obs-StreamFX/source/filters/filter-sdf-effects.hpp
Michael Fabian 'Xaymar' Dirks c59ec2511b filter-sdf-effects: Refactor to include Glow and Stroke (#2, #4)
This refactors the SDF Effects to use a normal blend function instead of doing the blend in the effect itself, improving quality and reducing problematic sampling issues. In addition to this, the effect files have been cleaned up slightly and renamed to their proper names. Glow and Stroke are now supported, which solves both #2 and #4 in one go.

The caching optimization has also now been implemented, reducing the number of renders for this filter to 1 for each tick.
2019-04-14 14:19:59 +02:00

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5.4 KiB
C++

/*
* Modern effects for a modern Streamer
* Copyright (C) 2017-2018 Michael Fabian Dirks
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#pragma once
#include <memory>
#include "obs/gs/gs-effect.hpp"
#include "obs/gs/gs-rendertarget.hpp"
#include "obs/gs/gs-sampler.hpp"
#include "obs/gs/gs-texture.hpp"
#include "obs/gs/gs-vertexbuffer.hpp"
#include "plugin.hpp"
// OBS
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4201)
#endif
#include <obs.h>
#ifdef _MSC_VER
#pragma warning(pop)
#endif
namespace filter {
namespace sdf_effects {
class sdf_effects_instance;
class sdf_effects_factory {
friend class std::_Ptr_base<filter::sdf_effects::sdf_effects_factory>;
obs_source_info source_info;
std::list<sdf_effects_instance*> sources;
std::shared_ptr<gs::effect> sdf_producer_effect;
std::shared_ptr<gs::effect> sdf_consumer_effect;
public: // Singleton
static void initialize();
static void finalize();
static std::shared_ptr<sdf_effects_factory> get();
public:
sdf_effects_factory();
~sdf_effects_factory();
void on_list_fill();
void on_list_empty();
static void* create(obs_data_t* settings, obs_source_t* self);
static void destroy(void* source);
static void get_defaults(obs_data_t* settings);
static obs_properties_t* get_properties(void* source);
static void update(void* source, obs_data_t* settings);
static const char* get_name(void* source);
static uint32_t get_width(void* source);
static uint32_t get_height(void* source);
static void activate(void* source);
static void deactivate(void* source);
static void video_tick(void* source, float delta);
static void video_render(void* source, gs_effect_t* effect);
public:
std::shared_ptr<gs::effect> get_sdf_producer_effect();
std::shared_ptr<gs::effect> get_sdf_consumer_effect();
};
class sdf_effects_instance {
obs_source_t* m_self;
// Input
std::shared_ptr<gs::rendertarget> m_source_rt;
std::shared_ptr<gs::texture> m_source_texture;
bool m_source_rendered;
// Distance Field
std::shared_ptr<gs::rendertarget> m_sdf_write, m_sdf_read;
std::shared_ptr<gs::texture> m_sdf_texture;
double_t m_sdf_scale;
float_t m_sdf_threshold;
// Effects
bool m_output_rendered;
std::shared_ptr<gs::texture> m_output_texture;
std::shared_ptr<gs::rendertarget> m_output_rt;
/// Inner Shadow
bool m_inner_shadow;
vec4 m_inner_shadow_color;
float_t m_inner_shadow_range_min;
float_t m_inner_shadow_range_max;
float_t m_inner_shadow_offset_x;
float_t m_inner_shadow_offset_y;
/// Outer Shadow
bool m_outer_shadow;
vec4 m_outer_shadow_color;
float_t m_outer_shadow_range_min;
float_t m_outer_shadow_range_max;
float_t m_outer_shadow_offset_x;
float_t m_outer_shadow_offset_y;
/// Inner Glow
bool m_inner_glow;
vec4 m_inner_glow_color;
float_t m_inner_glow_width;
float_t m_inner_glow_sharpness;
float_t m_inner_glow_sharpness_inv;
/// Outer Glow
bool m_outer_glow;
vec4 m_outer_glow_color;
float_t m_outer_glow_width;
float_t m_outer_glow_sharpness;
float_t m_outer_glow_sharpness_inv;
/// Outline
bool m_outline;
vec4 m_outline_color;
float_t m_outline_width;
float_t m_outline_offset;
float_t m_outline_sharpness;
float_t m_outline_sharpness_inv;
static bool cb_modified_shadow_inside(void* ptr, obs_properties_t* props, obs_property* prop,
obs_data_t* settings);
static bool cb_modified_shadow_outside(void* ptr, obs_properties_t* props, obs_property* prop,
obs_data_t* settings);
static bool cb_modified_glow_inside(void* ptr, obs_properties_t* props, obs_property* prop,
obs_data_t* settings);
static bool cb_modified_glow_outside(void* ptr, obs_properties_t* props, obs_property* prop,
obs_data_t* settings);
static bool cb_modified_outline(void* ptr, obs_properties_t* props, obs_property* prop,
obs_data_t* settings);
static bool cb_modified_advanced(void* ptr, obs_properties_t* props, obs_property* prop,
obs_data_t* settings);
public:
sdf_effects_instance(obs_data_t* settings, obs_source_t* self);
~sdf_effects_instance();
obs_properties_t* get_properties();
void update(obs_data_t*);
uint32_t get_width();
uint32_t get_height();
void activate();
void deactivate();
void video_tick(float);
void video_render(gs_effect_t*);
};
} // namespace sdf_effects
} // namespace filter