GPUImage源码解读(二十二)
GPUImageFourInputFilter 可以接收四个帧缓存对象的输入。它的作用可以将四个帧缓存对象的输入合并成一个帧缓存对象的输出。它继承自GPUImageThreeInputFilter,与GPUImageTwoInputFilter、GPUImageThreeInputFilter类似,主要增加了第四个帧缓存对象处理的相关操作。 philm gpuimage 版本没有这个类
GPUImageFourInputFilter github地址 下面也会有全部代码
实例变量。主要增加了与第四个帧缓存对象相关的实例变量。
#import "GPUImageThreeInputFilter.h"
extern NSString *const kGPUImageFourInputTextureVertexShaderString;
@interface GPUImageFourInputFilter : GPUImageThreeInputFilter
{
GPUImageFramebuffer *fourthInputFramebuffer;
GLint filterFourthTextureCoordinateAttribute;
GLint filterInputTextureUniform4;
GPUImageRotationMode inputRotation4;
GLuint filterSourceTexture4;
CMTime fourthFrameTime;
BOOL hasSetThirdTexture, hasReceivedFourthFrame, fourthFrameWasVideo;
BOOL fourthFrameCheckDisabled;
}
- (void)disableFourthFrameCheck;
@end
方法列表。 GPUImageFourInputFilter与GPUImageTwoInputFilter、GPUImageThreeInputFilter相比,它们的一些关键方法的逻辑都比较类似。
NSString *const kGPUImageFourInputTextureVertexShaderString = SHADER_STRING
(
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;
attribute vec4 inputTextureCoordinate3;
attribute vec4 inputTextureCoordinate4;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
varying vec2 textureCoordinate3;
varying vec2 textureCoordinate4;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
textureCoordinate2 = inputTextureCoordinate2.xy;
textureCoordinate3 = inputTextureCoordinate3.xy;
textureCoordinate4 = inputTextureCoordinate4.xy;
}
);
@implementation GPUImageFourInputFilter
- (id)initWithFragmentShaderFromString:(NSString *)fragmentShaderString;
{
if (!(self = [self initWithVertexShaderFromString:kGPUImageFourInputTextureVertexShaderString fragmentShaderFromString:fragmentShaderString]))
{
return nil;
}
return self;
}
- (id)initWithVertexShaderFromString:(NSString *)vertexShaderString fragmentShaderFromString:(NSString *)fragmentShaderString;
{
if (!(self = [super initWithVertexShaderFromString:vertexShaderString fragmentShaderFromString:fragmentShaderString]))
{
return nil;
}
inputRotation4 = kGPUImageNoRotation;
hasSetThirdTexture = NO;
hasReceivedFourthFrame = NO;
fourthFrameWasVideo = NO;
fourthFrameCheckDisabled = NO;
fourthFrameTime = kCMTimeInvalid;
runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext];
filterFourthTextureCoordinateAttribute = [filterProgram attributeIndex:@"inputTextureCoordinate4"];
filterInputTextureUniform4 = [filterProgram uniformIndex:@"inputImageTexture4"]; // This does assume a name of "inputImageTexture3" for the third input texture in the fragment shader
glEnableVertexAttribArray(filterFourthTextureCoordinateAttribute);
});
return self;
}
- (void)initializeAttributes;
{
[super initializeAttributes];
[filterProgram addAttribute:@"inputTextureCoordinate4"];
}
// 增加方法
- (void)disableFourthFrameCheck;
{
fourthFrameCheckDisabled = YES;
}
// 重写方法
- (void)renderToTextureWithVertices:(const GLfloat *)vertices textureCoordinates:(const GLfloat *)textureCoordinates;
{
if (self.preventRendering)
{
[firstInputFramebuffer unlock];
[secondInputFramebuffer unlock];
[thirdInputFramebuffer unlock];
[fourthInputFramebuffer 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);
// 激活纹理对象
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, [secondInputFramebuffer texture]);
glUniform1i(filterInputTextureUniform2, 3);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, [thirdInputFramebuffer texture]);
glUniform1i(filterInputTextureUniform3, 4);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, [fourthInputFramebuffer texture]);
glUniform1i(filterInputTextureUniform4, 5);
glVertexAttribPointer(filterPositionAttribute, 2, GL_FLOAT, 0, 0, vertices);
glVertexAttribPointer(filterTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, textureCoordinates);
glVertexAttribPointer(filterSecondTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, [[self class] textureCoordinatesForRotation:inputRotation2]);
glVertexAttribPointer(filterThirdTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, [[self class] textureCoordinatesForRotation:inputRotation3]);
glVertexAttribPointer(filterFourthTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, [[self class] textureCoordinatesForRotation:inputRotation4]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[firstInputFramebuffer unlock];
[secondInputFramebuffer unlock];
[thirdInputFramebuffer unlock];
[fourthInputFramebuffer unlock];
if (usingNextFrameForImageCapture)
{
dispatch_semaphore_signal(imageCaptureSemaphore);
}
}
- (NSInteger)nextAvailableTextureIndex;
{
if (hasSetThirdTexture)
{
return 3;
}
else if (hasSetSecondTexture)
{
return 2;
}
else if (hasSetFirstTexture)
{
return 1;
}
else
{
return 0;
}
}
- (void)setInputFramebuffer:(GPUImageFramebuffer *)newInputFramebuffer atIndex:(NSInteger)textureIndex;
{
if (textureIndex == 0)
{
firstInputFramebuffer = newInputFramebuffer;
hasSetFirstTexture = YES;
[firstInputFramebuffer lock];
}
else if (textureIndex == 1)
{
secondInputFramebuffer = newInputFramebuffer;
hasSetSecondTexture = YES;
[secondInputFramebuffer lock];
}
else if (textureIndex == 2)
{
thirdInputFramebuffer = newInputFramebuffer;
hasSetThirdTexture = YES;
[thirdInputFramebuffer lock];
}
else
{
fourthInputFramebuffer = newInputFramebuffer;
[fourthInputFramebuffer lock];
}
}
- (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex;
{
if (textureIndex == 0)
{
[super setInputSize:newSize atIndex:textureIndex];
if (CGSizeEqualToSize(newSize, CGSizeZero))
{
hasSetFirstTexture = NO;
}
}
else if (textureIndex == 1)
{
if (CGSizeEqualToSize(newSize, CGSizeZero))
{
hasSetSecondTexture = NO;
}
}
else if (textureIndex == 2)
{
if (CGSizeEqualToSize(newSize, CGSizeZero))
{
hasSetThirdTexture = NO;
}
}
}
- (void)setInputRotation:(GPUImageRotationMode)newInputRotation atIndex:(NSInteger)textureIndex;
{
if (textureIndex == 0)
{
inputRotation = newInputRotation;
}
else if (textureIndex == 1)
{
inputRotation2 = newInputRotation;
}
else if (textureIndex == 2)
{
inputRotation3 = newInputRotation;
}
else
{
inputRotation4 = newInputRotation;
}
}
- (CGSize)rotatedSize:(CGSize)sizeToRotate forIndex:(NSInteger)textureIndex;
{
CGSize rotatedSize = sizeToRotate;
GPUImageRotationMode rotationToCheck;
if (textureIndex == 0)
{
rotationToCheck = inputRotation;
}
else if (textureIndex == 1)
{
rotationToCheck = inputRotation2;
}
else if (textureIndex == 2)
{
rotationToCheck = inputRotation3;
}
else
{
rotationToCheck = inputRotation4;
}
if (GPUImageRotationSwapsWidthAndHeight(rotationToCheck))
{
rotatedSize.width = sizeToRotate.height;
rotatedSize.height = sizeToRotate.width;
}
return rotatedSize;
}
- (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)textureIndex;
{
// You can set up infinite update loops, so this helps to short circuit them
if (hasReceivedFirstFrame && hasReceivedSecondFrame && hasReceivedThirdFrame)
{
return;
}
BOOL updatedMovieFrameOppositeStillImage = NO;
if (textureIndex == 0)
{
hasReceivedFirstFrame = YES;
firstFrameTime = frameTime;
if (secondFrameCheckDisabled)
{
hasReceivedSecondFrame = YES;
}
if (thirdFrameCheckDisabled)
{
hasReceivedThirdFrame = YES;
}
if (fourthFrameCheckDisabled)
{
hasReceivedThirdFrame = YES;
}
if (!CMTIME_IS_INDEFINITE(frameTime))
{
if CMTIME_IS_INDEFINITE(secondFrameTime)
{
updatedMovieFrameOppositeStillImage = YES;
}
}
}
else if (textureIndex == 1)
{
hasReceivedSecondFrame = YES;
secondFrameTime = frameTime;
if (firstFrameCheckDisabled)
{
hasReceivedFirstFrame = YES;
}
if (thirdFrameCheckDisabled)
{
hasReceivedThirdFrame = YES;
}
if (fourthFrameCheckDisabled)
{
hasReceivedFourthFrame = YES;
}
if (!CMTIME_IS_INDEFINITE(frameTime))
{
if CMTIME_IS_INDEFINITE(firstFrameTime)
{
updatedMovieFrameOppositeStillImage = YES;
}
}
}
else if (textureIndex == 2)
{
hasReceivedThirdFrame = YES;
thirdFrameTime = frameTime;
if (firstFrameCheckDisabled)
{
hasReceivedFirstFrame = YES;
}
if (secondFrameCheckDisabled)
{
hasReceivedSecondFrame = YES;
}
if (fourthFrameCheckDisabled)
{
hasReceivedFourthFrame = YES;
}
if (!CMTIME_IS_INDEFINITE(frameTime))
{
if CMTIME_IS_INDEFINITE(firstFrameTime)
{
updatedMovieFrameOppositeStillImage = YES;
}
}
}
else
{
hasReceivedFourthFrame = YES;
fourthFrameTime = frameTime;
if (firstFrameCheckDisabled)
{
hasReceivedFirstFrame = YES;
}
if (secondFrameCheckDisabled)
{
hasReceivedSecondFrame = YES;
}
if (thirdFrameCheckDisabled)
{
hasReceivedThirdFrame = YES;
}
if (!CMTIME_IS_INDEFINITE(frameTime))
{
if CMTIME_IS_INDEFINITE(firstFrameTime)
{
updatedMovieFrameOppositeStillImage = YES;
}
}
}
// || (hasReceivedFirstFrame && secondFrameCheckDisabled) || (hasReceivedSecondFrame && firstFrameCheckDisabled)
// 如果已经接收四个纹理输入或者是有效帧,则渲染
if ((hasReceivedFirstFrame && hasReceivedSecondFrame && hasReceivedThirdFrame && hasReceivedFourthFrame) || updatedMovieFrameOppositeStillImage)
{
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];
hasReceivedFirstFrame = NO;
hasReceivedSecondFrame = NO;
hasReceivedThirdFrame = NO;
hasReceivedFourthFrame = NO;
}
}
@end
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