GPUImage API 文档之GPUImageFilter类
GPUImageFilter类
方法
- (id)initWithVertexShaderFromString:(NSString *)vertexShaderString fragmentShaderFromString:(NSString *)fragmentShaderString
说明:使用顶点和片段着色字符串来初始化GPUImageFilter
- (id)initWithFragmentShaderFromFile:(NSString *)fragmentShaderFilename
说明:使用片段着色文件来初始化GPUImageFilter
- (void)initializeAttributes
说明:向GLProgram中添加position和inputTextureCoordinate属性
- (CGSize)rotatedSize:(CGSize)sizeToRotate forIndex:(NSInteger)textureIndex
- (CGPoint)rotatedPoint:(CGPoint)pointToRotate forRotation:(GPUImageRotationMode)rotation
- (CGSize)sizeOfFBO
说明:设置输出帧缓冲区的尺寸
+ (const GLfloat *)textureCoordinatesForRotation:(GPUImageRotationMode)rotationMode
说明:旋转时的纹理坐标
- (void)renderToTextureWithVertices:(const GLfloat *)vertices textureCoordinates:(const GLfloat *)textureCoordinates
说明:使用顶点数据和纹理坐标进行图像渲染
- (void)informTargetsAboutNewFrameAtTime:(CMTime)frameTime
说明:通知target操作帧
- (void)setBackgroundColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent alpha:(GLfloat)alphaComponent
说明:使用设置RGBA背景色
- (void)setInteger:(GLint)newInteger forUniformName:(NSString *)uniformName
说明:使用整型数据初始化Uniform变量
- (void)setFloat:(GLfloat)newFloat forUniformName:(NSString *)uniformName
说明:使用浮点型数据初始化Uniform变量
- (void)setSize:(CGSize)newSize forUniformName:(NSString *)uniformName
说明:使用CGSize数据初始化Uniform变量
- (void)setPoint:(CGPoint)newPoint forUniformName:(NSString *)uniformName
说明:使用CGPoint数据初始化Uniform变量
- (void)setFloatVec3:(GPUVector3)newVec3 forUniformName:(NSString *)uniformName
说明:使用GPUVector3数据初始化Uniform变量
- (void)setFloatVec4:(GPUVector4)newVec4 forUniform:(NSString *)uniformName
说明:使用GPUVector4数据初始化Uniform变量
- (void)setFloatArray:(GLfloat *)array length:(GLsizei)count forUniform:(NSString*)uniformName
说明:使用GLfloat数组初始化Uniform变量,长度为count
- (void)setAndExecuteUniformStateCallbackAtIndex:(GLint)uniform forProgram:(GLProgram *)shaderProgram toBlock:(dispatch_block_t)uniformStateBlock
说明:设置并执行完Uniform时回调操作
- (void)setUniformsForProgramAtIndex:(NSUInteger)programIndex
说明:向GLProgram的programIndex处添加Uniform变量
完整代码
#import "GPUImageOutput.h" #define STRINGIZE(x) #x
#define STRINGIZE2(x) STRINGIZE(x)
#define SHADER_STRING(text) @ STRINGIZE2(text) #define GPUImageHashIdentifier #
#define GPUImageWrappedLabel(x) x
#define GPUImageEscapedHashIdentifier(a) GPUImageWrappedLabel(GPUImageHashIdentifier)a extern NSString *const kGPUImageVertexShaderString;
extern NSString *const kGPUImagePassthroughFragmentShaderString; struct GPUVector4 {
GLfloat one;
GLfloat two;
GLfloat three;
GLfloat four;
};
typedef struct GPUVector4 GPUVector4; struct GPUVector3 {
GLfloat one;
GLfloat two;
GLfloat three;
};
typedef struct GPUVector3 GPUVector3; struct GPUMatrix4x4 {
GPUVector4 one;
GPUVector4 two;
GPUVector4 three;
GPUVector4 four;
};
typedef struct GPUMatrix4x4 GPUMatrix4x4; struct GPUMatrix3x3 {
GPUVector3 one;
GPUVector3 two;
GPUVector3 three;
};
typedef struct GPUMatrix3x3 GPUMatrix3x3; /** GPUImage's base filter class Filters and other subsequent elements in the chain conform to the GPUImageInput protocol, which lets them take in the supplied or processed texture from the previous link in the chain and do something with it. Objects one step further down the chain are considered targets, and processing can be branched by adding multiple targets to a single output or filter.
*/
@interface GPUImageFilter : GPUImageOutput <GPUImageInput>
{
GPUImageFramebuffer *firstInputFramebuffer; GLProgram *filterProgram;
GLint filterPositionAttribute, filterTextureCoordinateAttribute;
GLint filterInputTextureUniform;
GLfloat backgroundColorRed, backgroundColorGreen, backgroundColorBlue, backgroundColorAlpha; BOOL isEndProcessing; CGSize currentFilterSize;
GPUImageRotationMode inputRotation; BOOL currentlyReceivingMonochromeInput; NSMutableDictionary *uniformStateRestorationBlocks;
dispatch_semaphore_t imageCaptureSemaphore;
} @property(readonly) CVPixelBufferRef renderTarget;
@property(readwrite, nonatomic) BOOL preventRendering;
@property(readwrite, nonatomic) BOOL currentlyReceivingMonochromeInput; /// @name Initialization and teardown /**
Initialize with vertex and fragment shaders You make take advantage of the SHADER_STRING macro to write your shaders in-line.
@param vertexShaderString Source code of the vertex shader to use
@param fragmentShaderString Source code of the fragment shader to use
*/
- (id)initWithVertexShaderFromString:(NSString *)vertexShaderString fragmentShaderFromString:(NSString *)fragmentShaderString; /**
Initialize with a fragment shader You may take advantage of the SHADER_STRING macro to write your shader in-line.
@param fragmentShaderString Source code of fragment shader to use
*/
- (id)initWithFragmentShaderFromString:(NSString *)fragmentShaderString;
/**
Initialize with a fragment shader
@param fragmentShaderFilename Filename of fragment shader to load
*/
- (id)initWithFragmentShaderFromFile:(NSString *)fragmentShaderFilename;
- (void)initializeAttributes;
- (void)setupFilterForSize:(CGSize)filterFrameSize;
- (CGSize)rotatedSize:(CGSize)sizeToRotate forIndex:(NSInteger)textureIndex;
- (CGPoint)rotatedPoint:(CGPoint)pointToRotate forRotation:(GPUImageRotationMode)rotation; /// @name Managing the display FBOs
/** Size of the frame buffer object
*/
- (CGSize)sizeOfFBO; /// @name Rendering
+ (const GLfloat *)textureCoordinatesForRotation:(GPUImageRotationMode)rotationMode;
- (void)renderToTextureWithVertices:(const GLfloat *)vertices textureCoordinates:(const GLfloat *)textureCoordinates;
- (void)informTargetsAboutNewFrameAtTime:(CMTime)frameTime;
- (CGSize)outputFrameSize; /// @name Input parameters
- (void)setBackgroundColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent alpha:(GLfloat)alphaComponent;
- (void)setInteger:(GLint)newInteger forUniformName:(NSString *)uniformName;
- (void)setFloat:(GLfloat)newFloat forUniformName:(NSString *)uniformName;
- (void)setSize:(CGSize)newSize forUniformName:(NSString *)uniformName;
- (void)setPoint:(CGPoint)newPoint forUniformName:(NSString *)uniformName;
- (void)setFloatVec3:(GPUVector3)newVec3 forUniformName:(NSString *)uniformName;
- (void)setFloatVec4:(GPUVector4)newVec4 forUniform:(NSString *)uniformName;
- (void)setFloatArray:(GLfloat *)array length:(GLsizei)count forUniform:(NSString*)uniformName; - (void)setMatrix3f:(GPUMatrix3x3)matrix forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
- (void)setMatrix4f:(GPUMatrix4x4)matrix forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
- (void)setFloat:(GLfloat)floatValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
- (void)setPoint:(CGPoint)pointValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
- (void)setSize:(CGSize)sizeValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
- (void)setVec3:(GPUVector3)vectorValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
- (void)setVec4:(GPUVector4)vectorValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
- (void)setFloatArray:(GLfloat *)arrayValue length:(GLsizei)arrayLength forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
- (void)setInteger:(GLint)intValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram; - (void)setAndExecuteUniformStateCallbackAtIndex:(GLint)uniform forProgram:(GLProgram *)shaderProgram toBlock:(dispatch_block_t)uniformStateBlock;
- (void)setUniformsForProgramAtIndex:(NSUInteger)programIndex; @end
#import "GPUImageFilter.h"
#import "GPUImagePicture.h"
#import <AVFoundation/AVFoundation.h> // Hardcode the vertex shader for standard filters, but this can be overridden
NSString *const kGPUImageVertexShaderString = SHADER_STRING
(
attribute vec4 position;
attribute vec4 inputTextureCoordinate; varying vec2 textureCoordinate; void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
}
); #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE NSString *const kGPUImagePassthroughFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; void main()
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate);
}
); #else NSString *const kGPUImagePassthroughFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate; uniform sampler2D inputImageTexture; void main()
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate);
}
);
#endif @implementation GPUImageFilter @synthesize preventRendering = _preventRendering;
@synthesize currentlyReceivingMonochromeInput; #pragma mark -
#pragma mark Initialization and teardown - (id)initWithVertexShaderFromString:(NSString *)vertexShaderString fragmentShaderFromString:(NSString *)fragmentShaderString;
{
if (!(self = [super init]))
{
return nil;
} uniformStateRestorationBlocks = [NSMutableDictionary dictionaryWithCapacity:];
_preventRendering = NO;
currentlyReceivingMonochromeInput = NO;
inputRotation = kGPUImageNoRotation;
backgroundColorRed = 0.0;
backgroundColorGreen = 0.0;
backgroundColorBlue = 0.0;
backgroundColorAlpha = 0.0;
imageCaptureSemaphore = dispatch_semaphore_create();
dispatch_semaphore_signal(imageCaptureSemaphore); runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext]; filterProgram = [[GPUImageContext sharedImageProcessingContext] programForVertexShaderString:vertexShaderString fragmentShaderString:fragmentShaderString]; if (!filterProgram.initialized)
{
[self initializeAttributes]; if (![filterProgram link])
{
NSString *progLog = [filterProgram programLog];
NSLog(@"Program link log: %@", progLog);
NSString *fragLog = [filterProgram fragmentShaderLog];
NSLog(@"Fragment shader compile log: %@", fragLog);
NSString *vertLog = [filterProgram vertexShaderLog];
NSLog(@"Vertex shader compile log: %@", vertLog);
filterProgram = nil;
NSAssert(NO, @"Filter shader link failed");
}
} filterPositionAttribute = [filterProgram attributeIndex:@"position"];
filterTextureCoordinateAttribute = [filterProgram attributeIndex:@"inputTextureCoordinate"];
filterInputTextureUniform = [filterProgram uniformIndex:@"inputImageTexture"]; // This does assume a name of "inputImageTexture" for the fragment shader [GPUImageContext setActiveShaderProgram:filterProgram]; glEnableVertexAttribArray(filterPositionAttribute);
glEnableVertexAttribArray(filterTextureCoordinateAttribute);
}); return self;
} - (id)initWithFragmentShaderFromString:(NSString *)fragmentShaderString;
{
if (!(self = [self initWithVertexShaderFromString:kGPUImageVertexShaderString fragmentShaderFromString:fragmentShaderString]))
{
return nil;
} return self;
} - (id)initWithFragmentShaderFromFile:(NSString *)fragmentShaderFilename;
{
NSString *fragmentShaderPathname = [[NSBundle mainBundle] pathForResource:fragmentShaderFilename ofType:@"fsh"];
NSString *fragmentShaderString = [NSString stringWithContentsOfFile:fragmentShaderPathname encoding:NSUTF8StringEncoding error:nil]; if (!(self = [self initWithFragmentShaderFromString:fragmentShaderString]))
{
return nil;
} return self;
} - (id)init;
{
if (!(self = [self initWithFragmentShaderFromString:kGPUImagePassthroughFragmentShaderString]))
{
return nil;
} return self;
} - (void)initializeAttributes;
{
[filterProgram addAttribute:@"position"];
[filterProgram addAttribute:@"inputTextureCoordinate"]; // Override this, calling back to this super method, in order to add new attributes to your vertex shader
} - (void)setupFilterForSize:(CGSize)filterFrameSize;
{
// This is where you can override to provide some custom setup, if your filter has a size-dependent element
} - (void)dealloc
{
#if !OS_OBJECT_USE_OBJC
if (imageCaptureSemaphore != NULL)
{
dispatch_release(imageCaptureSemaphore);
}
#endif } #pragma mark -
#pragma mark Still image processing - (void)useNextFrameForImageCapture;
{
usingNextFrameForImageCapture = YES; // Set the semaphore high, if it isn't already
if (dispatch_semaphore_wait(imageCaptureSemaphore, DISPATCH_TIME_NOW) != )
{
return;
}
} - (CGImageRef)newCGImageFromCurrentlyProcessedOutput
{
// Give it three seconds to process, then abort if they forgot to set up the image capture properly
double timeoutForImageCapture = 3.0;
dispatch_time_t convertedTimeout = dispatch_time(DISPATCH_TIME_NOW, timeoutForImageCapture * NSEC_PER_SEC); if (dispatch_semaphore_wait(imageCaptureSemaphore, convertedTimeout) != )
{
return NULL;
} GPUImageFramebuffer* framebuffer = [self framebufferForOutput]; usingNextFrameForImageCapture = NO;
dispatch_semaphore_signal(imageCaptureSemaphore); CGImageRef image = [framebuffer newCGImageFromFramebufferContents];
return image;
} #pragma mark -
#pragma mark Managing the display FBOs - (CGSize)sizeOfFBO;
{
CGSize outputSize = [self maximumOutputSize];
if ( (CGSizeEqualToSize(outputSize, CGSizeZero)) || (inputTextureSize.width < outputSize.width) )
{
return inputTextureSize;
}
else
{
return outputSize;
}
} #pragma mark -
#pragma mark Rendering + (const GLfloat *)textureCoordinatesForRotation:(GPUImageRotationMode)rotationMode;
{
static const GLfloat noRotationTextureCoordinates[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
}; static const GLfloat rotateLeftTextureCoordinates[] = {
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
0.0f, 1.0f,
}; static const GLfloat rotateRightTextureCoordinates[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
}; static const GLfloat verticalFlipTextureCoordinates[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
}; static const GLfloat horizontalFlipTextureCoordinates[] = {
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
}; static const GLfloat rotateRightVerticalFlipTextureCoordinates[] = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
}; static const GLfloat rotateRightHorizontalFlipTextureCoordinates[] = {
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
}; static const GLfloat rotate180TextureCoordinates[] = {
1.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
}; switch(rotationMode)
{
case kGPUImageNoRotation: return noRotationTextureCoordinates;
case kGPUImageRotateLeft: return rotateLeftTextureCoordinates;
case kGPUImageRotateRight: return rotateRightTextureCoordinates;
case kGPUImageFlipVertical: return verticalFlipTextureCoordinates;
case kGPUImageFlipHorizonal: return horizontalFlipTextureCoordinates;
case kGPUImageRotateRightFlipVertical: return rotateRightVerticalFlipTextureCoordinates;
case kGPUImageRotateRightFlipHorizontal: return rotateRightHorizontalFlipTextureCoordinates;
case kGPUImageRotate180: return rotate180TextureCoordinates;
}
} - (void)renderToTextureWithVertices:(const GLfloat *)vertices textureCoordinates:(const GLfloat *)textureCoordinates;
{
if (self.preventRendering)
{
[firstInputFramebuffer unlock];
return;
} [GPUImageContext setActiveShaderProgram:filterProgram]; outputFramebuffer = [[GPUImageContext sharedFramebufferCache] fetchFramebufferForSize:[self sizeOfFBO] textureOptions:self.outputTextureOptions onlyTexture:NO];
[outputFramebuffer activateFramebuffer];
if (usingNextFrameForImageCapture)
{
[outputFramebuffer lock];
} [self setUniformsForProgramAtIndex:]; glClearColor(backgroundColorRed, backgroundColorGreen, backgroundColorBlue, backgroundColorAlpha);
glClear(GL_COLOR_BUFFER_BIT); glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, [firstInputFramebuffer texture]); glUniform1i(filterInputTextureUniform, ); glVertexAttribPointer(filterPositionAttribute, , GL_FLOAT, , , vertices);
glVertexAttribPointer(filterTextureCoordinateAttribute, , GL_FLOAT, , , textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, , ); [firstInputFramebuffer unlock]; if (usingNextFrameForImageCapture)
{
dispatch_semaphore_signal(imageCaptureSemaphore);
}
} - (void)informTargetsAboutNewFrameAtTime:(CMTime)frameTime;
{
if (self.frameProcessingCompletionBlock != NULL)
{
self.frameProcessingCompletionBlock(self, frameTime);
} // Get all targets the framebuffer so they can grab a lock on it
for (id<GPUImageInput> currentTarget in targets)
{
if (currentTarget != self.targetToIgnoreForUpdates)
{
NSInteger indexOfObject = [targets indexOfObject:currentTarget];
NSInteger textureIndex = [[targetTextureIndices objectAtIndex:indexOfObject] integerValue]; [self setInputFramebufferForTarget:currentTarget atIndex:textureIndex];
[currentTarget setInputSize:[self outputFrameSize] atIndex:textureIndex];
}
} // Release our hold so it can return to the cache immediately upon processing
[[self framebufferForOutput] unlock]; if (usingNextFrameForImageCapture)
{
// usingNextFrameForImageCapture = NO;
}
else
{
[self removeOutputFramebuffer];
} // Trigger processing last, so that our unlock comes first in serial execution, avoiding the need for a callback
for (id<GPUImageInput> currentTarget in targets)
{
if (currentTarget != self.targetToIgnoreForUpdates)
{
NSInteger indexOfObject = [targets indexOfObject:currentTarget];
NSInteger textureIndex = [[targetTextureIndices objectAtIndex:indexOfObject] integerValue];
[currentTarget newFrameReadyAtTime:frameTime atIndex:textureIndex];
}
}
} - (CGSize)outputFrameSize;
{
return inputTextureSize;
} #pragma mark -
#pragma mark Input parameters - (void)setBackgroundColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent alpha:(GLfloat)alphaComponent;
{
backgroundColorRed = redComponent;
backgroundColorGreen = greenComponent;
backgroundColorBlue = blueComponent;
backgroundColorAlpha = alphaComponent;
} - (void)setInteger:(GLint)newInteger forUniformName:(NSString *)uniformName;
{
GLint uniformIndex = [filterProgram uniformIndex:uniformName];
[self setInteger:newInteger forUniform:uniformIndex program:filterProgram];
} - (void)setFloat:(GLfloat)newFloat forUniformName:(NSString *)uniformName;
{
GLint uniformIndex = [filterProgram uniformIndex:uniformName];
[self setFloat:newFloat forUniform:uniformIndex program:filterProgram];
} - (void)setSize:(CGSize)newSize forUniformName:(NSString *)uniformName;
{
GLint uniformIndex = [filterProgram uniformIndex:uniformName];
[self setSize:newSize forUniform:uniformIndex program:filterProgram];
} - (void)setPoint:(CGPoint)newPoint forUniformName:(NSString *)uniformName;
{
GLint uniformIndex = [filterProgram uniformIndex:uniformName];
[self setPoint:newPoint forUniform:uniformIndex program:filterProgram];
} - (void)setFloatVec3:(GPUVector3)newVec3 forUniformName:(NSString *)uniformName;
{
GLint uniformIndex = [filterProgram uniformIndex:uniformName];
[self setVec3:newVec3 forUniform:uniformIndex program:filterProgram];
} - (void)setFloatVec4:(GPUVector4)newVec4 forUniform:(NSString *)uniformName;
{
GLint uniformIndex = [filterProgram uniformIndex:uniformName];
[self setVec4:newVec4 forUniform:uniformIndex program:filterProgram];
} - (void)setFloatArray:(GLfloat *)array length:(GLsizei)count forUniform:(NSString*)uniformName
{
GLint uniformIndex = [filterProgram uniformIndex:uniformName]; [self setFloatArray:array length:count forUniform:uniformIndex program:filterProgram];
} - (void)setMatrix3f:(GPUMatrix3x3)matrix forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram];
[self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
glUniformMatrix3fv(uniform, , GL_FALSE, (GLfloat *)&matrix);
}];
});
} - (void)setMatrix4f:(GPUMatrix4x4)matrix forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram];
[self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
glUniformMatrix4fv(uniform, , GL_FALSE, (GLfloat *)&matrix);
}];
});
} - (void)setFloat:(GLfloat)floatValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram];
[self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
glUniform1f(uniform, floatValue);
}];
});
} - (void)setPoint:(CGPoint)pointValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram];
[self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
GLfloat positionArray[];
positionArray[] = pointValue.x;
positionArray[] = pointValue.y; glUniform2fv(uniform, , positionArray);
}];
});
} - (void)setSize:(CGSize)sizeValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram]; [self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
GLfloat sizeArray[];
sizeArray[] = sizeValue.width;
sizeArray[] = sizeValue.height; glUniform2fv(uniform, , sizeArray);
}];
});
} - (void)setVec3:(GPUVector3)vectorValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram]; [self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
glUniform3fv(uniform, , (GLfloat *)&vectorValue);
}];
});
} - (void)setVec4:(GPUVector4)vectorValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram]; [self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
glUniform4fv(uniform, , (GLfloat *)&vectorValue);
}];
});
} - (void)setFloatArray:(GLfloat *)arrayValue length:(GLsizei)arrayLength forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
// Make a copy of the data, so it doesn't get overwritten before async call executes
NSData* arrayData = [NSData dataWithBytes:arrayValue length:arrayLength * sizeof(arrayValue[])]; runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram]; [self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
glUniform1fv(uniform, arrayLength, [arrayData bytes]);
}];
});
} - (void)setInteger:(GLint)intValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
runAsynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext setActiveShaderProgram:shaderProgram]; [self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
glUniform1i(uniform, intValue);
}];
});
} - (void)setAndExecuteUniformStateCallbackAtIndex:(GLint)uniform forProgram:(GLProgram *)shaderProgram toBlock:(dispatch_block_t)uniformStateBlock;
{
[uniformStateRestorationBlocks setObject:[uniformStateBlock copy] forKey:[NSNumber numberWithInt:uniform]];
uniformStateBlock();
} - (void)setUniformsForProgramAtIndex:(NSUInteger)programIndex;
{
[uniformStateRestorationBlocks enumerateKeysAndObjectsUsingBlock:^(id key, id obj, BOOL *stop){
dispatch_block_t currentBlock = obj;
currentBlock();
}];
} #pragma mark -
#pragma mark GPUImageInput - (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)textureIndex;
{
static const GLfloat imageVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
}; [self renderToTextureWithVertices:imageVertices textureCoordinates:[[self class] textureCoordinatesForRotation:inputRotation]]; [self informTargetsAboutNewFrameAtTime:frameTime];
} - (NSInteger)nextAvailableTextureIndex;
{
return ;
} - (void)setInputFramebuffer:(GPUImageFramebuffer *)newInputFramebuffer atIndex:(NSInteger)textureIndex;
{
firstInputFramebuffer = newInputFramebuffer;
[firstInputFramebuffer lock];
} - (CGSize)rotatedSize:(CGSize)sizeToRotate forIndex:(NSInteger)textureIndex;
{
CGSize rotatedSize = sizeToRotate; if (GPUImageRotationSwapsWidthAndHeight(inputRotation))
{
rotatedSize.width = sizeToRotate.height;
rotatedSize.height = sizeToRotate.width;
} return rotatedSize;
} - (CGPoint)rotatedPoint:(CGPoint)pointToRotate forRotation:(GPUImageRotationMode)rotation;
{
CGPoint rotatedPoint;
switch(rotation)
{
case kGPUImageNoRotation: return pointToRotate; break;
case kGPUImageFlipHorizonal:
{
rotatedPoint.x = 1.0 - pointToRotate.x;
rotatedPoint.y = pointToRotate.y;
}; break;
case kGPUImageFlipVertical:
{
rotatedPoint.x = pointToRotate.x;
rotatedPoint.y = 1.0 - pointToRotate.y;
}; break;
case kGPUImageRotateLeft:
{
rotatedPoint.x = 1.0 - pointToRotate.y;
rotatedPoint.y = pointToRotate.x;
}; break;
case kGPUImageRotateRight:
{
rotatedPoint.x = pointToRotate.y;
rotatedPoint.y = 1.0 - pointToRotate.x;
}; break;
case kGPUImageRotateRightFlipVertical:
{
rotatedPoint.x = pointToRotate.y;
rotatedPoint.y = pointToRotate.x;
}; break;
case kGPUImageRotateRightFlipHorizontal:
{
rotatedPoint.x = 1.0 - pointToRotate.y;
rotatedPoint.y = 1.0 - pointToRotate.x;
}; break;
case kGPUImageRotate180:
{
rotatedPoint.x = 1.0 - pointToRotate.x;
rotatedPoint.y = 1.0 - pointToRotate.y;
}; break;
} return rotatedPoint;
} - (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex;
{
if (self.preventRendering)
{
return;
} if (overrideInputSize)
{
if (CGSizeEqualToSize(forcedMaximumSize, CGSizeZero))
{
}
else
{
CGRect insetRect = AVMakeRectWithAspectRatioInsideRect(newSize, CGRectMake(0.0, 0.0, forcedMaximumSize.width, forcedMaximumSize.height));
inputTextureSize = insetRect.size;
}
}
else
{
CGSize rotatedSize = [self rotatedSize:newSize forIndex:textureIndex]; if (CGSizeEqualToSize(rotatedSize, CGSizeZero))
{
inputTextureSize = rotatedSize;
}
else if (!CGSizeEqualToSize(inputTextureSize, rotatedSize))
{
inputTextureSize = rotatedSize;
}
} [self setupFilterForSize:[self sizeOfFBO]];
} - (void)setInputRotation:(GPUImageRotationMode)newInputRotation atIndex:(NSInteger)textureIndex;
{
inputRotation = newInputRotation;
} - (void)forceProcessingAtSize:(CGSize)frameSize;
{
if (CGSizeEqualToSize(frameSize, CGSizeZero))
{
overrideInputSize = NO;
}
else
{
overrideInputSize = YES;
inputTextureSize = frameSize;
forcedMaximumSize = CGSizeZero;
}
} - (void)forceProcessingAtSizeRespectingAspectRatio:(CGSize)frameSize;
{
if (CGSizeEqualToSize(frameSize, CGSizeZero))
{
overrideInputSize = NO;
inputTextureSize = CGSizeZero;
forcedMaximumSize = CGSizeZero;
}
else
{
overrideInputSize = YES;
forcedMaximumSize = frameSize;
}
} - (CGSize)maximumOutputSize;
{
// I'm temporarily disabling adjustments for smaller output sizes until I figure out how to make this work better
return CGSizeZero; /*
if (CGSizeEqualToSize(cachedMaximumOutputSize, CGSizeZero))
{
for (id<GPUImageInput> currentTarget in targets)
{
if ([currentTarget maximumOutputSize].width > cachedMaximumOutputSize.width)
{
cachedMaximumOutputSize = [currentTarget maximumOutputSize];
}
}
} return cachedMaximumOutputSize;
*/
} - (void)endProcessing
{
if (!isEndProcessing)
{
isEndProcessing = YES; for (id<GPUImageInput> currentTarget in targets)
{
[currentTarget endProcessing];
}
}
} - (BOOL)wantsMonochromeInput;
{
return NO;
} #pragma mark -
#pragma mark Accessors @end
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