obs-studio/plugins/obs-filters/color-correction-filter.c

784 lines
25 KiB
C

/*****************************************************************************
Copyright (C) 2016 by c3r1c3 <c3r1c3@nevermindonline.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
#include <obs-module.h>
#include <graphics/matrix4.h>
#include <graphics/quat.h>
/* clang-format off */
#define SETTING_SDR_ONLY_INFO "sdr_only_info"
#define SETTING_GAMMA "gamma"
#define SETTING_CONTRAST "contrast"
#define SETTING_BRIGHTNESS "brightness"
#define SETTING_SATURATION "saturation"
#define SETTING_HUESHIFT "hue_shift"
#define SETTING_OPACITY "opacity"
#define SETTING_COLOR "color"
#define SETTING_COLOR_MULTIPLY "color_multiply"
#define SETTING_COLOR_ADD "color_add"
#define TEXT_SDR_ONLY_INFO obs_module_text("SdrOnlyInfo")
#define TEXT_GAMMA obs_module_text("Gamma")
#define TEXT_CONTRAST obs_module_text("Contrast")
#define TEXT_BRIGHTNESS obs_module_text("Brightness")
#define TEXT_SATURATION obs_module_text("Saturation")
#define TEXT_HUESHIFT obs_module_text("HueShift")
#define TEXT_OPACITY obs_module_text("Opacity")
#define TEXT_COLOR obs_module_text("Color")
#define TEXT_COLOR_MULTIPLY obs_module_text("ColorMultiply")
#define TEXT_COLOR_ADD obs_module_text("ColorAdd")
/* clang-format on */
struct color_correction_filter_data {
obs_source_t *context;
gs_effect_t *effect;
gs_eparam_t *gamma_param;
gs_eparam_t *final_matrix_param;
float gamma;
/* Pre-Computes */
struct matrix4 con_matrix;
struct matrix4 bright_matrix;
struct matrix4 sat_matrix;
struct matrix4 hue_op_matrix;
struct matrix4 color_matrix;
struct matrix4 final_matrix;
struct vec3 half_unit;
};
struct color_correction_filter_data_v2 {
obs_source_t *context;
gs_effect_t *effect;
gs_eparam_t *gamma_param;
gs_eparam_t *final_matrix_param;
float gamma;
/* Pre-Computes */
struct matrix4 con_matrix;
struct matrix4 bright_matrix;
struct matrix4 sat_matrix;
struct matrix4 hue_op_matrix;
struct matrix4 color_matrix;
struct matrix4 final_matrix;
struct vec3 half_unit;
};
static const float root3 = 0.57735f;
static const float red_weight = 0.299f;
static const float green_weight = 0.587f;
static const float blue_weight = 0.114f;
/*
* As the functions' namesake, this provides the internal name of your Filter,
* which is then translated/referenced in the "data/locale" files.
*/
static const char *color_correction_filter_name(void *unused)
{
UNUSED_PARAMETER(unused);
return obs_module_text("ColorFilter");
}
/*
* This function is called (see bottom of this file for more details)
* whenever the OBS filter interface changes. So when the user is messing
* with a slider this function is called to update the internal settings
* in OBS, and hence the settings being passed to the CPU/GPU.
*/
static void color_correction_filter_update_v1(void *data, obs_data_t *settings)
{
struct color_correction_filter_data *filter = data;
/* Build our Gamma numbers. */
double gamma = obs_data_get_double(settings, SETTING_GAMMA);
gamma = (gamma < 0.0) ? (-gamma + 1.0) : (1.0 / (gamma + 1.0));
filter->gamma = (float)gamma;
/* Build our contrast number. */
float contrast =
(float)obs_data_get_double(settings, SETTING_CONTRAST) + 1.0f;
float one_minus_con = (1.0f - contrast) / 2.0f;
/* Now let's build our Contrast matrix. */
filter->con_matrix = (struct matrix4){
contrast, 0.0f, 0.0f, 0.0f,
0.0f, contrast, 0.0f, 0.0f,
0.0f, 0.0f, contrast, 0.0f,
one_minus_con, one_minus_con, one_minus_con, 1.0f};
/* Build our brightness number. */
float brightness =
(float)obs_data_get_double(settings, SETTING_BRIGHTNESS);
/*
* Now let's build our Brightness matrix.
* Earlier (in the function color_correction_filter_create) we set
* this matrix to the identity matrix, so now we only need
* to set the 3 variables that have changed.
*/
filter->bright_matrix.t.x = brightness;
filter->bright_matrix.t.y = brightness;
filter->bright_matrix.t.z = brightness;
/* Build our Saturation number. */
float saturation =
(float)obs_data_get_double(settings, SETTING_SATURATION) + 1.0f;
/* Factor in the selected color weights. */
float one_minus_sat_red = (1.0f - saturation) * red_weight;
float one_minus_sat_green = (1.0f - saturation) * green_weight;
float one_minus_sat_blue = (1.0f - saturation) * blue_weight;
float sat_val_red = one_minus_sat_red + saturation;
float sat_val_green = one_minus_sat_green + saturation;
float sat_val_blue = one_minus_sat_blue + saturation;
/* Now we build our Saturation matrix. */
filter->sat_matrix = (struct matrix4){sat_val_red,
one_minus_sat_red,
one_minus_sat_red,
0.0f,
one_minus_sat_green,
sat_val_green,
one_minus_sat_green,
0.0f,
one_minus_sat_blue,
one_minus_sat_blue,
sat_val_blue,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f};
/* Build our Hue number. */
float hue_shift =
(float)obs_data_get_double(settings, SETTING_HUESHIFT);
/* Build our Transparency number. */
float opacity =
(float)obs_data_get_int(settings, SETTING_OPACITY) * 0.01f;
/* Hue is the radian of 0 to 360 degrees. */
float half_angle = 0.5f * (float)(hue_shift / (180.0f / M_PI));
/* Pseudo-Quaternion To Matrix. */
float rot_quad1 = root3 * (float)sin(half_angle);
struct vec3 rot_quaternion;
vec3_set(&rot_quaternion, rot_quad1, rot_quad1, rot_quad1);
float rot_quaternion_w = (float)cos(half_angle);
struct vec3 cross;
vec3_mul(&cross, &rot_quaternion, &rot_quaternion);
struct vec3 square;
vec3_mul(&square, &rot_quaternion, &rot_quaternion);
struct vec3 wimag;
vec3_mulf(&wimag, &rot_quaternion, rot_quaternion_w);
vec3_mulf(&square, &square, 2.0f);
struct vec3 diag;
vec3_sub(&diag, &filter->half_unit, &square);
struct vec3 a_line;
vec3_add(&a_line, &cross, &wimag);
struct vec3 b_line;
vec3_sub(&b_line, &cross, &wimag);
/* Now we build our Hue and Opacity matrix. */
filter->hue_op_matrix = (struct matrix4){diag.x * 2.0f,
b_line.z * 2.0f,
a_line.y * 2.0f,
0.0f,
a_line.z * 2.0f,
diag.y * 2.0f,
b_line.x * 2.0f,
0.0f,
b_line.y * 2.0f,
a_line.x * 2.0f,
diag.z * 2.0f,
0.0f,
0.0f,
0.0f,
0.0f,
opacity};
/* Now get the overlay color data. */
uint32_t color = (uint32_t)obs_data_get_int(settings, SETTING_COLOR);
struct vec4 color_v4;
vec4_from_rgba(&color_v4, color);
/*
* Now let's build our Color 'overlay' matrix.
* Earlier (in the function color_correction_filter_create) we set
* this matrix to the identity matrix, so now we only need
* to set the 6 variables that have changed.
*/
filter->color_matrix.x.x = color_v4.x;
filter->color_matrix.y.y = color_v4.y;
filter->color_matrix.z.z = color_v4.z;
filter->color_matrix.t.x = color_v4.w * color_v4.x;
filter->color_matrix.t.y = color_v4.w * color_v4.y;
filter->color_matrix.t.z = color_v4.w * color_v4.z;
/* First we apply the Contrast & Brightness matrix. */
matrix4_mul(&filter->final_matrix, &filter->bright_matrix,
&filter->con_matrix);
/* Now we apply the Saturation matrix. */
matrix4_mul(&filter->final_matrix, &filter->final_matrix,
&filter->sat_matrix);
/* Next we apply the Hue+Opacity matrix. */
matrix4_mul(&filter->final_matrix, &filter->final_matrix,
&filter->hue_op_matrix);
/* Lastly we apply the Color Wash matrix. */
matrix4_mul(&filter->final_matrix, &filter->final_matrix,
&filter->color_matrix);
}
static void color_correction_filter_update_v2(void *data, obs_data_t *settings)
{
struct color_correction_filter_data_v2 *filter = data;
/* Build our Gamma numbers. */
double gamma = obs_data_get_double(settings, SETTING_GAMMA);
gamma = (gamma < 0.0) ? (-gamma + 1.0) : (1.0 / (gamma + 1.0));
filter->gamma = (float)gamma;
/* Build our contrast number. */
float contrast = (float)obs_data_get_double(settings, SETTING_CONTRAST);
contrast = (contrast < 0.0f) ? (1.0f / (-contrast + 1.0f))
: (contrast + 1.0f);
/* Now let's build our Contrast matrix. */
filter->con_matrix = (struct matrix4){contrast, 0.0f, 0.0f, 0.0f, 0.0f,
contrast, 0.0f, 0.0f, 0.0f, 0.0f,
contrast, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f};
/* Build our brightness number. */
float brightness =
(float)obs_data_get_double(settings, SETTING_BRIGHTNESS);
/*
* Now let's build our Brightness matrix.
* Earlier (in the function color_correction_filter_create) we set
* this matrix to the identity matrix, so now we only need
* to set the 3 variables that have changed.
*/
filter->bright_matrix.t.x = brightness;
filter->bright_matrix.t.y = brightness;
filter->bright_matrix.t.z = brightness;
/* Build our Saturation number. */
float saturation =
(float)obs_data_get_double(settings, SETTING_SATURATION) + 1.0f;
/* Factor in the selected color weights. */
float one_minus_sat_red = (1.0f - saturation) * red_weight;
float one_minus_sat_green = (1.0f - saturation) * green_weight;
float one_minus_sat_blue = (1.0f - saturation) * blue_weight;
float sat_val_red = one_minus_sat_red + saturation;
float sat_val_green = one_minus_sat_green + saturation;
float sat_val_blue = one_minus_sat_blue + saturation;
/* Now we build our Saturation matrix. */
filter->sat_matrix = (struct matrix4){sat_val_red,
one_minus_sat_red,
one_minus_sat_red,
0.0f,
one_minus_sat_green,
sat_val_green,
one_minus_sat_green,
0.0f,
one_minus_sat_blue,
one_minus_sat_blue,
sat_val_blue,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f};
/* Build our Hue number. */
float hue_shift =
(float)obs_data_get_double(settings, SETTING_HUESHIFT);
/* Build our Transparency number. */
float opacity = (float)obs_data_get_double(settings, SETTING_OPACITY);
/* Hue is the radian of 0 to 360 degrees. */
float half_angle = 0.5f * (float)(hue_shift / (180.0f / M_PI));
/* Pseudo-Quaternion To Matrix. */
float rot_quad1 = root3 * (float)sin(half_angle);
struct vec3 rot_quaternion;
vec3_set(&rot_quaternion, rot_quad1, rot_quad1, rot_quad1);
float rot_quaternion_w = (float)cos(half_angle);
struct vec3 cross;
vec3_mul(&cross, &rot_quaternion, &rot_quaternion);
struct vec3 square;
vec3_mul(&square, &rot_quaternion, &rot_quaternion);
struct vec3 wimag;
vec3_mulf(&wimag, &rot_quaternion, rot_quaternion_w);
vec3_mulf(&square, &square, 2.0f);
struct vec3 diag;
vec3_sub(&diag, &filter->half_unit, &square);
struct vec3 a_line;
vec3_add(&a_line, &cross, &wimag);
struct vec3 b_line;
vec3_sub(&b_line, &cross, &wimag);
/* Now we build our Hue and Opacity matrix. */
filter->hue_op_matrix = (struct matrix4){diag.x * 2.0f,
b_line.z * 2.0f,
a_line.y * 2.0f,
0.0f,
a_line.z * 2.0f,
diag.y * 2.0f,
b_line.x * 2.0f,
0.0f,
b_line.y * 2.0f,
a_line.x * 2.0f,
diag.z * 2.0f,
0.0f,
0.0f,
0.0f,
0.0f,
opacity};
/* Now get the overlay color multiply data. */
uint32_t color_multiply =
(uint32_t)obs_data_get_int(settings, SETTING_COLOR_MULTIPLY);
struct vec4 color_multiply_v4;
vec4_from_rgba_srgb(&color_multiply_v4, color_multiply);
/* Now get the overlay color add data. */
uint32_t color_add =
(uint32_t)obs_data_get_int(settings, SETTING_COLOR_ADD);
struct vec4 color_add_v4;
vec4_from_rgba_srgb(&color_add_v4, color_add);
/*
* Now let's build our Color 'overlay' matrix.
* Earlier (in the function color_correction_filter_create) we set
* this matrix to the identity matrix, so now we only need
* to set the 6 variables that have changed.
*/
filter->color_matrix.x.x = color_multiply_v4.x;
filter->color_matrix.y.y = color_multiply_v4.y;
filter->color_matrix.z.z = color_multiply_v4.z;
filter->color_matrix.t.x = color_add_v4.x;
filter->color_matrix.t.y = color_add_v4.y;
filter->color_matrix.t.z = color_add_v4.z;
/* First we apply the Contrast & Brightness matrix. */
matrix4_mul(&filter->final_matrix, &filter->con_matrix,
&filter->bright_matrix);
/* Now we apply the Saturation matrix. */
matrix4_mul(&filter->final_matrix, &filter->final_matrix,
&filter->sat_matrix);
/* Next we apply the Hue+Opacity matrix. */
matrix4_mul(&filter->final_matrix, &filter->final_matrix,
&filter->hue_op_matrix);
/* Lastly we apply the Color Wash matrix. */
matrix4_mul(&filter->final_matrix, &filter->final_matrix,
&filter->color_matrix);
}
/*
* Since this is C we have to be careful when destroying/removing items from
* OBS. Jim has added several useful functions to help keep memory leaks to
* a minimum, and handle the destruction and construction of these filters.
*/
static void color_correction_filter_destroy_v1(void *data)
{
struct color_correction_filter_data *filter = data;
if (filter->effect) {
obs_enter_graphics();
gs_effect_destroy(filter->effect);
obs_leave_graphics();
}
bfree(data);
}
static void color_correction_filter_destroy_v2(void *data)
{
struct color_correction_filter_data_v2 *filter = data;
if (filter->effect) {
obs_enter_graphics();
gs_effect_destroy(filter->effect);
obs_leave_graphics();
}
bfree(data);
}
/*
* When you apply a filter OBS creates it, and adds it to the source. OBS also
* starts rendering it immediately. This function doesn't just 'create' the
* filter, it also calls the render function (farther below) that contains the
* actual rendering code.
*/
static void *color_correction_filter_create_v1(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 *filter =
bzalloc(sizeof(struct color_correction_filter_data));
/*
* 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_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)
{
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,
};