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GPUImage GPUImageFilter.m 源码文件分享与详解

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#import "GPUImageFilter.h"
#import "GPUImagePicture.h"
#import <AVFoundation/AVFoundation.h>

//GPUImage 源码详解

//顶点着色器
//vertex.shader

//顶点着色器是一个可编程的处理单元,执行顶点变换、纹理坐标变换、光照、材质等顶点的相关操作,每顶点执行一次。替代了传统渲染管线中顶点变换、光照以及纹理坐标的处理,开发人员可以根据自己的需求自行开发,大大增加了程序的灵活性。
//顶点着色器主要是传入相应的Attribute变量、Uniforms变量、采样器以及临时变量,经过顶点着色器后生成Varying变量。

//vec2                包含了2个浮点数的向量
//vec3                包含了3个浮点数的向量
//vec4                包含了4个浮点数的向量

//(1)attribute变量(属性变量)只能用于顶点着色器中,不能用于片元着色器。一般用该变量来表示一些顶点数据,如:顶点坐标、纹理坐标、颜色等。
//(2)uniforms变量(一致变量)用来将数据值从应用程其序传递到顶点着色器或者片元着色器。该变量有点类似C语言中的常量(const),即该变量的值不能被shader程序修改。一般用该变量表示变换矩阵、光照参数、纹理采样器等。
//(3)varying变量(易变变量)是从顶点着色器传递到片元着色器的数据变量。顶点着色器可以使用易变变量来传递需要插值的颜色、法向量、纹理坐标等任意值。在顶点与片元shader程序间传递数据是很容易的,一般在顶点shader中修改varying变量值,然后片元shader中使用该值,当然,该变量在顶点及片元这两段shader程序中声明必须是一致的。例如:下面代码中应用程序中由顶点着色器传入片元着色器中的coord变量。
//(4)gl_Position为内建变量,表示变换后点的空间位置。顶点着色器从应用程序中获得原始的顶点位置数据,这些原始的顶点数据在顶点着色器中经过平移、旋转、缩放等数学变换后,生成新的顶点位置。新的顶点位置通过在顶点着色器中写入gl_Position传递到渲染管线的后继阶段继续处理。

//顶点着色器
// Hardcode the vertex shader for standard filters, but this can be overridden
NSString *const kGPUImageVertexShaderString = SHADER_STRING
(
 attribute vec4 position;// 应用程序传入顶点着色器的顶点位置
 attribute vec4 inputTextureCoordinate;// 应用程序传入顶点着色器的顶点纹理坐标
 
 varying vec2 textureCoordinate;// 用于传递给片元着色器的顶点纹理数据
 
 void main()
 {
     gl_Position = position;
     textureCoordinate = inputTextureCoordinate.xy;
 }
 );

#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
//片元着色器

//    此片元着色器的主要功能为根据接收的记录中的 片元纹理坐标的易变变量中的纹理坐标,调用texture2D内建函数从采样器中进行纹理采样,得到此片元的颜色值。最后,将采样到的颜色值传给gl_FragColor内建变量,完成片元的着色。

//    片元着色器是一个处理片元值及其相关联数据的可编程单元,片元着色器可执行纹理的访问、颜色的汇总、雾化等操作,每片元执行一次。片元着色器替代了纹理、颜色求和、雾以及Alpha测试,这一部分是需要开发者自己开发的。
//
//    (1)varying指的是从顶点着色器传递到片元着色器的数据变量
//    (2)gl_FragColor为内置变量,用来保存片元着色器计算完成的片元颜色值,此颜色值将送入渲染管线的后继阶段进行处理。

//varying在片元着色器里面表示从顶点着色器传过来的输入参数;
//片元着色器不能直接传如参数,只能接收顶点着色器的输出;

NSString *const kGPUImagePassthroughFragmentShaderString = SHADER_STRING
(
 varying highp vec2 textureCoordinate;// 接收从顶点着色器过来的纹理坐标
 
 uniform sampler2D inputImageTexture;// 纹理采样器,代表一幅纹理 也可以说是纹理像素
 
 void main()
 {
     //片元的颜色 由“texture2D”函数计算出来,实际上就是按纹理坐标从纹理像素(一副纹理或者认为一张图片)中取样。
     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:10];
    _preventRendering = NO;
    currentlyReceivingMonochromeInput = NO;
    inputRotation = kGPUImageNoRotation;
    backgroundColorRed = 0.0;
    backgroundColorGreen = 0.0;
    backgroundColorBlue = 0.0;
    backgroundColorAlpha = 0.0;
    imageCaptureSemaphore = dispatch_semaphore_create(0);
    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) != 0)
    {
        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) != 0)
    {
        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

//纹理顶点坐标 根据不同的方向设置不同的值
+ (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:0];
    
    glClearColor(backgroundColorRed, backgroundColorGreen, backgroundColorBlue, backgroundColorAlpha);
    glClear(GL_COLOR_BUFFER_BIT);

	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, [firstInputFramebuffer texture]);
	
	glUniform1i(filterInputTextureUniform, 2);	

    glVertexAttribPointer(filterPositionAttribute, 2, GL_FLOAT, 0, 0, vertices);
	glVertexAttribPointer(filterTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, textureCoordinates);
    
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
    [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, 1, 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, 1, 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[2];
            positionArray[0] = pointValue.x;
            positionArray[1] = pointValue.y;
            
            glUniform2fv(uniform, 1, positionArray);
        }];
    });
}

- (void)setSize:(CGSize)sizeValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
    runAsynchronouslyOnVideoProcessingQueue(^{
        [GPUImageContext setActiveShaderProgram:shaderProgram];
        
        [self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
            GLfloat sizeArray[2];
            sizeArray[0] = sizeValue.width;
            sizeArray[1] = sizeValue.height;
            
            glUniform2fv(uniform, 1, sizeArray);
        }];
    });
}

- (void)setVec3:(GPUVector3)vectorValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
    runAsynchronouslyOnVideoProcessingQueue(^{
        [GPUImageContext setActiveShaderProgram:shaderProgram];

        [self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
            glUniform3fv(uniform, 1, (GLfloat *)&vectorValue);
        }];
    });
}

- (void)setVec4:(GPUVector4)vectorValue forUniform:(GLint)uniform program:(GLProgram *)shaderProgram;
{
    runAsynchronouslyOnVideoProcessingQueue(^{
        [GPUImageContext setActiveShaderProgram:shaderProgram];
        
        [self setAndExecuteUniformStateCallbackAtIndex:uniform forProgram:shaderProgram toBlock:^{
            glUniform4fv(uniform, 1, (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[0])];

    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 0;
}

- (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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