texture) {
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#ifdef _DEBUG
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assert(!texture);
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#endif
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return;
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}
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obs_enter_graphics();
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// Test if we actually need to recreate the render target for a different format.
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bool recreate = false;
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if (renderTarget) {
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recreate = (texture->get_color_format() != renderTarget->get_color_format());
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} else {
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recreate = true;
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}
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// Re-create the render target if necessary.
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if (recreate) {
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renderTarget = std::make_unique<gs::rendertarget>(texture->get_color_format(), GS_ZS_NONE);
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}
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// Render
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graphics_t* ctx = gs_get_context();
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gs_d3d11_device* dev = reinterpret_cast<gs_d3d11_device*>(ctx->device);
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int device_type = gs_get_device_type();
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void* obj = gs_texture_get_obj(texture->get_object());
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std::string technique = "Draw";
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switch (generator) {
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case generator::Point:
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technique = "Point";
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break;
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case generator::Linear:
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technique = "Linear";
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break;
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case generator::Bilinear:
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technique = "Bilinear";
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break;
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case generator::Sharpen:
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technique = "Sharpen";
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break;
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case generator::Smoothen:
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technique = "Smoothen";
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break;
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case generator::Bicubic:
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technique = "Bicubic";
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break;
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case generator::Lanczos:
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technique = "Lanczos";
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break;
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}
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gs_load_vertexbuffer(vertexBuffer->update());
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gs_load_indexbuffer(nullptr);
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if (texture->get_type() == gs::texture::type::Normal) {
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size_t texture_width = texture->get_width();
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size_t texture_height = texture->get_height();
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float_t texel_width = 1.0 / texture_width;
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float_t texel_height = 1.0 / texture_height;
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#if defined(WIN32) || defined(WIN64)
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if (device_type == GS_DEVICE_DIRECT3D_11) {
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// We definitely have a Direct3D11 resource.
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D3D11_TEXTURE2D_DESC t2dsc;
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ID3D11Texture2D* t2 = reinterpret_cast<ID3D11Texture2D*>(obj);
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t2->GetDesc(&t2dsc);
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// If we do not have any miplevels, just stop now.
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if (t2dsc.MipLevels == 0) {
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obs_leave_graphics();
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return;
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}
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for (size_t mip = 1; mip < t2dsc.MipLevels; mip++) {
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texture_width /= 2;
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texture_height /= 2;
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texel_width *= 2;
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texel_height *= 2;
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// Draw mipmap layer
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{
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auto op = renderTarget->render(texture_width, texture_height);
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effect->get_parameter("image").set_texture(texture);
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effect->get_parameter("imageTexel").set_float2(texel_width, texel_height);
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effect->get_parameter("strength").set_float(strength);
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while (gs_effect_loop(effect->get_object(), technique.c_str())) {
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gs_draw(gs_draw_mode::GS_TRIS, 0, vertexBuffer->size());
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}
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}
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// Copy
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ID3D11Texture2D* rt =
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reinterpret_cast<ID3D11Texture2D*>(gs_texture_get_obj(renderTarget->get_object()));
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dev->context->CopySubresourceRegion(t2, mip, 0, 0, 0, rt, 0, nullptr);
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}
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}
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#endif
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if (device_type == GS_DEVICE_OPENGL) {
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// This is an OpenGL resource.
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}
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}
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gs_load_indexbuffer(nullptr);
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gs_load_vertexbuffer(nullptr);
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obs_leave_graphics();
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}
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