GPUImage簡單濾鏡使用(一)


  今天來學習一下一個簡單濾鏡使用的流程,通過調節亮度濾鏡來了解。先將GPUImage庫導入到項目中,引入頭文件"GPUImage.h"

     一、創建亮度濾鏡對象

      GPUImageBrightnessFilter *filter = [[GPUImageBrightnessFilter alloc] init],經過alloc init之后,程序為我們創建了頂點數組以及幀緩沖區,紋理,並綁定為當前使用的對象。

  1.為頂點着色添加屬性

   首先我們來看一該濾鏡的頂點着色器字符串

 

 attribute vec4 position;
 attribute vec4 inputTextureCoordinate;
 
 varying vec2 textureCoordinate;
 
 void main()
 {
     gl_Position = position;
     textureCoordinate = inputTextureCoordinate.xy;
 }

 

 

 我們了解到該頂點有2個需要添加的屬性position,inputTextureCoordinate.我們需要在程序中添加這2個屬性,通過下列方法來添加

 

- (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
}

 

  2.片段着色提供uniform
  
 varying highp vec2 textureCoordinate;
 
 uniform sampler2D inputImageTexture;
 uniform lowp float brightness;
 
 void main()
 {
     lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
     
     gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);
 }  

 

  brightnessUniform = [filterProgram uniformIndex:@"brightness"]

  filterInputTextureUniform = [filterProgram uniformIndex:@"inputImageTexture"]

  3.啟用頂點數組

  glEnableVertexAttribArray(filterPositionAttribute);

      glEnableVertexAttribArray(filterTextureCoordinateAttribute)

 4.創建紋理
- (void)generateTexture;
{
    glActiveTexture(GL_TEXTURE1);
    glGenTextures(1, &_texture);
    glBindTexture(GL_TEXTURE_2D, _texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _textureOptions.minFilter);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _textureOptions.magFilter);
    // This is necessary for non-power-of-two textures
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _textureOptions.wrapS);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _textureOptions.wrapT);
    
    // TODO: Handle mipmaps
}
 
  5.創建幀緩沖區

      glGenFramebuffers(1, &framebuffer)

  6.幀緩沖綁定紋理

  glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);

 
        

 

   二、設置亮度值

  filter.brightness = value

 

  三、設置紋理尺寸

    [filter forceProcessingAtSize:image.size]

 

  四、創建GPUImagePicture對象

     GPUImagePicture *pic = [[GPUImagePicture alloc] initWithImage:image]

 

  五、向創建好的GPUImagePicture對象添加target

 

  六,處理圖像

  [pic processImage]

 

進行圖像渲染並繪制

 

    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);

 

 

 

 

  七、[filter useNextFrameForImageCapture]

 

   八、獲取處理后的圖像

  image = [filter imageFromCurrentFramebuffer]

 

    GPUImageBrightnessFilter *filter = [[GPUImageBrightnessFilter alloc] init];
    filter.brightness = value;
    [filter forceProcessingAtSize:image.size];
    GPUImagePicture *pic = [[GPUImagePicture alloc] initWithImage:image];
    [pic addTarget:filter];
    
    [pic processImage];
    [filter useNextFrameForImageCapture];
    image = [filter imageFromCurrentFramebuffer];

 

  


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