mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-05 01:27:26 +00:00
5baf8524d5
While the long descriptions were useful, keeping the updated and translated is pretty much impossible. Technology moves fast and not everyone that translates the project knows a lot about technology. Therefore the long descriptions have now been replaced with a button that opens the wiki page for the feature instead. This should drastically reduce the number of help cases, and improve the translation coverage at the same time.
169 lines
4 KiB
C++
169 lines
4 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 "source-shader.hpp"
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#include "strings.hpp"
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#include <stdexcept>
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#include "obs/gs/gs-helper.hpp"
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#define ST "Source.Shader"
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using namespace streamfx::source::shader;
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static constexpr std::string_view HELP_URL =
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"https://github.com/Xaymar/obs-StreamFX/wiki/Source-Filter-Transition-Shader";
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shader_instance::shader_instance(obs_data_t* data, obs_source_t* self) : obs::source_instance(data, self), _fx()
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{
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_fx = std::make_shared<::gfx::shader::shader>(self, ::gfx::shader::shader_mode::Source);
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update(data);
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}
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shader_instance::~shader_instance() {}
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uint32_t shader_instance::get_width()
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{
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return _fx->width();
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}
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uint32_t shader_instance::get_height()
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{
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return _fx->height();
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}
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void shader_instance::properties(obs_properties_t* props)
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{
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_fx->properties(props);
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}
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void shader_instance::load(obs_data_t* data)
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{
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_fx->update(data);
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}
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void shader_instance::update(obs_data_t* data)
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{
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_fx->update(data);
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}
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void shader_instance::video_tick(float_t sec_since_last)
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{
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if (_fx->tick(sec_since_last)) {
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obs_data_t* data = obs_source_get_settings(_self);
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_fx->update(data);
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obs_data_release(data);
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}
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obs_video_info ovi;
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obs_get_video_info(&ovi);
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_fx->set_size(ovi.base_width, ovi.base_height);
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}
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void shader_instance::video_render(gs_effect_t* effect)
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{
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if (!_fx) {
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return;
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}
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#ifdef ENABLE_PROFILING
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gs::debug_marker gdmp{gs::debug_color_source, "Shader Source '%s'", obs_source_get_name(_self)};
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#endif
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_fx->prepare_render();
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_fx->render(effect);
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}
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void streamfx::source::shader::shader_instance::activate()
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{
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_fx->set_active(true);
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}
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void streamfx::source::shader::shader_instance::deactivate()
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{
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_fx->set_active(false);
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}
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shader_factory::shader_factory()
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{
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_info.id = PREFIX "source-shader";
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_info.type = OBS_SOURCE_TYPE_INPUT;
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_info.output_flags = OBS_SOURCE_VIDEO | OBS_SOURCE_CUSTOM_DRAW;
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set_activity_tracking_enabled(true);
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finish_setup();
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register_proxy("obs-stream-effects-source-shader");
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}
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shader_factory::~shader_factory() {}
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const char* shader_factory::get_name()
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{
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return D_TRANSLATE(ST);
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}
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void shader_factory::get_defaults2(obs_data_t* data)
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{
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::gfx::shader::shader::defaults(data);
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}
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obs_properties_t* shader_factory::get_properties2(shader_instance* data)
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{
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auto pr = obs_properties_create();
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obs_properties_set_param(pr, data, nullptr);
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#ifdef ENABLE_FRONTEND
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{
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obs_properties_add_button2(pr, S_MANUAL_OPEN, D_TRANSLATE(S_MANUAL_OPEN),
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streamfx::source::shader::shader_factory::on_manual_open, nullptr);
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}
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#endif
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if (data) {
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reinterpret_cast<shader_instance*>(data)->properties(pr);
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}
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return pr;
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}
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#ifdef ENABLE_FRONTEND
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bool shader_factory::on_manual_open(obs_properties_t* props, obs_property_t* property, void* data)
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{
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streamfx::open_url(HELP_URL);
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return false;
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}
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#endif
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std::shared_ptr<shader_factory> _source_shader_factory_instance = nullptr;
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void streamfx::source::shader::shader_factory::initialize()
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{
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if (!_source_shader_factory_instance)
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_source_shader_factory_instance = std::make_shared<shader_factory>();
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}
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void streamfx::source::shader::shader_factory::finalize()
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{
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_source_shader_factory_instance.reset();
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}
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std::shared_ptr<shader_factory> streamfx::source::shader::shader_factory::get()
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{
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return _source_shader_factory_instance;
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}
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