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
This commit is contained in:
@@ -2,7 +2,8 @@ project(obs-filters)
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set(obs-filters_SOURCES
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obs-filters.c
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async-delay-filter.c)
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async-delay-filter.c
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mask-filter.c)
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add_library(obs-filters MODULE
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${obs-filters_SOURCES})
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67
plugins/obs-filters/data/blend_add_filter.effect
Normal file
67
plugins/obs-filters/data/blend_add_filter.effect
Normal file
@@ -0,0 +1,67 @@
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform texture2d target;
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uniform float4 color;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSAddImageRGBA(VertData v_in) : TARGET
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{
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float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.rgb = saturate(rgba.rgb + targetRGB.rgb);
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return rgba;
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}
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float4 PSAddImageMatrix(VertData v_in) : TARGET
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{
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float4 yuv = image.Sample(textureSampler, v_in.uv);
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
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color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.rgb = saturate(rgba.rgb + targetRGB.rgb);
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return rgba;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSAddImageRGBA(v_in);
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}
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}
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technique DrawMatrix
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSAddImageMatrix(v_in);
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}
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}
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67
plugins/obs-filters/data/blend_mul_filter.effect
Normal file
67
plugins/obs-filters/data/blend_mul_filter.effect
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@@ -0,0 +1,67 @@
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform texture2d target;
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uniform float4 color;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSMuliplyImageRGBA(VertData v_in) : TARGET
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{
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float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.rgb = saturate(rgba.rgb * targetRGB.rgb);
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return rgba;
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}
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float4 PSMuliplyImageMatrix(VertData v_in) : TARGET
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{
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float4 yuv = image.Sample(textureSampler, v_in.uv);
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
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color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.rgb = saturate(rgba.rgb * targetRGB.rgb);
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return rgba;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSMuliplyImageRGBA(v_in);
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}
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}
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technique DrawMatrix
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSMuliplyImageMatrix(v_in);
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}
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}
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67
plugins/obs-filters/data/blend_sub_filter.effect
Normal file
67
plugins/obs-filters/data/blend_sub_filter.effect
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@@ -0,0 +1,67 @@
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform texture2d target;
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uniform float4 color;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSSubtractImageRGBA(VertData v_in) : TARGET
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{
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float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.rgb = saturate(rgba.rgb - targetRGB.rgb);
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return rgba;
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}
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float4 PSSubtractImageMatrix(VertData v_in) : TARGET
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{
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float4 yuv = image.Sample(textureSampler, v_in.uv);
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
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color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.rgb = saturate(rgba.rgb - targetRGB.rgb);
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return rgba;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSSubtractImageRGBA(v_in);
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}
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}
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technique DrawMatrix
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSSubtractImageMatrix(v_in);
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}
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}
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@@ -1,2 +1,17 @@
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MaskFilter="Image Mask/Blend"
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AsyncDelayFilter="Video Delay (Async)"
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DelayMs="Delay (milliseconds)"
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Type="Type"
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MaskBlendType.MaskColor="Alpha Mask (Color Channel)"
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MaskBlendType.MaskAlpha="Alpha Mask (Alpha Channel)"
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MaskBlendType.BlendMultiply="Blend (Multiply)"
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MaskBlendType.BlendAddition="Blend (Addition)"
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MaskBlendType.BlendSubtraction="Blend (Subtraction)"
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Path="Path"
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Color="Color"
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Opacity="Opacity"
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Contrast="Contrast"
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Brightness="Brightness"
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Gamma="Gamma"
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BrowsePath.Images="All Image Files"
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BrowsePath.AllFiles="All Files"
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67
plugins/obs-filters/data/mask_alpha_filter.effect
Normal file
67
plugins/obs-filters/data/mask_alpha_filter.effect
Normal file
@@ -0,0 +1,67 @@
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform texture2d target;
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uniform float4 color;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSAlphaMaskRGBA(VertData v_in) : TARGET
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{
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float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.a *= targetRGB.a;
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return rgba;
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}
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float4 PSAlphaMaskMatrix(VertData v_in) : TARGET
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{
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float4 yuv = image.Sample(textureSampler, v_in.uv);
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
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color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.a = targetRGB.a;
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return rgba;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSAlphaMaskRGBA(v_in);
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}
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}
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technique DrawMatrix
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSAlphaMaskMatrix(v_in);
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}
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}
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67
plugins/obs-filters/data/mask_color_filter.effect
Normal file
67
plugins/obs-filters/data/mask_color_filter.effect
Normal file
@@ -0,0 +1,67 @@
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform texture2d target;
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uniform float4 color;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSColorMaskRGBA(VertData v_in) : TARGET
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{
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float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.a *= (targetRGB.r + targetRGB.g + targetRGB.b) / 3.0;
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return rgba;
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}
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float4 PSColorMaskMatrix(VertData v_in) : TARGET
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{
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float4 yuv = image.Sample(textureSampler, v_in.uv);
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
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color;
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float4 targetRGB = target.Sample(textureSampler, v_in.uv);
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rgba.a = (targetRGB.r + targetRGB.g + targetRGB.b) / 3.0;
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return rgba;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSColorMaskRGBA(v_in);
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}
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}
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technique DrawMatrix
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSColorMaskMatrix(v_in);
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}
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}
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166
plugins/obs-filters/mask-filter.c
Normal file
166
plugins/obs-filters/mask-filter.c
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@@ -0,0 +1,166 @@
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#include <obs-module.h>
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#include <graphics/vec4.h>
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#include <util/dstr.h>
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#define SETTING_TYPE "type"
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#define SETTING_IMAGE_PATH "image_path"
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#define SETTING_COLOR "color"
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#define SETTING_OPACITY "opacity"
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#define TEXT_TYPE obs_module_text("Type")
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#define TEXT_IMAGE_PATH obs_module_text("Path")
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#define TEXT_COLOR obs_module_text("Color")
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#define TEXT_OPACITY obs_module_text("Opacity")
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#define TEXT_PATH_IMAGES obs_module_text("BrowsePath.Images")
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#define TEXT_PATH_ALL_FILES obs_module_text("BrowsePath.AllFiles")
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struct mask_filter_data {
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obs_source_t *context;
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gs_effect_t *effect;
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gs_texture_t *target;
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struct vec4 color;
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};
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static const char *mask_filter_get_name(void)
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{
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return obs_module_text("MaskFilter");
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}
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static void mask_filter_update(void *data, obs_data_t *settings)
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{
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struct mask_filter_data *filter = data;
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const char *path = obs_data_get_string(settings, SETTING_IMAGE_PATH);
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const char *effect_file = obs_data_get_string(settings, SETTING_TYPE);
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uint32_t color = (uint32_t)obs_data_get_int(settings, SETTING_COLOR);
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int opacity = (int)obs_data_get_int(settings, SETTING_OPACITY);
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char *effect_path;
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color |= (uint32_t)(((double)opacity) * 2.55) << 24;
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vec4_from_rgba(&filter->color, color);
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obs_enter_graphics();
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gs_texture_destroy(filter->target);
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filter->target = (path) ? gs_texture_create_from_file(path) : NULL;
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effect_path = obs_module_file(effect_file);
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gs_effect_destroy(filter->effect);
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filter->effect = gs_effect_create_from_file(effect_path, NULL);
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bfree(effect_path);
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obs_leave_graphics();
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}
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static void mask_filter_defaults(obs_data_t *settings)
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{
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obs_data_set_default_string(settings, SETTING_TYPE,
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"mask_color_filter.effect");
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obs_data_set_default_int(settings, SETTING_COLOR, 0xFFFFFF);
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obs_data_set_default_int(settings, SETTING_OPACITY, 100);
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}
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#define IMAGE_FILTER_EXTENSIONS \
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" (*.bmp *.jpg *.jpeg *.tga *.gif *.png)"
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static obs_properties_t *mask_filter_properties(void *data)
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{
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obs_properties_t *props = obs_properties_create();
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struct dstr filter_str = {0};
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obs_property_t *p;
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dstr_copy(&filter_str, TEXT_PATH_IMAGES);
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dstr_cat(&filter_str, IMAGE_FILTER_EXTENSIONS ";;");
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dstr_cat(&filter_str, TEXT_PATH_ALL_FILES);
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dstr_cat(&filter_str, " (*.*)");
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p = obs_properties_add_list(props, SETTING_TYPE, TEXT_TYPE,
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OBS_COMBO_TYPE_LIST, OBS_COMBO_FORMAT_STRING);
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obs_property_list_add_string(p,
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obs_module_text("MaskBlendType.MaskColor"),
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"mask_color_filter.effect");
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obs_property_list_add_string(p,
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obs_module_text("MaskBlendType.MaskAlpha"),
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"mask_alpha_filter.effect");
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obs_property_list_add_string(p,
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obs_module_text("MaskBlendType.BlendMultiply"),
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"blend_mul_filter.effect");
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obs_property_list_add_string(p,
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obs_module_text("MaskBlendType.BlendAddition"),
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"blend_add_filter.effect");
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obs_property_list_add_string(p,
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obs_module_text("MaskBlendType.BlendSubtraction"),
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"blend_sub_filter.effect");
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obs_properties_add_path(props, SETTING_IMAGE_PATH, TEXT_IMAGE_PATH,
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OBS_PATH_FILE, filter_str.array, NULL);
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obs_properties_add_color(props, SETTING_COLOR, TEXT_COLOR);
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obs_properties_add_int(props, SETTING_OPACITY, TEXT_OPACITY, 0, 100, 1);
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dstr_free(&filter_str);
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|
||||
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()
|
||||
|
||||
OBS_MODULE_USE_DEFAULT_LOCALE("obs-filters", "en-US")
|
||||
|
||||
extern struct obs_source_info mask_filter;
|
||||
extern struct obs_source_info async_delay_filter;
|
||||
|
||||
bool obs_module_load(void)
|
||||
{
|
||||
obs_register_source(&mask_filter);
|
||||
obs_register_source(&async_delay_filter);
|
||||
return true;
|
||||
}
|
||||
|
Reference in New Issue
Block a user