obs-StreamFX/source/filters/filter-shader.cpp
Michael Fabian 'Xaymar' Dirks cd5acd42f4 obs-source-factory: Add settings migration code
Previously sources had to manually implement migration code, which resulted in unresolvable regression issues due to the lack of version and commit tagging. With the new migration code, all sources automatically have this version and commit tagging at all times, and as such can now have a temporary regression fixed without the user needing to change any values manually.
2020-04-05 07:28:10 +02:00

159 lines
4.5 KiB
C++

/*
* Modern effects for a modern Streamer
* Copyright (C) 2017 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
*/
#include "filter-shader.hpp"
#include "strings.hpp"
#include <stdexcept>
#include "obs/gs/gs-helper.hpp"
#include "utility.hpp"
#define ST "Filter.Shader"
filter::shader::shader_instance::shader_instance(obs_data_t* data, obs_source_t* self)
: obs::source_instance(data, self)
{
_fx = std::make_shared<gfx::shader::shader>(self, gfx::shader::shader_mode::Filter);
_rt = std::make_shared<gs::rendertarget>(GS_RGBA, GS_ZS_NONE);
update(data);
}
filter::shader::shader_instance::~shader_instance() {}
uint32_t filter::shader::shader_instance::get_width()
{
return _fx->width();
}
uint32_t filter::shader::shader_instance::get_height()
{
return _fx->height();
}
void filter::shader::shader_instance::properties(obs_properties_t* props)
{
_fx->properties(props);
}
void filter::shader::shader_instance::load(obs_data_t* data)
{
update(data);
}
void filter::shader::shader_instance::migrate(obs_data_t* data, std::uint64_t version) {}
void filter::shader::shader_instance::update(obs_data_t* data)
{
_fx->update(data);
}
void filter::shader::shader_instance::video_tick(float_t sec_since_last)
{
if (_fx->tick(sec_since_last)) {
obs_data_t* data = obs_source_get_settings(_self);
_fx->update(data);
obs_data_release(data);
}
if (obs_source_t* tgt = obs_filter_get_target(_self); tgt != nullptr) {
_fx->set_size(obs_source_get_base_width(tgt), obs_source_get_base_height(tgt));
} else if (obs_source* src = obs_filter_get_parent(_self); src != nullptr) {
_fx->set_size(obs_source_get_base_width(src), obs_source_get_base_height(src));
}
}
void filter::shader::shader_instance::video_render(gs_effect_t* effect)
{
if (!_fx || !_fx->width() || !_fx->height()) {
obs_source_skip_video_filter(_self);
return;
}
{
gs::debug_marker _marker_cache{gs::debug_color_source, "%s: Capture", obs_source_get_name(_self)};
auto op = _rt->render(_fx->width(), _fx->height());
gs_ortho(0, static_cast<float_t>(_fx->width()), 0, static_cast<float_t>(_fx->height()), -1, 1);
vec4 clear_color = {0};
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &clear_color, 0, 0);
/// Render original source
if (obs_source_process_filter_begin(_self, GS_RGBA, OBS_NO_DIRECT_RENDERING)) {
gs_blend_state_push();
gs_reset_blend_state();
gs_enable_blending(false);
gs_blend_function_separate(GS_BLEND_ONE, GS_BLEND_ZERO, GS_BLEND_SRCALPHA, GS_BLEND_ZERO);
gs_enable_depth_test(false);
gs_enable_stencil_test(false);
gs_enable_stencil_write(false);
gs_enable_color(true, true, true, true);
gs_set_cull_mode(GS_NEITHER);
obs_source_process_filter_end(_self, obs_get_base_effect(OBS_EFFECT_DEFAULT), _fx->width(), _fx->height());
gs_blend_state_pop();
} else {
obs_source_skip_video_filter(_self);
return;
}
}
{
gs::debug_marker _marker_cache{gs::debug_color_render, "%s: Render", obs_source_get_name(_self)};
_fx->prepare_render();
_fx->set_input_a(_rt->get_texture());
_fx->render();
}
}
std::shared_ptr<filter::shader::shader_factory> filter::shader::shader_factory::factory_instance = nullptr;
filter::shader::shader_factory::shader_factory()
{
_info.id = "obs-stream-effects-filter-shader";
_info.type = OBS_SOURCE_TYPE_FILTER;
_info.output_flags = OBS_SOURCE_VIDEO | OBS_SOURCE_CUSTOM_DRAW;
finish_setup();
}
filter::shader::shader_factory::~shader_factory() {}
const char* filter::shader::shader_factory::get_name()
{
return D_TRANSLATE(ST);
}
void filter::shader::shader_factory::get_defaults2(obs_data_t* data)
{
gfx::shader::shader::defaults(data);
}
obs_properties_t* filter::shader::shader_factory::get_properties2(shader::shader_instance* data)
{
auto pr = obs_properties_create();
obs_properties_set_param(pr, data, nullptr);
if (data) {
reinterpret_cast<shader_instance*>(data)->properties(pr);
}
return pr;
}