mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 14:25:05 +00:00
159 lines
4.5 KiB
C++
159 lines
4.5 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 "libobs/obs.h"
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#include "libobs/graphics/graphics.h"
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#pragma warning (pop)
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}
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#define MAX_LAYERS 16
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GS::MipMapper::MipMapper() : m_rt(GS_RGBA, GS_ZS_NONE), m_vb(65535) {
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// Sub layers start here now.
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float_t size = 0.5, offset = 0.0;
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for (size_t layer = 0; layer < MAX_LAYERS; layer++) {
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// Large Block
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if (layer == 0) {
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{
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GS::Vertex& v = m_vb.at(layer * 12);
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vec3_set(&v.position, offset, offset, 0);
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vec4_set(&v.uv[0], 0, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 1);
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vec3_set(&v.position, offset + size, offset, 0);
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vec4_set(&v.uv[0], 1, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 2);
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vec3_set(&v.position, offset + size, offset + size, 0);
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vec4_set(&v.uv[0], 1, 1, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 3);
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vec3_set(&v.position, offset, offset + size, 0);
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vec4_set(&v.uv[0], 0, 1, 0, 0);
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}
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} else {
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{
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GS::Vertex& v = m_vb.at(layer * 12);
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vec3_set(&v.position, offset, offset, 0);
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vec4_set(&v.uv[0], offset - size * 2, offset - size * 2, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 1);
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vec3_set(&v.position, offset + size, offset, 0);
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vec4_set(&v.uv[0], offset, offset - size * 2, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 2);
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vec3_set(&v.position, offset + size, offset + size, 0);
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vec4_set(&v.uv[0], offset, offset, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 3);
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vec3_set(&v.position, offset, offset + size, 0);
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vec4_set(&v.uv[0], offset - size * 2, offset, 0, 0);
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}
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}
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if (layer != 0) {
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// Horizontal Slice
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 4);
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vec3_set(&v.position, 0, offset, 0);
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vec4_set(&v.uv[0], 0, offset - size, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 5);
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vec3_set(&v.position, size, offset, 0);
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vec4_set(&v.uv[0], .5, offset - size, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 6);
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vec3_set(&v.position, size, offset + size, 0);
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vec4_set(&v.uv[0], .5, offset, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 7);
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vec3_set(&v.position, 0, offset + size, 0);
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vec4_set(&v.uv[0], 0, offset, 0, 0);
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}
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// Vertical Slice
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 8);
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vec3_set(&v.position, offset, 0, 0);
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vec4_set(&v.uv[0], offset - size, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 9);
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vec3_set(&v.position, offset + size, 0, 0);
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vec4_set(&v.uv[0], offset, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 10);
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vec3_set(&v.position, offset + size, size, 0);
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vec4_set(&v.uv[0], offset, 0.5, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 11);
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vec3_set(&v.position, offset, size, 0);
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vec4_set(&v.uv[0], offset - size, 0.5, 0, 0);
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}
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}
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offset += size;
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size /= 2.0;
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}
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}
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GS::MipMapper::~MipMapper() {}
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gs_texture_t* GS::MipMapper::Render(gs_texture_t* intex) {
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// Get Texture Size
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uint32_t width = gs_texture_get_width(intex),
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height = gs_texture_get_height(intex);
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// Calculate total mipmap layers.
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uint32_t layers = 1, size = height;
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if (width > height) size = width;
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layers = static_cast<uint32_t>(ceil(log(double_t(size)) / log(2.0)));
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size = (uint32_t)pow(2, layers);
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// Render
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m_buf = GS::Texture(size, size, GS_RGBA, 1, nullptr, GS_DYNAMIC);
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for (uint32_t layer = 0; layer < layers; layer++) {
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try {
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GS::RenderTargetOp op = m_rt.Render(size * 2, size * 2);
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gs_load_vertexbuffer(m_vb.get());
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gs_load_indexbuffer(nullptr);
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gs_draw(gs_draw_mode::GS_TRIS, layer * 12, 12);
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} catch (...) {
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return intex;
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}
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gs_copy_texture(m_buf.GetObject(), m_rt.GetTextureObject());
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}
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return m_buf.GetObject();
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}
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