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787 lines
25 KiB
C
787 lines
25 KiB
C
/*****************************************************************************
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Copyright (C) 2016 by c3r1c3 <c3r1c3@nevermindonline.com>
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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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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*****************************************************************************/
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#include <obs-module.h>
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#include <graphics/matrix4.h>
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#include <graphics/quat.h>
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/* clang-format off */
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#define SETTING_SDR_ONLY_INFO "sdr_only_info"
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#define SETTING_GAMMA "gamma"
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#define SETTING_CONTRAST "contrast"
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#define SETTING_BRIGHTNESS "brightness"
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#define SETTING_SATURATION "saturation"
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#define SETTING_HUESHIFT "hue_shift"
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#define SETTING_OPACITY "opacity"
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#define SETTING_COLOR "color"
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#define SETTING_COLOR_MULTIPLY "color_multiply"
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#define SETTING_COLOR_ADD "color_add"
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#define TEXT_SDR_ONLY_INFO obs_module_text("SdrOnlyInfo")
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#define TEXT_GAMMA obs_module_text("Gamma")
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#define TEXT_CONTRAST obs_module_text("Contrast")
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#define TEXT_BRIGHTNESS obs_module_text("Brightness")
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#define TEXT_SATURATION obs_module_text("Saturation")
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#define TEXT_HUESHIFT obs_module_text("HueShift")
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#define TEXT_OPACITY obs_module_text("Opacity")
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#define TEXT_COLOR obs_module_text("Color")
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#define TEXT_COLOR_MULTIPLY obs_module_text("ColorMultiply")
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#define TEXT_COLOR_ADD obs_module_text("ColorAdd")
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/* clang-format on */
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struct color_correction_filter_data {
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obs_source_t *context;
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gs_effect_t *effect;
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gs_eparam_t *gamma_param;
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gs_eparam_t *final_matrix_param;
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float gamma;
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/* Pre-Computes */
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struct matrix4 con_matrix;
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struct matrix4 bright_matrix;
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struct matrix4 sat_matrix;
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struct matrix4 hue_op_matrix;
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struct matrix4 color_matrix;
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struct matrix4 final_matrix;
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struct vec3 half_unit;
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};
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struct color_correction_filter_data_v2 {
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obs_source_t *context;
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gs_effect_t *effect;
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gs_eparam_t *gamma_param;
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gs_eparam_t *final_matrix_param;
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float gamma;
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/* Pre-Computes */
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struct matrix4 con_matrix;
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struct matrix4 bright_matrix;
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struct matrix4 sat_matrix;
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struct matrix4 hue_op_matrix;
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struct matrix4 color_matrix;
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struct matrix4 final_matrix;
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struct vec3 half_unit;
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};
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static const float root3 = 0.57735f;
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static const float red_weight = 0.299f;
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static const float green_weight = 0.587f;
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static const float blue_weight = 0.114f;
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/*
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* As the functions' namesake, this provides the internal name of your Filter,
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* which is then translated/referenced in the "data/locale" files.
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*/
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static const char *color_correction_filter_name(void *unused)
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{
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UNUSED_PARAMETER(unused);
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return obs_module_text("ColorFilter");
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}
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/*
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* This function is called (see bottom of this file for more details)
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* whenever the OBS filter interface changes. So when the user is messing
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* with a slider this function is called to update the internal settings
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* in OBS, and hence the settings being passed to the CPU/GPU.
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*/
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static void color_correction_filter_update_v1(void *data, obs_data_t *settings)
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{
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struct color_correction_filter_data *filter = data;
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/* Build our Gamma numbers. */
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double gamma = obs_data_get_double(settings, SETTING_GAMMA);
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gamma = (gamma < 0.0) ? (-gamma + 1.0) : (1.0 / (gamma + 1.0));
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filter->gamma = (float)gamma;
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/* Build our contrast number. */
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float contrast =
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(float)obs_data_get_double(settings, SETTING_CONTRAST) + 1.0f;
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float one_minus_con = (1.0f - contrast) / 2.0f;
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/* Now let's build our Contrast matrix. */
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filter->con_matrix = (struct matrix4){
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contrast, 0.0f, 0.0f, 0.0f,
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0.0f, contrast, 0.0f, 0.0f,
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0.0f, 0.0f, contrast, 0.0f,
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one_minus_con, one_minus_con, one_minus_con, 1.0f};
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/* Build our brightness number. */
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float brightness =
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(float)obs_data_get_double(settings, SETTING_BRIGHTNESS);
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/*
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* Now let's build our Brightness matrix.
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* Earlier (in the function color_correction_filter_create) we set
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* this matrix to the identity matrix, so now we only need
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* to set the 3 variables that have changed.
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*/
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filter->bright_matrix.t.x = brightness;
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filter->bright_matrix.t.y = brightness;
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filter->bright_matrix.t.z = brightness;
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/* Build our Saturation number. */
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float saturation =
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(float)obs_data_get_double(settings, SETTING_SATURATION) + 1.0f;
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/* Factor in the selected color weights. */
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float one_minus_sat_red = (1.0f - saturation) * red_weight;
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float one_minus_sat_green = (1.0f - saturation) * green_weight;
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float one_minus_sat_blue = (1.0f - saturation) * blue_weight;
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float sat_val_red = one_minus_sat_red + saturation;
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float sat_val_green = one_minus_sat_green + saturation;
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float sat_val_blue = one_minus_sat_blue + saturation;
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/* Now we build our Saturation matrix. */
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filter->sat_matrix = (struct matrix4){sat_val_red,
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one_minus_sat_red,
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one_minus_sat_red,
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0.0f,
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one_minus_sat_green,
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sat_val_green,
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one_minus_sat_green,
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0.0f,
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one_minus_sat_blue,
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one_minus_sat_blue,
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sat_val_blue,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f};
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/* Build our Hue number. */
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float hue_shift =
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(float)obs_data_get_double(settings, SETTING_HUESHIFT);
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/* Build our Transparency number. */
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float opacity =
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(float)obs_data_get_int(settings, SETTING_OPACITY) * 0.01f;
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/* Hue is the radian of 0 to 360 degrees. */
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float half_angle = 0.5f * (float)(hue_shift / (180.0f / M_PI));
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/* Pseudo-Quaternion To Matrix. */
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float rot_quad1 = root3 * (float)sin(half_angle);
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struct vec3 rot_quaternion;
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vec3_set(&rot_quaternion, rot_quad1, rot_quad1, rot_quad1);
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float rot_quaternion_w = (float)cos(half_angle);
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struct vec3 cross;
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vec3_mul(&cross, &rot_quaternion, &rot_quaternion);
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struct vec3 square;
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vec3_mul(&square, &rot_quaternion, &rot_quaternion);
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struct vec3 wimag;
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vec3_mulf(&wimag, &rot_quaternion, rot_quaternion_w);
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vec3_mulf(&square, &square, 2.0f);
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struct vec3 diag;
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vec3_sub(&diag, &filter->half_unit, &square);
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struct vec3 a_line;
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vec3_add(&a_line, &cross, &wimag);
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struct vec3 b_line;
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vec3_sub(&b_line, &cross, &wimag);
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/* Now we build our Hue and Opacity matrix. */
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filter->hue_op_matrix = (struct matrix4){diag.x * 2.0f,
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b_line.z * 2.0f,
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a_line.y * 2.0f,
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0.0f,
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a_line.z * 2.0f,
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diag.y * 2.0f,
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b_line.x * 2.0f,
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0.0f,
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b_line.y * 2.0f,
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a_line.x * 2.0f,
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diag.z * 2.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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opacity};
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/* Now get the overlay color data. */
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uint32_t color = (uint32_t)obs_data_get_int(settings, SETTING_COLOR);
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struct vec4 color_v4;
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vec4_from_rgba(&color_v4, color);
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/*
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* Now let's build our Color 'overlay' matrix.
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* Earlier (in the function color_correction_filter_create) we set
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* this matrix to the identity matrix, so now we only need
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* to set the 6 variables that have changed.
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*/
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filter->color_matrix.x.x = color_v4.x;
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filter->color_matrix.y.y = color_v4.y;
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filter->color_matrix.z.z = color_v4.z;
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filter->color_matrix.t.x = color_v4.w * color_v4.x;
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filter->color_matrix.t.y = color_v4.w * color_v4.y;
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filter->color_matrix.t.z = color_v4.w * color_v4.z;
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/* First we apply the Contrast & Brightness matrix. */
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matrix4_mul(&filter->final_matrix, &filter->bright_matrix,
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&filter->con_matrix);
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/* Now we apply the Saturation matrix. */
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matrix4_mul(&filter->final_matrix, &filter->final_matrix,
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&filter->sat_matrix);
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/* Next we apply the Hue+Opacity matrix. */
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matrix4_mul(&filter->final_matrix, &filter->final_matrix,
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&filter->hue_op_matrix);
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/* Lastly we apply the Color Wash matrix. */
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matrix4_mul(&filter->final_matrix, &filter->final_matrix,
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&filter->color_matrix);
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}
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static void color_correction_filter_update_v2(void *data, obs_data_t *settings)
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{
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struct color_correction_filter_data_v2 *filter = data;
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/* Build our Gamma numbers. */
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double gamma = obs_data_get_double(settings, SETTING_GAMMA);
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gamma = (gamma < 0.0) ? (-gamma + 1.0) : (1.0 / (gamma + 1.0));
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filter->gamma = (float)gamma;
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/* Build our contrast number. */
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float contrast = (float)obs_data_get_double(settings, SETTING_CONTRAST);
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contrast = (contrast < 0.0f) ? (1.0f / (-contrast + 1.0f))
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: (contrast + 1.0f);
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/* Now let's build our Contrast matrix. */
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filter->con_matrix = (struct matrix4){contrast, 0.0f, 0.0f, 0.0f, 0.0f,
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contrast, 0.0f, 0.0f, 0.0f, 0.0f,
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contrast, 0.0f, 0.0f, 0.0f, 0.0f,
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1.0f};
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/* Build our brightness number. */
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float brightness =
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(float)obs_data_get_double(settings, SETTING_BRIGHTNESS);
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/*
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* Now let's build our Brightness matrix.
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* Earlier (in the function color_correction_filter_create) we set
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* this matrix to the identity matrix, so now we only need
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* to set the 3 variables that have changed.
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*/
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filter->bright_matrix.t.x = brightness;
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filter->bright_matrix.t.y = brightness;
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filter->bright_matrix.t.z = brightness;
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/* Build our Saturation number. */
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float saturation =
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(float)obs_data_get_double(settings, SETTING_SATURATION) + 1.0f;
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/* Factor in the selected color weights. */
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float one_minus_sat_red = (1.0f - saturation) * red_weight;
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float one_minus_sat_green = (1.0f - saturation) * green_weight;
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float one_minus_sat_blue = (1.0f - saturation) * blue_weight;
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float sat_val_red = one_minus_sat_red + saturation;
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float sat_val_green = one_minus_sat_green + saturation;
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float sat_val_blue = one_minus_sat_blue + saturation;
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/* Now we build our Saturation matrix. */
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filter->sat_matrix = (struct matrix4){sat_val_red,
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one_minus_sat_red,
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one_minus_sat_red,
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0.0f,
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one_minus_sat_green,
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sat_val_green,
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one_minus_sat_green,
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0.0f,
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one_minus_sat_blue,
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one_minus_sat_blue,
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sat_val_blue,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f};
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/* Build our Hue number. */
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float hue_shift =
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(float)obs_data_get_double(settings, SETTING_HUESHIFT);
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/* Build our Transparency number. */
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float opacity = (float)obs_data_get_double(settings, SETTING_OPACITY);
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/* Hue is the radian of 0 to 360 degrees. */
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float half_angle = 0.5f * (float)(hue_shift / (180.0f / M_PI));
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/* Pseudo-Quaternion To Matrix. */
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float rot_quad1 = root3 * (float)sin(half_angle);
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struct vec3 rot_quaternion;
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vec3_set(&rot_quaternion, rot_quad1, rot_quad1, rot_quad1);
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float rot_quaternion_w = (float)cos(half_angle);
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struct vec3 cross;
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vec3_mul(&cross, &rot_quaternion, &rot_quaternion);
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struct vec3 square;
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vec3_mul(&square, &rot_quaternion, &rot_quaternion);
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struct vec3 wimag;
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vec3_mulf(&wimag, &rot_quaternion, rot_quaternion_w);
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vec3_mulf(&square, &square, 2.0f);
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struct vec3 diag;
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vec3_sub(&diag, &filter->half_unit, &square);
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struct vec3 a_line;
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vec3_add(&a_line, &cross, &wimag);
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struct vec3 b_line;
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vec3_sub(&b_line, &cross, &wimag);
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/* Now we build our Hue and Opacity matrix. */
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filter->hue_op_matrix = (struct matrix4){diag.x * 2.0f,
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b_line.z * 2.0f,
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a_line.y * 2.0f,
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0.0f,
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a_line.z * 2.0f,
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diag.y * 2.0f,
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b_line.x * 2.0f,
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0.0f,
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b_line.y * 2.0f,
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a_line.x * 2.0f,
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diag.z * 2.0f,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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opacity};
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/* Now get the overlay color multiply data. */
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uint32_t color_multiply =
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(uint32_t)obs_data_get_int(settings, SETTING_COLOR_MULTIPLY);
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struct vec4 color_multiply_v4;
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vec4_from_rgba_srgb(&color_multiply_v4, color_multiply);
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/* Now get the overlay color add data. */
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uint32_t color_add =
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(uint32_t)obs_data_get_int(settings, SETTING_COLOR_ADD);
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struct vec4 color_add_v4;
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vec4_from_rgba_srgb(&color_add_v4, color_add);
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/*
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* Now let's build our Color 'overlay' matrix.
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* Earlier (in the function color_correction_filter_create) we set
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* this matrix to the identity matrix, so now we only need
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* to set the 6 variables that have changed.
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*/
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filter->color_matrix.x.x = color_multiply_v4.x;
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filter->color_matrix.y.y = color_multiply_v4.y;
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filter->color_matrix.z.z = color_multiply_v4.z;
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filter->color_matrix.t.x = color_add_v4.x;
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filter->color_matrix.t.y = color_add_v4.y;
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filter->color_matrix.t.z = color_add_v4.z;
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/* First we apply the Contrast & Brightness matrix. */
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matrix4_mul(&filter->final_matrix, &filter->con_matrix,
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&filter->bright_matrix);
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/* Now we apply the Saturation matrix. */
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matrix4_mul(&filter->final_matrix, &filter->final_matrix,
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&filter->sat_matrix);
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/* Next we apply the Hue+Opacity matrix. */
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matrix4_mul(&filter->final_matrix, &filter->final_matrix,
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&filter->hue_op_matrix);
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/* Lastly we apply the Color Wash matrix. */
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matrix4_mul(&filter->final_matrix, &filter->final_matrix,
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&filter->color_matrix);
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}
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/*
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* Since this is C we have to be careful when destroying/removing items from
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* OBS. Lain has added several useful functions to help keep memory leaks to
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* a minimum, and handle the destruction and construction of these filters.
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*/
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static void color_correction_filter_destroy_v1(void *data)
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{
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struct color_correction_filter_data *filter = data;
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if (filter->effect) {
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obs_enter_graphics();
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gs_effect_destroy(filter->effect);
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obs_leave_graphics();
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}
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bfree(data);
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}
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static void color_correction_filter_destroy_v2(void *data)
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{
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struct color_correction_filter_data_v2 *filter = data;
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if (filter->effect) {
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obs_enter_graphics();
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gs_effect_destroy(filter->effect);
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obs_leave_graphics();
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}
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bfree(data);
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}
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/*
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* When you apply a filter OBS creates it, and adds it to the source. OBS also
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* starts rendering it immediately. This function doesn't just 'create' the
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* filter, it also calls the render function (farther below) that contains the
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* actual rendering code.
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*/
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static void *color_correction_filter_create_v1(obs_data_t *settings,
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obs_source_t *context)
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{
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/*
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* Because of limitations of pre-c99 compilers, you can't create an
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* array that doesn't have a known size at compile time. The below
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* function calculates the size needed and allocates memory to
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* handle the source.
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*/
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struct color_correction_filter_data *filter =
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bzalloc(sizeof(struct color_correction_filter_data));
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/*
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* By default the effect file is stored in the ./data directory that
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* your filter resides in.
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*/
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|
char *effect_path = obs_module_file("color_correction_filter.effect");
|
|
|
|
filter->context = context;
|
|
|
|
/* Set/clear/assign for all necessary vectors. */
|
|
vec3_set(&filter->half_unit, 0.5f, 0.5f, 0.5f);
|
|
matrix4_identity(&filter->bright_matrix);
|
|
matrix4_identity(&filter->color_matrix);
|
|
|
|
/* Here we enter the GPU drawing/shader portion of our code. */
|
|
obs_enter_graphics();
|
|
|
|
/* Load the shader on the GPU. */
|
|
filter->effect = gs_effect_create_from_file(effect_path, NULL);
|
|
|
|
/* If the filter is active pass the parameters to the filter. */
|
|
if (filter->effect) {
|
|
filter->gamma_param = gs_effect_get_param_by_name(
|
|
filter->effect, SETTING_GAMMA);
|
|
filter->final_matrix_param = gs_effect_get_param_by_name(
|
|
filter->effect, "color_matrix");
|
|
}
|
|
|
|
obs_leave_graphics();
|
|
|
|
bfree(effect_path);
|
|
|
|
/*
|
|
* If the filter has been removed/deactivated, destroy the filter
|
|
* and exit out so we don't crash OBS by telling it to update
|
|
* values that don't exist anymore.
|
|
*/
|
|
if (!filter->effect) {
|
|
color_correction_filter_destroy_v1(filter);
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
* It's important to call the update function here. If we don't
|
|
* we could end up with the user controlled sliders and values
|
|
* updating, but the visuals not updating to match.
|
|
*/
|
|
color_correction_filter_update_v1(filter, settings);
|
|
return filter;
|
|
}
|
|
|
|
static void *color_correction_filter_create_v2(obs_data_t *settings,
|
|
obs_source_t *context)
|
|
{
|
|
/*
|
|
* Because of limitations of pre-c99 compilers, you can't create an
|
|
* array that doesn't have a known size at compile time. The below
|
|
* function calculates the size needed and allocates memory to
|
|
* handle the source.
|
|
*/
|
|
struct color_correction_filter_data_v2 *filter =
|
|
bzalloc(sizeof(struct color_correction_filter_data_v2));
|
|
|
|
/*
|
|
* By default the effect file is stored in the ./data directory that
|
|
* your filter resides in.
|
|
*/
|
|
char *effect_path = obs_module_file("color_correction_filter.effect");
|
|
|
|
filter->context = context;
|
|
|
|
/* Set/clear/assign for all necessary vectors. */
|
|
vec3_set(&filter->half_unit, 0.5f, 0.5f, 0.5f);
|
|
matrix4_identity(&filter->bright_matrix);
|
|
matrix4_identity(&filter->color_matrix);
|
|
|
|
/* Here we enter the GPU drawing/shader portion of our code. */
|
|
obs_enter_graphics();
|
|
|
|
/* Load the shader on the GPU. */
|
|
filter->effect = gs_effect_create_from_file(effect_path, NULL);
|
|
|
|
/* If the filter is active pass the parameters to the filter. */
|
|
if (filter->effect) {
|
|
filter->gamma_param = gs_effect_get_param_by_name(
|
|
filter->effect, SETTING_GAMMA);
|
|
filter->final_matrix_param = gs_effect_get_param_by_name(
|
|
filter->effect, "color_matrix");
|
|
}
|
|
|
|
obs_leave_graphics();
|
|
|
|
bfree(effect_path);
|
|
|
|
/*
|
|
* If the filter has been removed/deactivated, destroy the filter
|
|
* and exit out so we don't crash OBS by telling it to update
|
|
* values that don't exist anymore.
|
|
*/
|
|
if (!filter->effect) {
|
|
color_correction_filter_destroy_v2(filter);
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
* It's important to call the update function here. If we don't
|
|
* we could end up with the user controlled sliders and values
|
|
* updating, but the visuals not updating to match.
|
|
*/
|
|
color_correction_filter_update_v2(filter, settings);
|
|
return filter;
|
|
}
|
|
|
|
/* This is where the actual rendering of the filter takes place. */
|
|
static void color_correction_filter_render_v1(void *data, gs_effect_t *effect)
|
|
{
|
|
struct color_correction_filter_data *filter = data;
|
|
|
|
if (!obs_source_process_filter_begin(filter->context, GS_RGBA,
|
|
OBS_ALLOW_DIRECT_RENDERING))
|
|
return;
|
|
|
|
/* Now pass the interface variables to the .effect file. */
|
|
gs_effect_set_float(filter->gamma_param, filter->gamma);
|
|
gs_effect_set_matrix4(filter->final_matrix_param,
|
|
&filter->final_matrix);
|
|
|
|
gs_blend_state_push();
|
|
gs_blend_function(GS_BLEND_ONE, GS_BLEND_INVSRCALPHA);
|
|
|
|
obs_source_process_filter_end(filter->context, filter->effect, 0, 0);
|
|
|
|
gs_blend_state_pop();
|
|
|
|
UNUSED_PARAMETER(effect);
|
|
}
|
|
|
|
static void color_correction_filter_render_v2(void *data, gs_effect_t *effect)
|
|
{
|
|
UNUSED_PARAMETER(effect);
|
|
|
|
struct color_correction_filter_data_v2 *filter = data;
|
|
|
|
const enum gs_color_space preferred_spaces[] = {
|
|
GS_CS_SRGB,
|
|
GS_CS_SRGB_16F,
|
|
GS_CS_709_EXTENDED,
|
|
};
|
|
|
|
const enum gs_color_space source_space = obs_source_get_color_space(
|
|
obs_filter_get_target(filter->context),
|
|
OBS_COUNTOF(preferred_spaces), preferred_spaces);
|
|
if (source_space == GS_CS_709_EXTENDED) {
|
|
obs_source_skip_video_filter(filter->context);
|
|
} else {
|
|
const enum gs_color_format format =
|
|
gs_get_format_from_space(source_space);
|
|
if (obs_source_process_filter_begin_with_color_space(
|
|
filter->context, format, source_space,
|
|
OBS_ALLOW_DIRECT_RENDERING)) {
|
|
/* Now pass the interface variables to the .effect file. */
|
|
gs_effect_set_float(filter->gamma_param, filter->gamma);
|
|
gs_effect_set_matrix4(filter->final_matrix_param,
|
|
&filter->final_matrix);
|
|
|
|
gs_blend_state_push();
|
|
gs_blend_function(GS_BLEND_ONE, GS_BLEND_INVSRCALPHA);
|
|
|
|
obs_source_process_filter_end(filter->context,
|
|
filter->effect, 0, 0);
|
|
|
|
gs_blend_state_pop();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* This function sets the interface. the types (add_*_Slider), the type of
|
|
* data collected (int), the internal name, user-facing name, minimum,
|
|
* maximum and step values. While a custom interface can be built, for a
|
|
* simple filter like this it's better to use the supplied functions.
|
|
*/
|
|
static obs_properties_t *color_correction_filter_properties_v1(void *data)
|
|
{
|
|
obs_properties_t *props = obs_properties_create();
|
|
|
|
obs_properties_add_float_slider(props, SETTING_GAMMA, TEXT_GAMMA, -3.0,
|
|
3.0, 0.01);
|
|
|
|
obs_properties_add_float_slider(props, SETTING_CONTRAST, TEXT_CONTRAST,
|
|
-2.0, 2.0, 0.01);
|
|
obs_properties_add_float_slider(props, SETTING_BRIGHTNESS,
|
|
TEXT_BRIGHTNESS, -1.0, 1.0, 0.01);
|
|
obs_properties_add_float_slider(props, SETTING_SATURATION,
|
|
TEXT_SATURATION, -1.0, 5.0, 0.01);
|
|
obs_properties_add_float_slider(props, SETTING_HUESHIFT, TEXT_HUESHIFT,
|
|
-180.0, 180.0, 0.01);
|
|
obs_properties_add_int_slider(props, SETTING_OPACITY, TEXT_OPACITY, 0,
|
|
100, 1);
|
|
|
|
obs_properties_add_color_alpha(props, SETTING_COLOR, TEXT_COLOR);
|
|
|
|
UNUSED_PARAMETER(data);
|
|
return props;
|
|
}
|
|
|
|
static obs_properties_t *color_correction_filter_properties_v2(void *data)
|
|
{
|
|
obs_properties_t *props = obs_properties_create();
|
|
|
|
obs_properties_add_text(props, SETTING_SDR_ONLY_INFO,
|
|
TEXT_SDR_ONLY_INFO, OBS_TEXT_INFO);
|
|
|
|
obs_properties_add_float_slider(props, SETTING_GAMMA, TEXT_GAMMA, -3.0,
|
|
3.0, 0.01);
|
|
|
|
obs_properties_add_float_slider(props, SETTING_CONTRAST, TEXT_CONTRAST,
|
|
-4.0, 4.0, 0.01);
|
|
obs_properties_add_float_slider(props, SETTING_BRIGHTNESS,
|
|
TEXT_BRIGHTNESS, -1.0, 1.0, 0.0001);
|
|
obs_properties_add_float_slider(props, SETTING_SATURATION,
|
|
TEXT_SATURATION, -1.0, 5.0, 0.01);
|
|
obs_properties_add_float_slider(props, SETTING_HUESHIFT, TEXT_HUESHIFT,
|
|
-180.0, 180.0, 0.01);
|
|
obs_properties_add_float_slider(props, SETTING_OPACITY, TEXT_OPACITY,
|
|
0.0, 1.0, 0.0001);
|
|
|
|
obs_properties_add_color(props, SETTING_COLOR_MULTIPLY,
|
|
TEXT_COLOR_MULTIPLY);
|
|
obs_properties_add_color(props, SETTING_COLOR_ADD, TEXT_COLOR_ADD);
|
|
|
|
UNUSED_PARAMETER(data);
|
|
return props;
|
|
}
|
|
|
|
/*
|
|
* As the functions' namesake, this provides the default settings for any
|
|
* options you wish to provide a default for. Try to select defaults that
|
|
* make sense to the end user, or that don't effect the data.
|
|
* *NOTE* this function is completely optional, as is providing a default
|
|
* for any particular setting.
|
|
*/
|
|
static void color_correction_filter_defaults_v1(obs_data_t *settings)
|
|
{
|
|
obs_data_set_default_double(settings, SETTING_GAMMA, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_CONTRAST, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_BRIGHTNESS, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_SATURATION, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_HUESHIFT, 0.0);
|
|
obs_data_set_default_int(settings, SETTING_OPACITY, 100);
|
|
obs_data_set_default_int(settings, SETTING_COLOR, 0x00FFFFFF);
|
|
}
|
|
|
|
static void color_correction_filter_defaults_v2(obs_data_t *settings)
|
|
{
|
|
obs_data_set_default_double(settings, SETTING_GAMMA, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_CONTRAST, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_BRIGHTNESS, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_SATURATION, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_HUESHIFT, 0.0);
|
|
obs_data_set_default_double(settings, SETTING_OPACITY, 1.0);
|
|
obs_data_set_default_int(settings, SETTING_COLOR_MULTIPLY, 0x00FFFFFF);
|
|
obs_data_set_default_int(settings, SETTING_COLOR_ADD, 0x00000000);
|
|
}
|
|
|
|
static enum gs_color_space color_correction_filter_get_color_space(
|
|
void *data, size_t count, const enum gs_color_space *preferred_spaces)
|
|
{
|
|
UNUSED_PARAMETER(count);
|
|
UNUSED_PARAMETER(preferred_spaces);
|
|
|
|
const enum gs_color_space potential_spaces[] = {
|
|
GS_CS_SRGB,
|
|
GS_CS_SRGB_16F,
|
|
GS_CS_709_EXTENDED,
|
|
};
|
|
|
|
struct color_correction_filter_data_v2 *const filter = data;
|
|
const enum gs_color_space source_space = obs_source_get_color_space(
|
|
obs_filter_get_target(filter->context),
|
|
OBS_COUNTOF(potential_spaces), potential_spaces);
|
|
|
|
return source_space;
|
|
}
|
|
|
|
/*
|
|
* So how does OBS keep track of all these plug-ins/filters? How does OBS know
|
|
* which function to call when it needs to update a setting? Or a source? Or
|
|
* what type of source this is?
|
|
*
|
|
* OBS does it through the obs_source_info_struct. Notice how variables are
|
|
* assigned the name of a function? Notice how the function name has the
|
|
* variable name in it? While not mandatory, it helps a ton for you (and those
|
|
* reading your code) to follow this convention.
|
|
*/
|
|
struct obs_source_info color_filter = {
|
|
.id = "color_filter",
|
|
.type = OBS_SOURCE_TYPE_FILTER,
|
|
.output_flags = OBS_SOURCE_VIDEO | OBS_SOURCE_CAP_OBSOLETE,
|
|
.get_name = color_correction_filter_name,
|
|
.create = color_correction_filter_create_v1,
|
|
.destroy = color_correction_filter_destroy_v1,
|
|
.video_render = color_correction_filter_render_v1,
|
|
.update = color_correction_filter_update_v1,
|
|
.get_properties = color_correction_filter_properties_v1,
|
|
.get_defaults = color_correction_filter_defaults_v1,
|
|
};
|
|
|
|
struct obs_source_info color_filter_v2 = {
|
|
.id = "color_filter",
|
|
.version = 2,
|
|
.type = OBS_SOURCE_TYPE_FILTER,
|
|
.output_flags = OBS_SOURCE_VIDEO | OBS_SOURCE_SRGB,
|
|
.get_name = color_correction_filter_name,
|
|
.create = color_correction_filter_create_v2,
|
|
.destroy = color_correction_filter_destroy_v2,
|
|
.video_render = color_correction_filter_render_v2,
|
|
.update = color_correction_filter_update_v2,
|
|
.get_properties = color_correction_filter_properties_v2,
|
|
.get_defaults = color_correction_filter_defaults_v2,
|
|
.video_get_color_space = color_correction_filter_get_color_space,
|
|
};
|