mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-14 07:45:06 +00:00
81 lines
2.2 KiB
C++
81 lines
2.2 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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#pragma once
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#include "gfx/gfx-effect-source.hpp"
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#include "obs/gs/gs-rendertarget.hpp"
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#include "plugin.hpp"
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extern "C" {
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#include <obs.h>
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}
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namespace source {
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namespace shader {
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class shader_factory {
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obs_source_info _source_info;
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public: // Singleton
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static void initialize();
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static void finalize();
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static std::shared_ptr<shader_factory> get();
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public:
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shader_factory();
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~shader_factory();
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};
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class shader_instance {
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obs_source_t* _self;
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bool _active;
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uint32_t _width, _height;
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std::shared_ptr<gs::rendertarget> _rt;
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bool _rt_updated;
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std::shared_ptr<gs::texture> _rt_tex;
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std::shared_ptr<gfx::effect_source::effect_source> _fx;
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public:
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shader_instance(obs_data_t* data, obs_source_t* self);
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~shader_instance();
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uint32_t width();
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uint32_t height();
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void properties(obs_properties_t* props);
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void load(obs_data_t* data);
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void update(obs_data_t* data);
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void activate();
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void deactivate();
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bool valid_param(std::shared_ptr<gs::effect_parameter> param);
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void override_param(std::shared_ptr<gs::effect> effect);
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void enum_active_sources(obs_source_enum_proc_t, void*);
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void video_tick(float_t sec_since_last);
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void video_render(gs_effect_t* effect);
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};
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} // namespace shader
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} // namespace source
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