GPUImageRawDataOutput
GPUImageRawDataOutput实现了GPUImageInput协议,它可以将输入的帧缓存转换为原始数据。
- 构造方法。构造方法最主要的任务是构造GL程序。
- (id)initWithImageSize:(CGSize)newImageSize resultsInBGRAFormat:(BOOL)resultsInBGRAFormat;
- 初始化的时候需要指定纹理大小以及是否以BGRA形式的数据输入。如果是以BGRA的形式输入,则在选择片段着色器的时候会选择kGPUImageColorSwizzlingFragmentShaderString着色器来进行从BGRA-到RGBA的转换。
- (id)initWithImageSize:(CGSize)newImageSize resultsInBGRAFormat:(BOOL)resultsInBGRAFormat;
{
if (!(self = [super init]))
{
return nil;
}
self.enabled = YES;
lockNextFramebuffer = NO;
outputBGRA = resultsInBGRAFormat;
imageSize = newImageSize;
hasReadFromTheCurrentFrame = NO;
_rawBytesForImage = NULL;
inputRotation = kGPUImageNoRotation;
[GPUImageContext useImageProcessingContext];
// 如果使用了BGRA ,则选择kGPUImageColorSwizzlingFragmentShaderString着色器
if ( (outputBGRA && ![GPUImageContext supportsFastTextureUpload]) || (!outputBGRA && [GPUImageContext supportsFastTextureUpload]) )
{
dataProgram = [[GPUImageContext sharedImageProcessingContext] programForVertexShaderString:kGPUImageVertexShaderString fragmentShaderString:kGPUImageColorSwizzlingFragmentShaderString];
}
// 否则选用kGPUImagePassthroughFragmentShaderString着色器
else
{
dataProgram = [[GPUImageContext sharedImageProcessingContext] programForVertexShaderString:kGPUImageVertexShaderString fragmentShaderString:kGPUImagePassthroughFragmentShaderString];
}
if (!dataProgram.initialized)
{
[dataProgram addAttribute:@"position"];
[dataProgram addAttribute:@"inputTextureCoordinate"];
if (![dataProgram link])
{
NSString *progLog = [dataProgram programLog];
NSLog(@"Program link log: %@", progLog);
NSString *fragLog = [dataProgram fragmentShaderLog];
NSLog(@"Fragment shader compile log: %@", fragLog);
NSString *vertLog = [dataProgram vertexShaderLog];
NSLog(@"Vertex shader compile log: %@", vertLog);
dataProgram = nil;
NSAssert(NO, @"Filter shader link failed");
}
}
// 获取统一变量和属性
dataPositionAttribute = [dataProgram attributeIndex:@"position"];
dataTextureCoordinateAttribute = [dataProgram attributeIndex:@"inputTextureCoordinate"];
dataInputTextureUniform = [dataProgram uniformIndex:@"inputImageTexture"];
return self;
}
- 其他方法
// Data access
// 获取特定位置的像素向量
- (GPUByteColorVector)colorAtLocation:(CGPoint)locationInImage;
// 每行数据大小
- (NSUInteger)bytesPerRowInOutput;
// 设置纹理大小
- (void)setImageSize:(CGSize)newImageSize;
// 锁定、与解锁帧缓存
- (void)lockFramebufferForReading;
- (void)unlockFramebufferAfterReading;
- 方法实现如下:
// 获取特定位置的像素向量
- (GPUByteColorVector)colorAtLocation:(CGPoint)locationInImage;
{
// 将数据转为GPUByteColorVector类型
GPUByteColorVector *imageColorBytes = (GPUByteColorVector *)self.rawBytesForImage;
// NSLog(@"Row start");
// for (unsigned int currentXPosition = 0; currentXPosition < (imageSize.width * 2.0); currentXPosition++)
// {
// GPUByteColorVector byteAtPosition = imageColorBytes[currentXPosition];
// NSLog(@"%d - %d, %d, %d", currentXPosition, byteAtPosition.red, byteAtPosition.green, byteAtPosition.blue);
// }
// NSLog(@"Row end");
// GPUByteColorVector byteAtOne = imageColorBytes[1];
// GPUByteColorVector byteAtWidth = imageColorBytes[(int)imageSize.width - 3];
// GPUByteColorVector byteAtHeight = imageColorBytes[(int)(imageSize.height - 1) * (int)imageSize.width];
// NSLog(@"Byte 1: %d, %d, %d, byte 2: %d, %d, %d, byte 3: %d, %d, %d", byteAtOne.red, byteAtOne.green, byteAtOne.blue, byteAtWidth.red, byteAtWidth.green, byteAtWidth.blue, byteAtHeight.red, byteAtHeight.green, byteAtHeight.blue);
// 控制边界,0 < x < width, 0 < y < height,
CGPoint locationToPickFrom = CGPointZero;
locationToPickFrom.x = MIN(MAX(locationInImage.x, 0.0), (imageSize.width - 1.0));
locationToPickFrom.y = MIN(MAX((imageSize.height - locationInImage.y), 0.0), (imageSize.height - 1.0));
// 如果是BGRA输出,则把RGBA数据转为BGRA数据
if (outputBGRA)
{
GPUByteColorVector flippedColor = imageColorBytes[(int)(round((locationToPickFrom.y * imageSize.width) + locationToPickFrom.x))];
GLubyte temporaryRed = flippedColor.red;
flippedColor.red = flippedColor.blue;
flippedColor.blue = temporaryRed;
return flippedColor;
}
else
{
// 返回某个位置的像素向量
return imageColorBytes[(int)(round((locationToPickFrom.y * imageSize.width) + locationToPickFrom.x))];
}
}
// 每行数据大小
- (NSUInteger)bytesPerRowInOutput;
{
return [retainedFramebuffer bytesPerRow];
}
// 设置输出纹理大小
- (void)setImageSize:(CGSize)newImageSize {
imageSize = newImageSize;
if (_rawBytesForImage != NULL && (![GPUImageContext supportsFastTextureUpload]))
{
free(_rawBytesForImage);
_rawBytesForImage = NULL;
}
}
// 锁定帧缓存
- (void)lockFramebufferForReading;
{
lockNextFramebuffer = YES;
}
// 解锁帧缓存
- (void)unlockFramebufferAfterReading;
{
[retainedFramebuffer unlockAfterReading];
[retainedFramebuffer unlock];
retainedFramebuffer = nil;
}
// 获取RGBA数据
- (GLubyte *)rawBytesForImage;
{
if ( (_rawBytesForImage == NULL) && (![GPUImageContext supportsFastTextureUpload]) )
{
// 申请空间,储存读取的数据
_rawBytesForImage = (GLubyte *) calloc(imageSize.width * imageSize.height * 4, sizeof(GLubyte));
hasReadFromTheCurrentFrame = NO;
}
if (hasReadFromTheCurrentFrame)
{
return _rawBytesForImage;
}
else
{
runSynchronouslyOnVideoProcessingQueue(^{
// Note: the fast texture caches speed up 640x480 frame reads from 9.6 ms to 3.1 ms on iPhone 4S
// 设置GL下文对象
[GPUImageContext useImageProcessingContext];
// 渲染到帧缓存
[self renderAtInternalSize];
if ([GPUImageContext supportsFastTextureUpload])
{
// 等待绘制结束
glFinish();
_rawBytesForImage = [outputFramebuffer byteBuffer];
}
else
{
// 以RGBA的形式读取数据
glReadPixels(0, 0, imageSize.width, imageSize.height, GL_RGBA, GL_UNSIGNED_BYTE, _rawBytesForImage);
// GL_EXT_read_format_bgra
// glReadPixels(0, 0, imageSize.width, imageSize.height, GL_BGRA_EXT, GL_UNSIGNED_BYTE, _rawBytesForImage);
}
hasReadFromTheCurrentFrame = YES;
});
return _rawBytesForImage;
}
}