GPUImagePicture类静态图像处理操作,它可以是需要处理的静态图像,也可以是一张作为纹理使用的图片,调用向它发送processImage消息,进行图像滤镜处理。

  方法

  - (id)initWithURL:(NSURL *)url

  说明:使用指定url的图片来初始化GPUImagePicture

  - (id)initWithImage:(UIImage *)newImageSource

  说明:使用指定的UIImage对象来初始化GPUImagePicture

  - (id)initWithCGImage:(CGImageRef)newImageSource

  说明:使用指定的CGImageRef对象来初始化GPUImagePicture

  - (id)initWithImage:(UIImage *)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput

  说明:使用指定的UIImage对象来初始化GPUImagePicture,是否按比例调整输入图像的尺寸

  - (void)processImage

  说明:进行图像处理实际操作。

  - (BOOL)processImageWithCompletionHandler:(void (^)(void))completion

  说明:进行图像处理实际的操作,completion为当处理结束执行的操作。

完整代码

#import <UIKit/UIKit.h>
#import "GPUImageOutput.h" @interface GPUImagePicture : GPUImageOutput
{
CGSize pixelSizeOfImage;
BOOL hasProcessedImage; dispatch_semaphore_t imageUpdateSemaphore;
} // Initialization and teardown
- (id)initWithURL:(NSURL *)url;
- (id)initWithImage:(UIImage *)newImageSource;
- (id)initWithCGImage:(CGImageRef)newImageSource;
- (id)initWithImage:(UIImage *)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput;
- (id)initWithCGImage:(CGImageRef)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput; // Image rendering
- (void)processImage;
- (CGSize)outputImageSize; /**
* Process image with all targets and filters asynchronously
* The completion handler is called after processing finished in the
* GPU's dispatch queue - and only if this method did not return NO.
*
* @returns NO if resource is blocked and processing is discarded, YES otherwise
*/
- (BOOL)processImageWithCompletionHandler:(void (^)(void))completion;
- (void)processImageUpToFilter:(GPUImageOutput<GPUImageInput> *)finalFilterInChain withCompletionHandler:(void (^)(UIImage *processedImage))block; @end
#import "GPUImagePicture.h"

@implementation GPUImagePicture

#pragma mark -
#pragma mark Initialization and teardown - (id)initWithURL:(NSURL *)url;
{
NSData *imageData = [[NSData alloc] initWithContentsOfURL:url]; if (!(self = [self initWithData:imageData]))
{
return nil;
} return self;
} - (id)initWithData:(NSData *)imageData;
{
UIImage *inputImage = [[UIImage alloc] initWithData:imageData]; if (!(self = [self initWithImage:inputImage]))
{
return nil;
} return self;
} - (id)initWithImage:(UIImage *)newImageSource;
{
if (!(self = [self initWithImage:newImageSource smoothlyScaleOutput:NO]))
{
return nil;
} return self;
} - (id)initWithCGImage:(CGImageRef)newImageSource;
{
if (!(self = [self initWithCGImage:newImageSource smoothlyScaleOutput:NO]))
{
return nil;
}
return self;
} - (id)initWithImage:(UIImage *)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput;
{
return [self initWithCGImage:[newImageSource CGImage] smoothlyScaleOutput:smoothlyScaleOutput];
} - (id)initWithCGImage:(CGImageRef)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput;
{
if (!(self = [super init]))
{
return nil;
} hasProcessedImage = NO;
self.shouldSmoothlyScaleOutput = smoothlyScaleOutput;
imageUpdateSemaphore = dispatch_semaphore_create();
dispatch_semaphore_signal(imageUpdateSemaphore); // TODO: Dispatch this whole thing asynchronously to move image loading off main thread
CGFloat widthOfImage = CGImageGetWidth(newImageSource);
CGFloat heightOfImage = CGImageGetHeight(newImageSource); // If passed an empty image reference, CGContextDrawImage will fail in future versions of the SDK.
NSAssert( widthOfImage > && heightOfImage > , @"Passed image must not be empty - it should be at least 1px tall and wide"); pixelSizeOfImage = CGSizeMake(widthOfImage, heightOfImage);
CGSize pixelSizeToUseForTexture = pixelSizeOfImage; BOOL shouldRedrawUsingCoreGraphics = NO; // For now, deal with images larger than the maximum texture size by resizing to be within that limit
CGSize scaledImageSizeToFitOnGPU = [GPUImageContext sizeThatFitsWithinATextureForSize:pixelSizeOfImage];
if (!CGSizeEqualToSize(scaledImageSizeToFitOnGPU, pixelSizeOfImage))
{
pixelSizeOfImage = scaledImageSizeToFitOnGPU;
pixelSizeToUseForTexture = pixelSizeOfImage;
shouldRedrawUsingCoreGraphics = YES;
} if (self.shouldSmoothlyScaleOutput)
{
// In order to use mipmaps, you need to provide power-of-two textures, so convert to the next largest power of two and stretch to fill
CGFloat powerClosestToWidth = ceil(log2(pixelSizeOfImage.width));
CGFloat powerClosestToHeight = ceil(log2(pixelSizeOfImage.height)); pixelSizeToUseForTexture = CGSizeMake(pow(2.0, powerClosestToWidth), pow(2.0, powerClosestToHeight)); shouldRedrawUsingCoreGraphics = YES;
} GLubyte *imageData = NULL;
CFDataRef dataFromImageDataProvider = NULL;
GLenum format = GL_BGRA; if (!shouldRedrawUsingCoreGraphics) {
/* Check that the memory layout is compatible with GL, as we cannot use glPixelStore to
* tell GL about the memory layout with GLES.
*/
if (CGImageGetBytesPerRow(newImageSource) != CGImageGetWidth(newImageSource) * ||
CGImageGetBitsPerPixel(newImageSource) != ||
CGImageGetBitsPerComponent(newImageSource) != )
{
shouldRedrawUsingCoreGraphics = YES;
} else {
/* Check that the bitmap pixel format is compatible with GL */
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(newImageSource);
if ((bitmapInfo & kCGBitmapFloatComponents) != ) {
/* We don't support float components for use directly in GL */
shouldRedrawUsingCoreGraphics = YES;
} else {
CGBitmapInfo byteOrderInfo = bitmapInfo & kCGBitmapByteOrderMask;
if (byteOrderInfo == kCGBitmapByteOrder32Little) {
/* Little endian, for alpha-first we can use this bitmap directly in GL */
CGImageAlphaInfo alphaInfo = bitmapInfo & kCGBitmapAlphaInfoMask;
if (alphaInfo != kCGImageAlphaPremultipliedFirst && alphaInfo != kCGImageAlphaFirst &&
alphaInfo != kCGImageAlphaNoneSkipFirst) {
shouldRedrawUsingCoreGraphics = YES;
}
} else if (byteOrderInfo == kCGBitmapByteOrderDefault || byteOrderInfo == kCGBitmapByteOrder32Big) {
/* Big endian, for alpha-last we can use this bitmap directly in GL */
CGImageAlphaInfo alphaInfo = bitmapInfo & kCGBitmapAlphaInfoMask;
if (alphaInfo != kCGImageAlphaPremultipliedLast && alphaInfo != kCGImageAlphaLast &&
alphaInfo != kCGImageAlphaNoneSkipLast) {
shouldRedrawUsingCoreGraphics = YES;
} else {
/* Can access directly using GL_RGBA pixel format */
format = GL_RGBA;
}
}
}
}
} // CFAbsoluteTime elapsedTime, startTime = CFAbsoluteTimeGetCurrent(); if (shouldRedrawUsingCoreGraphics)
{
// For resized or incompatible image: redraw
imageData = (GLubyte *) calloc(, (int)pixelSizeToUseForTexture.width * (int)pixelSizeToUseForTexture.height * ); CGColorSpaceRef genericRGBColorspace = CGColorSpaceCreateDeviceRGB(); CGContextRef imageContext = CGBitmapContextCreate(imageData, (size_t)pixelSizeToUseForTexture.width, (size_t)pixelSizeToUseForTexture.height, , (size_t)pixelSizeToUseForTexture.width * , genericRGBColorspace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
// CGContextSetBlendMode(imageContext, kCGBlendModeCopy); // From Technical Q&A QA1708: http://developer.apple.com/library/ios/#qa/qa1708/_index.html
CGContextDrawImage(imageContext, CGRectMake(0.0, 0.0, pixelSizeToUseForTexture.width, pixelSizeToUseForTexture.height), newImageSource);
CGContextRelease(imageContext);
CGColorSpaceRelease(genericRGBColorspace);
}
else
{
// Access the raw image bytes directly
dataFromImageDataProvider = CGDataProviderCopyData(CGImageGetDataProvider(newImageSource));
imageData = (GLubyte *)CFDataGetBytePtr(dataFromImageDataProvider);
} // elapsedTime = (CFAbsoluteTimeGetCurrent() - startTime) * 1000.0;
// NSLog(@"Core Graphics drawing time: %f", elapsedTime); // CGFloat currentRedTotal = 0.0f, currentGreenTotal = 0.0f, currentBlueTotal = 0.0f, currentAlphaTotal = 0.0f;
// NSUInteger totalNumberOfPixels = round(pixelSizeToUseForTexture.width * pixelSizeToUseForTexture.height);
//
// for (NSUInteger currentPixel = 0; currentPixel < totalNumberOfPixels; currentPixel++)
// {
// currentBlueTotal += (CGFloat)imageData[(currentPixel * 4)] / 255.0f;
// currentGreenTotal += (CGFloat)imageData[(currentPixel * 4) + 1] / 255.0f;
// currentRedTotal += (CGFloat)imageData[(currentPixel * 4 + 2)] / 255.0f;
// currentAlphaTotal += (CGFloat)imageData[(currentPixel * 4) + 3] / 255.0f;
// }
//
// NSLog(@"Debug, average input image red: %f, green: %f, blue: %f, alpha: %f", currentRedTotal / (CGFloat)totalNumberOfPixels, currentGreenTotal / (CGFloat)totalNumberOfPixels, currentBlueTotal / (CGFloat)totalNumberOfPixels, currentAlphaTotal / (CGFloat)totalNumberOfPixels); runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext]; outputFramebuffer = [[GPUImageContext sharedFramebufferCache] fetchFramebufferForSize:pixelSizeToUseForTexture onlyTexture:YES];
[outputFramebuffer disableReferenceCounting]; glBindTexture(GL_TEXTURE_2D, [outputFramebuffer texture]);
if (self.shouldSmoothlyScaleOutput)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
// no need to use self.outputTextureOptions here since pictures need this texture formats and type
glTexImage2D(GL_TEXTURE_2D, , GL_RGBA, (int)pixelSizeToUseForTexture.width, (int)pixelSizeToUseForTexture.height, , format, GL_UNSIGNED_BYTE, imageData); if (self.shouldSmoothlyScaleOutput)
{
glGenerateMipmap(GL_TEXTURE_2D);
}
glBindTexture(GL_TEXTURE_2D, );
}); if (shouldRedrawUsingCoreGraphics)
{
free(imageData);
}
else
{
if (dataFromImageDataProvider)
{
CFRelease(dataFromImageDataProvider);
}
} return self;
} // ARC forbids explicit message send of 'release'; since iOS 6 even for dispatch_release() calls: stripping it out in that case is required.
- (void)dealloc;
{
[outputFramebuffer enableReferenceCounting];
[outputFramebuffer unlock]; #if !OS_OBJECT_USE_OBJC
if (imageUpdateSemaphore != NULL)
{
dispatch_release(imageUpdateSemaphore);
}
#endif
} #pragma mark -
#pragma mark Image rendering - (void)removeAllTargets;
{
[super removeAllTargets];
hasProcessedImage = NO;
} - (void)processImage;
{
[self processImageWithCompletionHandler:nil];
} - (BOOL)processImageWithCompletionHandler:(void (^)(void))completion;
{
hasProcessedImage = YES; // dispatch_semaphore_wait(imageUpdateSemaphore, DISPATCH_TIME_FOREVER); if (dispatch_semaphore_wait(imageUpdateSemaphore, DISPATCH_TIME_NOW) != )
{
return NO;
} runAsynchronouslyOnVideoProcessingQueue(^{
for (id<GPUImageInput> currentTarget in targets)
{
NSInteger indexOfObject = [targets indexOfObject:currentTarget];
NSInteger textureIndexOfTarget = [[targetTextureIndices objectAtIndex:indexOfObject] integerValue]; [currentTarget setCurrentlyReceivingMonochromeInput:NO];
[currentTarget setInputSize:pixelSizeOfImage atIndex:textureIndexOfTarget];
[currentTarget setInputFramebuffer:outputFramebuffer atIndex:textureIndexOfTarget];
[currentTarget newFrameReadyAtTime:kCMTimeIndefinite atIndex:textureIndexOfTarget];
} dispatch_semaphore_signal(imageUpdateSemaphore); if (completion != nil) {
completion();
}
}); return YES;
} - (void)processImageUpToFilter:(GPUImageOutput<GPUImageInput> *)finalFilterInChain withCompletionHandler:(void (^)(UIImage *processedImage))block;
{
[finalFilterInChain useNextFrameForImageCapture];
[self processImageWithCompletionHandler:^{
UIImage *imageFromFilter = [finalFilterInChain imageFromCurrentFramebuffer];
block(imageFromFilter);
}];
} - (CGSize)outputImageSize;
{
return pixelSizeOfImage;
} - (void)addTarget:(id<GPUImageInput>)newTarget atTextureLocation:(NSInteger)textureLocation;
{
[super addTarget:newTarget atTextureLocation:textureLocation]; if (hasProcessedImage)
{
[newTarget setInputSize:pixelSizeOfImage atIndex:textureLocation];
[newTarget newFrameReadyAtTime:kCMTimeIndefinite atIndex:textureLocation];
}
} @end

GPUImage API 文档之GPUImagePicture类的更多相关文章

  1. GPUImage API 文档之GPUImageFilter类

    GPUImageFilter类 方法 - (id)initWithVertexShaderFromString:(NSString *)vertexShaderString fragmentShade ...

  2. GPUImage API 文档之GPUImageOutput类

    GPUImageOutput类将静态图像纹理上传到OpenGL ES中,然后使用这些纹理去处理进程链中的下一个对象.它的子类可以获得滤镜处理后的图片功能.[本文讲的很少,由于有许多地方不清楚,以后会更 ...

  3. GPUImage API文档之GPUImageContext类

    GPUImageContext类,提供OpenGL ES基本环境,我们一般不会用到,所以讲的很简单. 属性 @property(readonly, nonatomic) dispatch_queue_ ...

  4. GPUImage API文档之GPUImageFramebufferCache类

    GPUImageFramebufferCache类负责管理GPUImageFramebuffer对象,是一个GPUImageFramebuffer对象的缓存. 方法 - (GPUImageFrameb ...

  5. GPUImage API文档之GPUImageFramebuffer类

    GPUImageFramebuffer类用于管理帧缓冲对象,负责帧缓冲对象的创建和销毁,读取帧缓冲内容 属性 @property(readonly) CGSize size 说明:只读属性,在实现中, ...

  6. GPUImage API文档之GLProgram类

    GLProgram是GPUImage中代表openGL ES 中的program,具有glprogram功能. 属性 @property(readwrite, nonatomic) BOOL init ...

  7. GPUImage API文档之GPUImageInput协议

    GPUImageInput协议主要包含一些输入需要渲染目标的操作. - (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)t ...

  8. 通过API文档查询Math类的方法,打印出近似圆,只要给定不同半径,圆的大小就会随之发生改变

    package question; import java.util.Scanner; import java.lang.Math; public class MathTest { /** * 未搞懂 ...

  9. Java,面试题,简历,Linux,大数据,常用开发工具类,API文档,电子书,各种思维导图资源,百度网盘资源,BBS论坛系统 ERP管理系统 OA办公自动化管理系统 车辆管理系统 各种后台管理系统

    Java,面试题,简历,Linux,大数据,常用开发工具类,API文档,电子书,各种思维导图资源,百度网盘资源BBS论坛系统 ERP管理系统 OA办公自动化管理系统 车辆管理系统 家庭理财系统 各种后 ...

随机推荐

  1. SQL Server、Oracle和MySQL中查出值为NULL的替换

    参考文献: http://database.51cto.com/art/200803/67397.htm 正文 在SQL Server Oracle MySQL当数据库中查出某值为NULL怎么办? 1 ...

  2. There are no packages available for install

    解决方法: ·删除sublime Text 安装目录下Data->Packages目录下的Package Control(如果没有,略过此步骤). ·下载Package Control,下载路径 ...

  3. svn 迁移到 git 仓库并保留 commit 历史记录

    1.svn 转换为 git(会提示,让你输入先前 svn 的账号与密码) # 切换至 本地项目目录 cd /Users/jianbao/PhpStormProjects/fiisoo/ # 克隆 sv ...

  4. .Net Discovery系列之三 深入理解.Net垃圾收集机制(上)

    前言: 组成.Net平台一个很重要的部分----垃圾收集器(Garbage Collection),今天我们就来讲讲它.想想看没有GC,.Net还能称之为一个平台吗?各种语言虽然都被编译成MSIL,但 ...

  5. 电子书下载:Delphi XE 5 移动开发入门手册(完整版)

    更多电子书请到: http://maxwoods.400gb.com 下载:Delphi XE5移动开发入门手册(完整版)

  6. Drectx 3D窗口后台截图

    //GDI与DX截屏API操作 LPDIRECTDRAW lpDD = NULL; LPDIRECTDRAWSURFACE lpDDSPrime = NULL; LPDIRECTDRAWSURFACE ...

  7. 线程中sleep方法和wait方法有什么区别?(转)

    本文转自https://www.cnblogs.com/linkstar/p/6043846.html 线程中sleep方法和wait方法有什么区别?   如果你没有接触过java的多线程,那么多对于 ...

  8. java根据模板导出PDF详细教程

    原文:https://blog.csdn.net/pengyufight/article/details/75305128 题记:由于业务的需要,需要根据模板定制pdf文档,经测试根据模板导出word ...

  9. C#编程(十六)----------匿名类型

    匿名类型 var和new关键字一起使用,可以创建匿名类型. 匿名类型提供了一种方便的方法,可用来将一组只读属性封装到单个对象中,而无需首先显式定义一个类型. 类型名由编译器生成,并且不能在源代码级使用 ...

  10. Swift - 绘制背景线条

    Swift - 绘制背景线条 效果 源码 // // BackgroundLineView.swift // LineBackgroundView // // Created by YouXianMi ...