mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 06:15:05 +00:00
fd5723d56b
* Fixed the perspective mesh not filling the entire frame with the default settings. * Changed the maximum range of 'Field of View' to 179 degrees instead of 180 degrees. * Changed the direction the perspective camera looks at to +Z instead of -Z. This should feel more natural for users of other 3D programs. * Changed the 'Position (Z)' default to 0. * Added translation strings for 'Field Of View', 'Position', 'Scale' and 'Rotation'.
108 lines
3.9 KiB
C++
108 lines
3.9 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 "plugin.h"
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#include "gs-helper.h"
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#define P_FILTER_TRANSFORM "Filter.Transform"
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#define P_FILTER_TRANSFORM_CAMERA "Filter.Transform.Camera"
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#define P_FILTER_TRANSFORM_CAMERA_ORTHOGRAPHIC "Filter.Transform.Camera.Orthographic"
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#define P_FILTER_TRANSFORM_CAMERA_PERSPECTIVE "Filter.Transform.Camera.Perspective"
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#define P_FILTER_TRANSFORM_CAMERA_FIELDOFVIEW "Filter.Transform.Camera.FieldOfView"
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#define P_FILTER_TRANSFORM_POSITION "Filter.Transform.Position"
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#define P_FILTER_TRANSFORM_POSITION_X "Filter.Transform.Position.X"
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#define P_FILTER_TRANSFORM_POSITION_Y "Filter.Transform.Position.Y"
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#define P_FILTER_TRANSFORM_POSITION_Z "Filter.Transform.Position.Z"
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#define P_FILTER_TRANSFORM_ROTATION "Filter.Transform.Rotation"
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#define P_FILTER_TRANSFORM_ROTATION_ORDER "Filter.Transform.Rotation.Order"
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#define P_FILTER_TRANSFORM_ROTATION_ORDER_XYZ "Filter.Transform.Rotation.Order.XYZ"
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#define P_FILTER_TRANSFORM_ROTATION_ORDER_XZY "Filter.Transform.Rotation.Order.XZY"
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#define P_FILTER_TRANSFORM_ROTATION_ORDER_YXZ "Filter.Transform.Rotation.Order.YXZ"
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#define P_FILTER_TRANSFORM_ROTATION_ORDER_YZX "Filter.Transform.Rotation.Order.YZX"
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#define P_FILTER_TRANSFORM_ROTATION_ORDER_ZXY "Filter.Transform.Rotation.Order.ZXY"
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#define P_FILTER_TRANSFORM_ROTATION_ORDER_ZYX "Filter.Transform.Rotation.Order.ZYX"
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#define P_FILTER_TRANSFORM_ROTATION_X "Filter.Transform.Rotation.X"
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#define P_FILTER_TRANSFORM_ROTATION_Y "Filter.Transform.Rotation.Y"
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#define P_FILTER_TRANSFORM_ROTATION_Z "Filter.Transform.Rotation.Z"
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#define P_FILTER_TRANSFORM_SCALE "Filter.Transform.Scale"
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#define P_FILTER_TRANSFORM_SCALE_X "Filter.Transform.Scale.X"
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#define P_FILTER_TRANSFORM_SCALE_Y "Filter.Transform.Scale.Y"
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namespace Filter {
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class Transform {
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public:
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Transform();
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~Transform();
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static const char *get_name(void *);
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static void get_defaults(obs_data_t *);
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static obs_properties_t *get_properties(void *);
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static bool modified_properties(obs_properties_t *, obs_property_t *, obs_data_t *);
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static void *create(obs_data_t *, obs_source_t *);
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static void destroy(void *);
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static uint32_t get_width(void *);
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static uint32_t get_height(void *);
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static void update(void *, obs_data_t *);
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static void activate(void *);
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static void deactivate(void *);
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static void show(void *);
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static void hide(void *);
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static void video_tick(void *, float);
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static void video_render(void *, gs_effect_t *);
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private:
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obs_source_info sourceInfo;
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private:
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class Instance {
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public:
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Instance(obs_data_t*, obs_source_t*);
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~Instance();
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void update(obs_data_t*);
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uint32_t get_width();
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uint32_t get_height();
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void activate();
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void deactivate();
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void show();
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void hide();
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void video_tick(float);
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void video_render(gs_effect_t*);
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private:
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obs_source_t *m_sourceContext;
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Helper::VertexBuffer *m_vertexHelper;
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gs_vertbuffer_t *m_vertexBuffer;
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gs_texrender_t *m_texRender, *m_shapeRender;
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// Camera
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bool m_isCameraOrthographic;
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float_t m_cameraFieldOfView;
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// Source
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bool m_isMeshUpdateRequired;
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uint32_t m_rotationOrder;
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vec3 m_position,
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m_rotation,
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m_scale;
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};
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};
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}
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