用于实时流媒体和屏幕录制的免费开源软件 https://obsproject.com/

jp9000 6b8e84844a Add preliminary audio processing 11 năm trước cách đây
build 80b8176e29 GLX implementation and *nix-specific file handling implementation 12 năm trước cách đây
cmake 683585938c add infrastructure for app bundle target and unmark as advanced 12 năm trước cách đây
config 676a0bd67d update build system to autotools (finally) 12 năm trước cách đây
deps aead95f5e3 converted project to vs2013, removed 2010 support (ugh) 12 năm trước cách đây
libobs 6b8e84844a Add preliminary audio processing 11 năm trước cách đây
libobs-d3d11 f41bb4b7e9 add support for texture_rect texture type in shaders, add new form, clear up a few things in the API 12 năm trước cách đây
libobs-d3d9 f255ae1922 first commit 12 năm trước cách đây
libobs-opengl 0b7497d6df Merge pull request #23 from Ceropean/master 11 năm trước cách đây
m4 f5e41f441e added initial main program and directshow files, finally have a UI functioning 12 năm trước cách đây
obs 6b8e84844a Add preliminary audio processing 11 năm trước cách đây
plugins 8298fa4dc7 With the permission of my fellow contributors, I'm switching obs-studio back to GPL v2+ to prevent issues between this project and the original OBS project, and for personal reasons to avoid legal ambiguity (not political reasons, I admittedly would prefer GPL v3+) 12 năm trước cách đây
test 80b8176e29 GLX implementation and *nix-specific file handling implementation 12 năm trước cách đây
vs f4ebc44844 Updated VS2013 project dependencies 11 năm trước cách đây
.gitattributes f255ae1922 first commit 12 năm trước cách đây
.gitignore 966c091078 make scene items use linked list rather than array (containers are a bad habit), add a few functions for getting scene item information, also use a mutex to prevent race conditions when using the linked list 12 năm trước cách đây
CMakeLists.txt 3c581d7fa2 update cmake compiler flags 12 năm trước cách đây
COPYING 8298fa4dc7 With the permission of my fellow contributors, I'm switching obs-studio back to GPL v2+ to prevent issues between this project and the original OBS project, and for personal reasons to avoid legal ambiguity (not political reasons, I admittedly would prefer GPL v3+) 12 năm trước cách đây
INSTALL 70e6e33abd add source of precompiled ffmpeg debian packages to INSTALL 12 năm trước cách đây
README ac2c08927f added intial async audio/video code, fixed a few bugs, improved thread safety, and made a few other minor adjustments 12 năm trước cách đây
autogen.sh 5f5404f8cb Fixes issues with autoconf 12 năm trước cách đây
configure.ac 840c1cfd65 I removed GL-specific extension checking to a platform independent file. 11 năm trước cách đây
makefile.am 80b8176e29 GLX implementation and *nix-specific file handling implementation 12 năm trước cách đây

README


What is OBS?

This project is a rewrite of what was formerly known as "Open Broadcaster
Software", software originally designed for recording and streaming live
video content, efficiently.


What's the goal of rewriting OBS?

- Make it multiplatform. Use multiplatform libraries/functions/classes where
possible to allow this. Multi-platform support was one of the primary
reasons for the rewrite. This also means using a UI toolkit will be
necessary for user interface. It also means allowing the use of OpenGL as
well as Direct3D.

- Separate the application from the core, allowing custom application of
the core if desired, and easier extending of the user interface.

- Simplify complex systems to not only make it easier to use, but easier to
maintain.

- Write a better core API, and design the entire system to be modular.

- Now that we have much more experience, improve the overall design of all
the subsystems/API, and minimize/eliminate design flaws. Make it so we can
do all the things we've had trouble with before, such as custom outputs,
multiple outputs at once, better handling of inputs, custom services.

- Make a better/cleaner code base, use better coding standards, use standard
libraries where possible (not just STL and C standard library, but also
things like ffmpeg as well), and improve maintainability of the project as a
whole.

- Implement a new API-independent shader/effect system allowing better and
easier shaders usage and customization without having to duplicate shader
code.

- Better device support. Again, I didn't know what I was getting into when
I originally started writing code for devices. It evolved into a totally
convoluted mess. I would have improved the existing device plugin code, but
it was just all so fundamentally bad and flawed that it would have been
detrimental to progression to continue working on it rather than rewrite it.


What was wrong with the original OBS?

The original OBS was rewritten not because it was bad, at least in terms of
optimization. Optimization and graphics are things I love. However, there
were some serious problems with the code and design that were deep and
fundamental, which prevented myself and other developers from being able to
improve/extend the application or add new features very easily.

First, the design flaws:

- The original OBS was completely and hopelessly hard-coded for windows,
and only windows. It was just totally impossible to use it on other
systems.

- All the sub-systems were written before I really knew what I was getting
into. When I started the project, I didn't really fully comprehend the
scope of what I would need or how to properly design the project. My
design and plans for the application were just to write something that
would "stream games and a webcam, with things like overlays and such."
This turned out fine for most casual gamers and streamers (and very
successful), but left anyone wanting to do anything more advanced left
massively wanting.

- Subsystems and core functionalities intermingled in such a way that it
was a nightmare to get proper custom functionality out of it. Things
like QSV had to be meshed in with the main encoding loop, and it just
made things a nightmare to deal with. Custom outputs were nigh
impossible.

- The API was poorly designed because most of it came after I originally
wrote the application, it was more of an afterthought, and plugin API
would routinely break for plugin developers due to changing C++
interfaces (one of the reasons the core is now C).

- API was intermeshed with the main executable. The OBSApi DLL was
nothing more than basically this mutant growth upon OBS.exe that allowed
plugin developers to barely write plugins, but all the important API
code was actually stored in the executable. Navigation was a total mess.

- The graphics subsystem, while not bad, was incomplete, and though far
easier to use than bare D3D, wasn't ideal, and was hard-coded for D3D
specifically.

- The devices and audio code was poor, I had no idea what I was getting into
when I started writing them in. I did not realize beforehand all the
device-specific quirks that each device/system could have. Some devices
had bad timing and quirks that I never aniticipated while writing them.
I struggled with devices, and my original design for the audio subsystem
for example morphed over and over into an abomination that, though works,
is basically this giant duct-taped zombie monster.

- Shaders were difficult to customize because they had to be duplicated if
you wanted slightly different functionality that required more than just
changing shader constants.

- Oriantation of sources was fixed, and required special code for each
source to do any custom modification of rotation/position/scale/etc.
This is one of those fundamental flaws that I look back on and regret, as
it was a stupid idea from the beginning. I originally thought I could
get more accurate source position/sizes, but it just turned out to be
totally bad. Should have been matrices from the beginning just like with
a regular 3D engine.

Second, the coding flaws:

- The coding style was inconsistent.

- C++98, C-Style C++, there was no exception usage, no STL. C++ used
poorly.

- Not Invented Here Syndrome everywhere. Custom string functions/classes,
custom templates, custom everything everywhere. To be fair, it was all
hand-me-down code from the early 2000s that I had become used to, but
that was no excuse -- C-standard libraries and the STL should have been
used from the beginning over anything else. That doesn't mean to say
that using custom stuff is always bad, but doing it to the extent I did
definitely was. Made it horrible to maintain as well, required extra
knowledge for plugin developers and anyone messing with the code.

- Giant monolithic classes everywhere, the main OBS class was paricularly
bad in this regard. This meant navigation was a nightmare, and no one
really knew where to go or where to add/change things.

- Giant monolithic functions everywhere. This was particularly bad
because it meant that functions became harder to debug and harder to
keep track of what was going on in any particular function at any given
time. These large functions, though not inefficient, were delicate and
easily breakable. (See OBS::MainCaptureLoop for a nightmarish example,
or the listbox subclass window procedure in WindowStuff.cpp)

- Very large file sizes with everything clumped up into single files (for
another particularly nightmarish example, see WindowStuff.cpp)

- Bad formatting. Code could go beyond 200 columns in some cases, making
it very unpleasant to read with many editors. Spaces instead of tabs,
K&R mixed with allman (which was admittedly my fault).


New (actual) coding guidelines

- For the C code (especially in the core), guidelines are pretty strict K&R,
kernel style. See the linux kernel "CodingStyle" document for more
information. That particular coding style guideline is for more than just
style, it actually helps produce a better overall code base.

- For C++ code, I still use CamelCase instead of all_lowercase just because
I prefer it that way, it feels right with C++ for some reason. It also
helps make it distinguishable from C code.

- I've started using 8-column tabs for almost everything -- I really
personally like it over 4-column tabs. I feel that 8-column tabs are very
helpful in preventing large amounts of indentation. A self-imposed
limitation, if you will. I also use actual tabs now, instead of spaces.
Also, I feel that the K&R style looks much better/cleaner when viewed with
8-column tabs.

- Preferred maximum columns: 80. I've also been doing this because in
combination with 8-column tabs, it further prevents large/bad functions
with high indentation. Another self-imposed limitation. Also, it makes
for much cleaner viewing in certain editors that wrap (like vim).