146 lines
4.5 KiB
C++
146 lines
4.5 KiB
C++
/******************************************************************************
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Copyright (C) 2014 by Hugh Bailey <obs.jim@gmail.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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#pragma once
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#include <graphics/vec4.h>
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#include <graphics/matrix4.h>
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static inline void GetScaleAndCenterPos(int baseCX, int baseCY, int windowCX,
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int windowCY, int &x, int &y,
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float &scale)
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{
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double windowAspect, baseAspect;
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int newCX, newCY;
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windowAspect = double(windowCX) / double(windowCY);
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baseAspect = double(baseCX) / double(baseCY);
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if (windowAspect > baseAspect) {
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scale = float(windowCY) / float(baseCY);
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newCX = int(double(windowCY) * baseAspect);
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newCY = windowCY;
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} else {
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scale = float(windowCX) / float(baseCX);
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newCX = windowCX;
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newCY = int(float(windowCX) / baseAspect);
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}
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x = windowCX / 2 - newCX / 2;
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y = windowCY / 2 - newCY / 2;
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}
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static inline void GetCenterPosFromFixedScale(int baseCX, int baseCY,
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int windowCX, int windowCY,
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int &x, int &y, float scale)
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{
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x = (float(windowCX) - float(baseCX) * scale) / 2.0f;
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y = (float(windowCY) - float(baseCY) * scale) / 2.0f;
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}
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static inline QSize GetPixelSize(QWidget *widget)
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{
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return widget->size() * widget->devicePixelRatioF();
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}
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#define OUTLINE_COLOR 0xFFD0D0D0
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#define LINE_LENGTH 0.1f
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// Rec. ITU-R BT.1848-1 / EBU R 95
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#define ACTION_SAFE_PERCENT 0.035f // 3.5%
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#define GRAPHICS_SAFE_PERCENT 0.05f // 5.0%
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#define FOURBYTHREE_SAFE_PERCENT 0.1625f // 16.25%
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static inline void InitSafeAreas(gs_vertbuffer_t **actionSafeMargin,
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gs_vertbuffer_t **graphicsSafeMargin,
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gs_vertbuffer_t **fourByThreeSafeMargin,
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gs_vertbuffer_t **leftLine,
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gs_vertbuffer_t **topLine,
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gs_vertbuffer_t **rightLine)
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{
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obs_enter_graphics();
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// All essential action should be placed inside this area
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gs_render_start(true);
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gs_vertex2f(ACTION_SAFE_PERCENT, ACTION_SAFE_PERCENT);
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gs_vertex2f(ACTION_SAFE_PERCENT, 1 - ACTION_SAFE_PERCENT);
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gs_vertex2f(1 - ACTION_SAFE_PERCENT, 1 - ACTION_SAFE_PERCENT);
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gs_vertex2f(1 - ACTION_SAFE_PERCENT, ACTION_SAFE_PERCENT);
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gs_vertex2f(ACTION_SAFE_PERCENT, ACTION_SAFE_PERCENT);
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*actionSafeMargin = gs_render_save();
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// All graphics should be placed inside this area
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gs_render_start(true);
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gs_vertex2f(GRAPHICS_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
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gs_vertex2f(GRAPHICS_SAFE_PERCENT, 1 - GRAPHICS_SAFE_PERCENT);
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gs_vertex2f(1 - GRAPHICS_SAFE_PERCENT, 1 - GRAPHICS_SAFE_PERCENT);
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gs_vertex2f(1 - GRAPHICS_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
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gs_vertex2f(GRAPHICS_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
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*graphicsSafeMargin = gs_render_save();
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// 4:3 safe area for widescreen
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gs_render_start(true);
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gs_vertex2f(FOURBYTHREE_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
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gs_vertex2f(1 - FOURBYTHREE_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
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gs_vertex2f(1 - FOURBYTHREE_SAFE_PERCENT, 1 - GRAPHICS_SAFE_PERCENT);
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gs_vertex2f(FOURBYTHREE_SAFE_PERCENT, 1 - GRAPHICS_SAFE_PERCENT);
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gs_vertex2f(FOURBYTHREE_SAFE_PERCENT, GRAPHICS_SAFE_PERCENT);
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*fourByThreeSafeMargin = gs_render_save();
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gs_render_start(true);
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gs_vertex2f(0.0f, 0.5f);
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gs_vertex2f(LINE_LENGTH, 0.5f);
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*leftLine = gs_render_save();
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gs_render_start(true);
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gs_vertex2f(0.5f, 0.0f);
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gs_vertex2f(0.5f, LINE_LENGTH);
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*topLine = gs_render_save();
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gs_render_start(true);
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gs_vertex2f(1.0f, 0.5f);
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gs_vertex2f(1 - LINE_LENGTH, 0.5f);
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*rightLine = gs_render_save();
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obs_leave_graphics();
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}
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static inline void RenderSafeAreas(gs_vertbuffer_t *vb, int cx, int cy)
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{
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if (!vb)
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return;
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matrix4 transform;
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matrix4_identity(&transform);
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transform.x.x = cx;
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transform.y.y = cy;
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gs_load_vertexbuffer(vb);
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gs_matrix_push();
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gs_matrix_mul(&transform);
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gs_effect_t *solid = obs_get_base_effect(OBS_EFFECT_SOLID);
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gs_eparam_t *color = gs_effect_get_param_by_name(solid, "color");
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gs_effect_set_color(color, OUTLINE_COLOR);
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while (gs_effect_loop(solid, "Solid"))
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gs_draw(GS_LINESTRIP, 0, 0);
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gs_matrix_pop();
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}
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