GPUImagePicture类静态图像处理操作,它可以是需要处理的静态图像,也可以是一张作为纹理使用的图片,调用向它发送processImage消息,进行图像滤镜处理。

  方法

  - (id)initWithURL:(NSURL *)url

  说明:使用指定url的图片来初始化GPUImagePicture

  - (id)initWithImage:(UIImage *)newImageSource

  说明:使用指定的UIImage对象来初始化GPUImagePicture

  - (id)initWithCGImage:(CGImageRef)newImageSource

  说明:使用指定的CGImageRef对象来初始化GPUImagePicture

  - (id)initWithImage:(UIImage *)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput

  说明:使用指定的UIImage对象来初始化GPUImagePicture,是否按比例调整输入图像的尺寸

  - (void)processImage

  说明:进行图像处理实际操作。

  - (BOOL)processImageWithCompletionHandler:(void (^)(void))completion

  说明:进行图像处理实际的操作,completion为当处理结束执行的操作。

完整代码

#import <UIKit/UIKit.h>
#import "GPUImageOutput.h" @interface GPUImagePicture : GPUImageOutput
{
CGSize pixelSizeOfImage;
BOOL hasProcessedImage; dispatch_semaphore_t imageUpdateSemaphore;
} // Initialization and teardown
- (id)initWithURL:(NSURL *)url;
- (id)initWithImage:(UIImage *)newImageSource;
- (id)initWithCGImage:(CGImageRef)newImageSource;
- (id)initWithImage:(UIImage *)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput;
- (id)initWithCGImage:(CGImageRef)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput; // Image rendering
- (void)processImage;
- (CGSize)outputImageSize; /**
* Process image with all targets and filters asynchronously
* The completion handler is called after processing finished in the
* GPU's dispatch queue - and only if this method did not return NO.
*
* @returns NO if resource is blocked and processing is discarded, YES otherwise
*/
- (BOOL)processImageWithCompletionHandler:(void (^)(void))completion;
- (void)processImageUpToFilter:(GPUImageOutput<GPUImageInput> *)finalFilterInChain withCompletionHandler:(void (^)(UIImage *processedImage))block; @end
#import "GPUImagePicture.h"

@implementation GPUImagePicture

#pragma mark -
#pragma mark Initialization and teardown - (id)initWithURL:(NSURL *)url;
{
NSData *imageData = [[NSData alloc] initWithContentsOfURL:url]; if (!(self = [self initWithData:imageData]))
{
return nil;
} return self;
} - (id)initWithData:(NSData *)imageData;
{
UIImage *inputImage = [[UIImage alloc] initWithData:imageData]; if (!(self = [self initWithImage:inputImage]))
{
return nil;
} return self;
} - (id)initWithImage:(UIImage *)newImageSource;
{
if (!(self = [self initWithImage:newImageSource smoothlyScaleOutput:NO]))
{
return nil;
} return self;
} - (id)initWithCGImage:(CGImageRef)newImageSource;
{
if (!(self = [self initWithCGImage:newImageSource smoothlyScaleOutput:NO]))
{
return nil;
}
return self;
} - (id)initWithImage:(UIImage *)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput;
{
return [self initWithCGImage:[newImageSource CGImage] smoothlyScaleOutput:smoothlyScaleOutput];
} - (id)initWithCGImage:(CGImageRef)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput;
{
if (!(self = [super init]))
{
return nil;
} hasProcessedImage = NO;
self.shouldSmoothlyScaleOutput = smoothlyScaleOutput;
imageUpdateSemaphore = dispatch_semaphore_create();
dispatch_semaphore_signal(imageUpdateSemaphore); // TODO: Dispatch this whole thing asynchronously to move image loading off main thread
CGFloat widthOfImage = CGImageGetWidth(newImageSource);
CGFloat heightOfImage = CGImageGetHeight(newImageSource); // If passed an empty image reference, CGContextDrawImage will fail in future versions of the SDK.
NSAssert( widthOfImage > && heightOfImage > , @"Passed image must not be empty - it should be at least 1px tall and wide"); pixelSizeOfImage = CGSizeMake(widthOfImage, heightOfImage);
CGSize pixelSizeToUseForTexture = pixelSizeOfImage; BOOL shouldRedrawUsingCoreGraphics = NO; // For now, deal with images larger than the maximum texture size by resizing to be within that limit
CGSize scaledImageSizeToFitOnGPU = [GPUImageContext sizeThatFitsWithinATextureForSize:pixelSizeOfImage];
if (!CGSizeEqualToSize(scaledImageSizeToFitOnGPU, pixelSizeOfImage))
{
pixelSizeOfImage = scaledImageSizeToFitOnGPU;
pixelSizeToUseForTexture = pixelSizeOfImage;
shouldRedrawUsingCoreGraphics = YES;
} if (self.shouldSmoothlyScaleOutput)
{
// In order to use mipmaps, you need to provide power-of-two textures, so convert to the next largest power of two and stretch to fill
CGFloat powerClosestToWidth = ceil(log2(pixelSizeOfImage.width));
CGFloat powerClosestToHeight = ceil(log2(pixelSizeOfImage.height)); pixelSizeToUseForTexture = CGSizeMake(pow(2.0, powerClosestToWidth), pow(2.0, powerClosestToHeight)); shouldRedrawUsingCoreGraphics = YES;
} GLubyte *imageData = NULL;
CFDataRef dataFromImageDataProvider = NULL;
GLenum format = GL_BGRA; if (!shouldRedrawUsingCoreGraphics) {
/* Check that the memory layout is compatible with GL, as we cannot use glPixelStore to
* tell GL about the memory layout with GLES.
*/
if (CGImageGetBytesPerRow(newImageSource) != CGImageGetWidth(newImageSource) * ||
CGImageGetBitsPerPixel(newImageSource) != ||
CGImageGetBitsPerComponent(newImageSource) != )
{
shouldRedrawUsingCoreGraphics = YES;
} else {
/* Check that the bitmap pixel format is compatible with GL */
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(newImageSource);
if ((bitmapInfo & kCGBitmapFloatComponents) != ) {
/* We don't support float components for use directly in GL */
shouldRedrawUsingCoreGraphics = YES;
} else {
CGBitmapInfo byteOrderInfo = bitmapInfo & kCGBitmapByteOrderMask;
if (byteOrderInfo == kCGBitmapByteOrder32Little) {
/* Little endian, for alpha-first we can use this bitmap directly in GL */
CGImageAlphaInfo alphaInfo = bitmapInfo & kCGBitmapAlphaInfoMask;
if (alphaInfo != kCGImageAlphaPremultipliedFirst && alphaInfo != kCGImageAlphaFirst &&
alphaInfo != kCGImageAlphaNoneSkipFirst) {
shouldRedrawUsingCoreGraphics = YES;
}
} else if (byteOrderInfo == kCGBitmapByteOrderDefault || byteOrderInfo == kCGBitmapByteOrder32Big) {
/* Big endian, for alpha-last we can use this bitmap directly in GL */
CGImageAlphaInfo alphaInfo = bitmapInfo & kCGBitmapAlphaInfoMask;
if (alphaInfo != kCGImageAlphaPremultipliedLast && alphaInfo != kCGImageAlphaLast &&
alphaInfo != kCGImageAlphaNoneSkipLast) {
shouldRedrawUsingCoreGraphics = YES;
} else {
/* Can access directly using GL_RGBA pixel format */
format = GL_RGBA;
}
}
}
}
} // CFAbsoluteTime elapsedTime, startTime = CFAbsoluteTimeGetCurrent(); if (shouldRedrawUsingCoreGraphics)
{
// For resized or incompatible image: redraw
imageData = (GLubyte *) calloc(, (int)pixelSizeToUseForTexture.width * (int)pixelSizeToUseForTexture.height * ); CGColorSpaceRef genericRGBColorspace = CGColorSpaceCreateDeviceRGB(); CGContextRef imageContext = CGBitmapContextCreate(imageData, (size_t)pixelSizeToUseForTexture.width, (size_t)pixelSizeToUseForTexture.height, , (size_t)pixelSizeToUseForTexture.width * , genericRGBColorspace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
// CGContextSetBlendMode(imageContext, kCGBlendModeCopy); // From Technical Q&A QA1708: http://developer.apple.com/library/ios/#qa/qa1708/_index.html
CGContextDrawImage(imageContext, CGRectMake(0.0, 0.0, pixelSizeToUseForTexture.width, pixelSizeToUseForTexture.height), newImageSource);
CGContextRelease(imageContext);
CGColorSpaceRelease(genericRGBColorspace);
}
else
{
// Access the raw image bytes directly
dataFromImageDataProvider = CGDataProviderCopyData(CGImageGetDataProvider(newImageSource));
imageData = (GLubyte *)CFDataGetBytePtr(dataFromImageDataProvider);
} // elapsedTime = (CFAbsoluteTimeGetCurrent() - startTime) * 1000.0;
// NSLog(@"Core Graphics drawing time: %f", elapsedTime); // CGFloat currentRedTotal = 0.0f, currentGreenTotal = 0.0f, currentBlueTotal = 0.0f, currentAlphaTotal = 0.0f;
// NSUInteger totalNumberOfPixels = round(pixelSizeToUseForTexture.width * pixelSizeToUseForTexture.height);
//
// for (NSUInteger currentPixel = 0; currentPixel < totalNumberOfPixels; currentPixel++)
// {
// currentBlueTotal += (CGFloat)imageData[(currentPixel * 4)] / 255.0f;
// currentGreenTotal += (CGFloat)imageData[(currentPixel * 4) + 1] / 255.0f;
// currentRedTotal += (CGFloat)imageData[(currentPixel * 4 + 2)] / 255.0f;
// currentAlphaTotal += (CGFloat)imageData[(currentPixel * 4) + 3] / 255.0f;
// }
//
// NSLog(@"Debug, average input image red: %f, green: %f, blue: %f, alpha: %f", currentRedTotal / (CGFloat)totalNumberOfPixels, currentGreenTotal / (CGFloat)totalNumberOfPixels, currentBlueTotal / (CGFloat)totalNumberOfPixels, currentAlphaTotal / (CGFloat)totalNumberOfPixels); runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext]; outputFramebuffer = [[GPUImageContext sharedFramebufferCache] fetchFramebufferForSize:pixelSizeToUseForTexture onlyTexture:YES];
[outputFramebuffer disableReferenceCounting]; glBindTexture(GL_TEXTURE_2D, [outputFramebuffer texture]);
if (self.shouldSmoothlyScaleOutput)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
// no need to use self.outputTextureOptions here since pictures need this texture formats and type
glTexImage2D(GL_TEXTURE_2D, , GL_RGBA, (int)pixelSizeToUseForTexture.width, (int)pixelSizeToUseForTexture.height, , format, GL_UNSIGNED_BYTE, imageData); if (self.shouldSmoothlyScaleOutput)
{
glGenerateMipmap(GL_TEXTURE_2D);
}
glBindTexture(GL_TEXTURE_2D, );
}); if (shouldRedrawUsingCoreGraphics)
{
free(imageData);
}
else
{
if (dataFromImageDataProvider)
{
CFRelease(dataFromImageDataProvider);
}
} return self;
} // ARC forbids explicit message send of 'release'; since iOS 6 even for dispatch_release() calls: stripping it out in that case is required.
- (void)dealloc;
{
[outputFramebuffer enableReferenceCounting];
[outputFramebuffer unlock]; #if !OS_OBJECT_USE_OBJC
if (imageUpdateSemaphore != NULL)
{
dispatch_release(imageUpdateSemaphore);
}
#endif
} #pragma mark -
#pragma mark Image rendering - (void)removeAllTargets;
{
[super removeAllTargets];
hasProcessedImage = NO;
} - (void)processImage;
{
[self processImageWithCompletionHandler:nil];
} - (BOOL)processImageWithCompletionHandler:(void (^)(void))completion;
{
hasProcessedImage = YES; // dispatch_semaphore_wait(imageUpdateSemaphore, DISPATCH_TIME_FOREVER); if (dispatch_semaphore_wait(imageUpdateSemaphore, DISPATCH_TIME_NOW) != )
{
return NO;
} runAsynchronouslyOnVideoProcessingQueue(^{
for (id<GPUImageInput> currentTarget in targets)
{
NSInteger indexOfObject = [targets indexOfObject:currentTarget];
NSInteger textureIndexOfTarget = [[targetTextureIndices objectAtIndex:indexOfObject] integerValue]; [currentTarget setCurrentlyReceivingMonochromeInput:NO];
[currentTarget setInputSize:pixelSizeOfImage atIndex:textureIndexOfTarget];
[currentTarget setInputFramebuffer:outputFramebuffer atIndex:textureIndexOfTarget];
[currentTarget newFrameReadyAtTime:kCMTimeIndefinite atIndex:textureIndexOfTarget];
} dispatch_semaphore_signal(imageUpdateSemaphore); if (completion != nil) {
completion();
}
}); return YES;
} - (void)processImageUpToFilter:(GPUImageOutput<GPUImageInput> *)finalFilterInChain withCompletionHandler:(void (^)(UIImage *processedImage))block;
{
[finalFilterInChain useNextFrameForImageCapture];
[self processImageWithCompletionHandler:^{
UIImage *imageFromFilter = [finalFilterInChain imageFromCurrentFramebuffer];
block(imageFromFilter);
}];
} - (CGSize)outputImageSize;
{
return pixelSizeOfImage;
} - (void)addTarget:(id<GPUImageInput>)newTarget atTextureLocation:(NSInteger)textureLocation;
{
[super addTarget:newTarget atTextureLocation:textureLocation]; if (hasProcessedImage)
{
[newTarget setInputSize:pixelSizeOfImage atIndex:textureLocation];
[newTarget newFrameReadyAtTime:kCMTimeIndefinite atIndex:textureLocation];
}
} @end

GPUImage API 文档之GPUImagePicture类的更多相关文章

  1. GPUImage API 文档之GPUImageFilter类

    GPUImageFilter类 方法 - (id)initWithVertexShaderFromString:(NSString *)vertexShaderString fragmentShade ...

  2. GPUImage API 文档之GPUImageOutput类

    GPUImageOutput类将静态图像纹理上传到OpenGL ES中,然后使用这些纹理去处理进程链中的下一个对象.它的子类可以获得滤镜处理后的图片功能.[本文讲的很少,由于有许多地方不清楚,以后会更 ...

  3. GPUImage API文档之GPUImageContext类

    GPUImageContext类,提供OpenGL ES基本环境,我们一般不会用到,所以讲的很简单. 属性 @property(readonly, nonatomic) dispatch_queue_ ...

  4. GPUImage API文档之GPUImageFramebufferCache类

    GPUImageFramebufferCache类负责管理GPUImageFramebuffer对象,是一个GPUImageFramebuffer对象的缓存. 方法 - (GPUImageFrameb ...

  5. GPUImage API文档之GPUImageFramebuffer类

    GPUImageFramebuffer类用于管理帧缓冲对象,负责帧缓冲对象的创建和销毁,读取帧缓冲内容 属性 @property(readonly) CGSize size 说明:只读属性,在实现中, ...

  6. GPUImage API文档之GLProgram类

    GLProgram是GPUImage中代表openGL ES 中的program,具有glprogram功能. 属性 @property(readwrite, nonatomic) BOOL init ...

  7. GPUImage API文档之GPUImageInput协议

    GPUImageInput协议主要包含一些输入需要渲染目标的操作. - (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)t ...

  8. 通过API文档查询Math类的方法,打印出近似圆,只要给定不同半径,圆的大小就会随之发生改变

    package question; import java.util.Scanner; import java.lang.Math; public class MathTest { /** * 未搞懂 ...

  9. Java,面试题,简历,Linux,大数据,常用开发工具类,API文档,电子书,各种思维导图资源,百度网盘资源,BBS论坛系统 ERP管理系统 OA办公自动化管理系统 车辆管理系统 各种后台管理系统

    Java,面试题,简历,Linux,大数据,常用开发工具类,API文档,电子书,各种思维导图资源,百度网盘资源BBS论坛系统 ERP管理系统 OA办公自动化管理系统 车辆管理系统 家庭理财系统 各种后 ...

随机推荐

  1. eclipse使用内置tomcat和使用外部tomcat的设置

    近期由于项目中jsp发请求要訪问项目以外的文件.直接訪问写成"c:\xxx\xxx.mp4"来訪问是没有权限的.不能完毕现有要求.经查询后发现能够在tomcat中配置虚拟文件夹将本 ...

  2. Revit API创建标高,单位转换

    一业内朋友让我写个快速创建标高的插件. ;             ; i <= iNum; i++)             {                 Level level = d ...

  3. Revit API切换三维视图

    切换视图必须在事务结束之后,这个困惑了半天,记录一下. , , -));//斜视45度             ts.Commit();             //切换视图必须在事务结束后,否则会提 ...

  4. Win7电脑开启局域网连接和共享过程中出现的"您可能没有权限使用网络资源"的解决办法

    Win7电脑开启局域网连接和共享 http://bbs.ithome.com/thread-334567-1-1.html http://jingyan.baidu.com/article/6dad5 ...

  5. lufylegend:加载进度

    实现图片加载进度 LoadingSample Class 用来显示进度条的对象. 引擎中目前提供的进度条类有:LoadingSample1-7 你可以制作自己的进度条,自制进度条类中要包含setPro ...

  6. 咏南中间件支持TMS WEB CORE客户端

    咏南中间件支持TMS WEB CORE客户端 TMS WEB CORE是优秀的JS前端,搭配咏南中间件后端,可以进行快速的企业应用开发.

  7. iPhone/iPad各种文件路径详解 帮助了解自己的iphone和ipad

    以下内容皆为转载分享iPhone里重要的目录路径有哪几个? 1. /private/var/mobile 新刷完的机器,要在这个文件夹下建一个Documents的目录,很多程序都要用到. 2. /pr ...

  8. Fix "Drives are running out of free space" Error in SharePoint Health Analyzer

    前言 最近帮助用户做健康检查,用户发现事件查看器(EventView)里面有很多错误,有一个就是"Drives are running out of free space",而且每 ...

  9. JavaScript中 location.host 与 location.hostname 的区别

    JavaScript 中,大多数情况下,我们不会发现 location.host 与 location.hostname 的区别,因为大多数情况下,我们的网页用的是 80 端口. 他们的区别: loc ...

  10. Mysql一个非常有用的内置函数今天碰到要把MySQL数据库中的varchar转换成date类型进

    Mysql一个非常有用的内置函数 今天碰到要把MySQL数据库中的varchar转换成date类型进行时间的比较和查询.在网上找了找,发现MySQL也跟其他数据库一样有自己内置的转换函数:str_to ...