GPUImage源码解读(八)
从名称就可以知道GPUImageView是GPUImage框架中显示图片相关的类。GPUImageView实现了GPUImageInput协议,从而可以知道它能够接受GPUImageFramebuffer的输入。因此,常常作为响应链的终端节点,用于显示处理后的帧缓存。
- 重写静态方法 返回 CAEAGLLayer
GPUImageView 是UIView的子类,所以会有UIView所有方法特性。UIView也可以使用不同的CALayer来显示,添加OpenGL ES实现View绘制的使用
- (Class)layerClass
{
return [CAEAGLLayer class];
}初始化 方法
最后都会调用 commonInit 方法
- (id)initWithFrame:(CGRect)frame;
- (id)initWithCoder:(NSCoder *)coder;实现方法
- (void)commonInit;
{
// Set scaling to account for Retina display
if ([self respondsToSelector:@selector(setContentScaleFactor:)])
{
    self.contentScaleFactor = [[UIScreen mainScreen] scale];
}
inputRotation = kGPUImageNoRotation;
self.opaque = YES;
self.hidden = NO;
//1,设置OpenGL ES的相关属性
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
self.enabled = YES;
runSynchronouslyOnVideoProcessingQueue(^{
    [GPUImageContext useImageProcessingContext];
    //2、创建着色器程序;
    displayProgram = [[GPUImageContext sharedImageProcessingContext] programForVertexShaderString:kGPUImageVertexShaderString fragmentShaderString:kGPUImagePassthroughFragmentShaderString];
    if (!displayProgram.initialized)
    {
        //3、获取属性变量、统一变量的位置
        [displayProgram addAttribute:@"position"];
        [displayProgram addAttribute:@"inputTextureCoordinate"];
        if (![displayProgram link])
        {
            NSString *progLog = [displayProgram programLog];
            NSLog(@"Program link log: %@", progLog);
            NSString *fragLog = [displayProgram fragmentShaderLog];
            NSLog(@"Fragment shader compile log: %@", fragLog);
            NSString *vertLog = [displayProgram vertexShaderLog];
            NSLog(@"Vertex shader compile log: %@", vertLog);
            displayProgram = nil;
            NSAssert(NO, @"Filter shader link failed");
        }
    }
    displayPositionAttribute = [displayProgram attributeIndex:@"position"];
    displayTextureCoordinateAttribute = [displayProgram attributeIndex:@"inputTextureCoordinate"];
    displayInputTextureUniform = [displayProgram uniformIndex:@"inputImageTexture"]; // This does assume a name of "inputTexture" for the fragment shader
    [GPUImageContext setActiveShaderProgram:displayProgram];
    glEnableVertexAttribArray(displayPositionAttribute);
    glEnableVertexAttribArray(displayTextureCoordinateAttribute);
    //4、设置清屏颜色
    [self setBackgroundColorRed:0.0 green:0.0 blue:0.0 alpha:1.0];
    _fillMode = kGPUImageFillModePreserveAspectRatio;
    //5、创建默认的帧缓存、渲染缓存,用于图像的显示
    [self createDisplayFramebuffer];
});
}方法列表
// 设置背景颜色
- (void)setBackgroundColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent alpha:(GLfloat)alphaComponent;
// 该方法未实现
(void)setCurrentlyReceivingMonochromeInput:(BOOL)newValue;实现方法
// 根据旋转模式获取纹理坐标
- (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 noRotationTextureCoordinates[] = {
    0.0f, 1.0f,
    1.0f, 1.0f,
    0.0f, 0.0f,
    1.0f, 0.0f,
};
static const GLfloat rotateRightTextureCoordinates[] = {
    1.0f, 1.0f,
    1.0f, 0.0f,
    0.0f, 1.0f,
    0.0f, 0.0f,
};
static const GLfloat rotateLeftTextureCoordinates[] = {
    0.0f, 0.0f,
    0.0f, 1.0f,
    1.0f, 0.0f,
    1.0f, 1.0f,
};
static const GLfloat verticalFlipTextureCoordinates[] = {
    0.0f, 0.0f,
    1.0f, 0.0f,
    0.0f, 1.0f,
    1.0f, 1.0f,
};
static const GLfloat horizontalFlipTextureCoordinates[] = {
    1.0f, 1.0f,
    0.0f, 1.0f,
    1.0f, 0.0f,
    0.0f, 0.0f,
};
static const GLfloat rotateRightVerticalFlipTextureCoordinates[] = {
    1.0f, 0.0f,
    1.0f, 1.0f,
    0.0f, 0.0f,
    0.0f, 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, 0.0f,
    0.0f, 0.0f,
    1.0f, 1.0f,
    0.0f, 1.0f,
};
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;
}
}
// 覆盖父类的方法,作用是负责OpenGL的图形绘制,并显示在屏幕上
- (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)textureIndex;
{
runSynchronouslyOnVideoProcessingQueue(^{
    [GPUImageContext setActiveShaderProgram:displayProgram];
    [self setDisplayFramebuffer];
    // 清屏
    glClearColor(backgroundColorRed, backgroundColorGreen, backgroundColorBlue, backgroundColorAlpha);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glActiveTexture(GL_TEXTURE4);
    glBindTexture(GL_TEXTURE_2D, [inputFramebufferForDisplay texture]);
    glUniform1i(displayInputTextureUniform, 4);
    glVertexAttribPointer(displayPositionAttribute, 2, GL_FLOAT, 0, 0, imageVertices);
    glVertexAttribPointer(displayTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, [GPUImageView textureCoordinatesForRotation:inputRotation]);
    // 绘制
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    // 显示
    [self presentFramebuffer];
    [inputFramebufferForDisplay unlock];
    inputFramebufferForDisplay = nil;
});
}
// 显示帧缓存
- (void)presentFramebuffer;
{
glBindRenderbuffer(GL_RENDERBUFFER, displayRenderbuffer);
[[GPUImageContext sharedImageProcessingContext] presentBufferForDisplay];
}Last updated