提交 91387666 编写于 作者: J jp9000

obs-filters: Add mask/blend filter

This filter allows the ability to use a texture to modify the video
output of a source, the ability to:
- apply a color-based mask (dark = transparent, light = opaque)
- apply a mask based upon the alpha of an image
- blend an image via subtraction, addition, or multiplication
上级 55534d5d
...@@ -2,7 +2,8 @@ project(obs-filters) ...@@ -2,7 +2,8 @@ project(obs-filters)
set(obs-filters_SOURCES set(obs-filters_SOURCES
obs-filters.c obs-filters.c
async-delay-filter.c) async-delay-filter.c
mask-filter.c)
add_library(obs-filters MODULE add_library(obs-filters MODULE
${obs-filters_SOURCES}) ${obs-filters_SOURCES})
......
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform texture2d target;
uniform float4 color;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 PSAddImageRGBA(VertData v_in) : TARGET
{
float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.rgb = saturate(rgba.rgb + targetRGB.rgb);
return rgba;
}
float4 PSAddImageMatrix(VertData v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.rgb = saturate(rgba.rgb + targetRGB.rgb);
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSAddImageRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSAddImageMatrix(v_in);
}
}
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform texture2d target;
uniform float4 color;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 PSMuliplyImageRGBA(VertData v_in) : TARGET
{
float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.rgb = saturate(rgba.rgb * targetRGB.rgb);
return rgba;
}
float4 PSMuliplyImageMatrix(VertData v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.rgb = saturate(rgba.rgb * targetRGB.rgb);
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSMuliplyImageRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSMuliplyImageMatrix(v_in);
}
}
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform texture2d target;
uniform float4 color;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 PSSubtractImageRGBA(VertData v_in) : TARGET
{
float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.rgb = saturate(rgba.rgb - targetRGB.rgb);
return rgba;
}
float4 PSSubtractImageMatrix(VertData v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.rgb = saturate(rgba.rgb - targetRGB.rgb);
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSSubtractImageRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSSubtractImageMatrix(v_in);
}
}
MaskFilter="Image Mask/Blend"
AsyncDelayFilter="Video Delay (Async)" AsyncDelayFilter="Video Delay (Async)"
DelayMs="Delay (milliseconds)" DelayMs="Delay (milliseconds)"
Type="Type"
MaskBlendType.MaskColor="Alpha Mask (Color Channel)"
MaskBlendType.MaskAlpha="Alpha Mask (Alpha Channel)"
MaskBlendType.BlendMultiply="Blend (Multiply)"
MaskBlendType.BlendAddition="Blend (Addition)"
MaskBlendType.BlendSubtraction="Blend (Subtraction)"
Path="Path"
Color="Color"
Opacity="Opacity"
Contrast="Contrast"
Brightness="Brightness"
Gamma="Gamma"
BrowsePath.Images="All Image Files"
BrowsePath.AllFiles="All Files"
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform texture2d target;
uniform float4 color;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 PSAlphaMaskRGBA(VertData v_in) : TARGET
{
float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.a *= targetRGB.a;
return rgba;
}
float4 PSAlphaMaskMatrix(VertData v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.a = targetRGB.a;
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSAlphaMaskRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSAlphaMaskMatrix(v_in);
}
}
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform texture2d target;
uniform float4 color;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 PSColorMaskRGBA(VertData v_in) : TARGET
{
float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.a *= (targetRGB.r + targetRGB.g + targetRGB.b) / 3.0;
return rgba;
}
float4 PSColorMaskMatrix(VertData v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv);
rgba.a = (targetRGB.r + targetRGB.g + targetRGB.b) / 3.0;
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSColorMaskRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSColorMaskMatrix(v_in);
}
}
#include <obs-module.h>
#include <graphics/vec4.h>
#include <util/dstr.h>
#define SETTING_TYPE "type"
#define SETTING_IMAGE_PATH "image_path"
#define SETTING_COLOR "color"
#define SETTING_OPACITY "opacity"
#define TEXT_TYPE obs_module_text("Type")
#define TEXT_IMAGE_PATH obs_module_text("Path")
#define TEXT_COLOR obs_module_text("Color")
#define TEXT_OPACITY obs_module_text("Opacity")
#define TEXT_PATH_IMAGES obs_module_text("BrowsePath.Images")
#define TEXT_PATH_ALL_FILES obs_module_text("BrowsePath.AllFiles")
struct mask_filter_data {
obs_source_t *context;
gs_effect_t *effect;
gs_texture_t *target;
struct vec4 color;
};
static const char *mask_filter_get_name(void)
{
return obs_module_text("MaskFilter");
}
static void mask_filter_update(void *data, obs_data_t *settings)
{
struct mask_filter_data *filter = data;
const char *path = obs_data_get_string(settings, SETTING_IMAGE_PATH);
const char *effect_file = obs_data_get_string(settings, SETTING_TYPE);
uint32_t color = (uint32_t)obs_data_get_int(settings, SETTING_COLOR);
int opacity = (int)obs_data_get_int(settings, SETTING_OPACITY);
char *effect_path;
color |= (uint32_t)(((double)opacity) * 2.55) << 24;
vec4_from_rgba(&filter->color, color);
obs_enter_graphics();
gs_texture_destroy(filter->target);
filter->target = (path) ? gs_texture_create_from_file(path) : NULL;
effect_path = obs_module_file(effect_file);
gs_effect_destroy(filter->effect);
filter->effect = gs_effect_create_from_file(effect_path, NULL);
bfree(effect_path);
obs_leave_graphics();
}
static void mask_filter_defaults(obs_data_t *settings)
{
obs_data_set_default_string(settings, SETTING_TYPE,
"mask_color_filter.effect");
obs_data_set_default_int(settings, SETTING_COLOR, 0xFFFFFF);
obs_data_set_default_int(settings, SETTING_OPACITY, 100);
}
#define IMAGE_FILTER_EXTENSIONS \
" (*.bmp *.jpg *.jpeg *.tga *.gif *.png)"
static obs_properties_t *mask_filter_properties(void *data)
{
obs_properties_t *props = obs_properties_create();
struct dstr filter_str = {0};
obs_property_t *p;
dstr_copy(&filter_str, TEXT_PATH_IMAGES);
dstr_cat(&filter_str, IMAGE_FILTER_EXTENSIONS ";;");
dstr_cat(&filter_str, TEXT_PATH_ALL_FILES);
dstr_cat(&filter_str, " (*.*)");
p = obs_properties_add_list(props, SETTING_TYPE, TEXT_TYPE,
OBS_COMBO_TYPE_LIST, OBS_COMBO_FORMAT_STRING);
obs_property_list_add_string(p,
obs_module_text("MaskBlendType.MaskColor"),
"mask_color_filter.effect");
obs_property_list_add_string(p,
obs_module_text("MaskBlendType.MaskAlpha"),
"mask_alpha_filter.effect");
obs_property_list_add_string(p,
obs_module_text("MaskBlendType.BlendMultiply"),
"blend_mul_filter.effect");
obs_property_list_add_string(p,
obs_module_text("MaskBlendType.BlendAddition"),
"blend_add_filter.effect");
obs_property_list_add_string(p,
obs_module_text("MaskBlendType.BlendSubtraction"),
"blend_sub_filter.effect");
obs_properties_add_path(props, SETTING_IMAGE_PATH, TEXT_IMAGE_PATH,
OBS_PATH_FILE, filter_str.array, NULL);
obs_properties_add_color(props, SETTING_COLOR, TEXT_COLOR);
obs_properties_add_int(props, SETTING_OPACITY, TEXT_OPACITY, 0, 100, 1);
dstr_free(&filter_str);
UNUSED_PARAMETER(data);
return props;
}
static void *mask_filter_create(obs_data_t *settings, obs_source_t *context)
{
struct mask_filter_data *filter =
bzalloc(sizeof(struct mask_filter_data));
filter->context = context;
obs_source_update(context, settings);
return filter;
}
static void mask_filter_destroy(void *data)
{
struct mask_filter_data *filter = data;
obs_enter_graphics();
gs_effect_destroy(filter->effect);
gs_texture_destroy(filter->target);
obs_leave_graphics();
bfree(filter);
}
static void mask_filter_render(void *data, gs_effect_t *effect)
{
struct mask_filter_data *filter = data;
gs_eparam_t *param;
if (!filter->target || !filter->effect) {
obs_source_skip_video_filter(filter->context);
return;
}
obs_source_process_filter_begin(filter->context, GS_RGBA,
OBS_ALLOW_DIRECT_RENDERING);
param = gs_effect_get_param_by_name(filter->effect, "target");
gs_effect_set_texture(param, filter->target);
param = gs_effect_get_param_by_name(filter->effect, "color");
gs_effect_set_vec4(param, &filter->color);
obs_source_process_filter_end(filter->context, filter->effect, 0, 0);
UNUSED_PARAMETER(effect);
}
struct obs_source_info mask_filter = {
.id = "mask_filter",
.type = OBS_SOURCE_TYPE_FILTER,
.output_flags = OBS_SOURCE_VIDEO,
.get_name = mask_filter_get_name,
.create = mask_filter_create,
.destroy = mask_filter_destroy,
.update = mask_filter_update,
.get_defaults = mask_filter_defaults,
.get_properties = mask_filter_properties,
.video_render = mask_filter_render
};
...@@ -4,10 +4,12 @@ OBS_DECLARE_MODULE() ...@@ -4,10 +4,12 @@ OBS_DECLARE_MODULE()
OBS_MODULE_USE_DEFAULT_LOCALE("obs-filters", "en-US") OBS_MODULE_USE_DEFAULT_LOCALE("obs-filters", "en-US")
extern struct obs_source_info mask_filter;
extern struct obs_source_info async_delay_filter; extern struct obs_source_info async_delay_filter;
bool obs_module_load(void) bool obs_module_load(void)
{ {
obs_register_source(&mask_filter);
obs_register_source(&async_delay_filter); obs_register_source(&async_delay_filter);
return true; return true;
} }
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