insta经典滤镜下载
好不容易找到的Insta的经典滤镜源码,贴出来帮大家学习。
//
// IFImageFilter.m
// InstaFilters
//
// Created by Di Wu on 2/28/12.
// Copyright (c) 2012 twitter:@diwup. All rights reserved.
// #import "IFImageFilter.h" @interface IFImageFilter ()
{
GLint filterPositionAttribute, filterTextureCoordinateAttribute;
GLint filterInputTextureUniform, filterInputTextureUniform2, filterInputTextureUniform3, filterInputTextureUniform4, filterInputTextureUniform5, filterInputTextureUniform6; GLuint filterFramebuffer;
} @end @implementation IFImageFilter - (id)initWithFragmentShaderFromString:(NSString *)fragmentShaderString;
{
if (!(self = [super init]))
{
return nil;
} [GPUImageOpenGLESContext useImageProcessingContext];
filterProgram = [[GLProgram alloc] initWithVertexShaderString:kGPUImageVertexShaderString fragmentShaderString:fragmentShaderString]; [filterProgram addAttribute:@"position"];
[filterProgram addAttribute:@"inputTextureCoordinate"]; if (![filterProgram link])
{
NSString *progLog = [filterProgram programLog];
NSLog(@"Program link log: %@", progLog);
NSString *fragLog = [filterProgram fragmentShaderLog];
NSLog(@"Fragment shader compile log: %@", fragLog);
NSString *vertLog = [filterProgram vertexShaderLog];
NSLog(@"Vertex shader compile log: %@", vertLog);
filterProgram = nil;
NSAssert(NO, @"Filter shader link failed");
} filterPositionAttribute = [filterProgram attributeIndex:@"position"];
filterTextureCoordinateAttribute = [filterProgram attributeIndex:@"inputTextureCoordinate"];
filterInputTextureUniform = [filterProgram uniformIndex:@"inputImageTexture"]; // This does assume a name of "inputImageTexture" for the fragment shader
filterInputTextureUniform2 = [filterProgram uniformIndex:@"inputImageTexture2"]; // This does assume a name of "inputImageTexture2" for second input texture in the fragment shader
filterInputTextureUniform3 = [filterProgram uniformIndex:@"inputImageTexture3"]; // This does assume a name of "inputImageTexture3" for second input texture in the fragment shader
filterInputTextureUniform4 = [filterProgram uniformIndex:@"inputImageTexture4"]; // This does assume a name of "inputImageTexture4" for second input texture in the fragment shader
filterInputTextureUniform5 = [filterProgram uniformIndex:@"inputImageTexture5"]; // This does assume a name of "inputImageTexture5" for second input texture in the fragment shader
filterInputTextureUniform6 = [filterProgram uniformIndex:@"inputImageTexture6"]; // This does assume a name of "inputImageTexture6" for second input texture in the fragment shader [filterProgram use];
glEnableVertexAttribArray(filterPositionAttribute);
glEnableVertexAttribArray(filterTextureCoordinateAttribute);
NSLog(@".0.0.0%@",NSStringFromCGSize(inputTextureSize)); return self;
} - (void)renderToTextureWithVertices:(const GLfloat *)vertices textureCoordinates:(const GLfloat *)textureCoordinates;
{
NSLog(@".0.0.0%@",NSStringFromCGSize(inputTextureSize)); [GPUImageOpenGLESContext useImageProcessingContext];
[self setFilterFBO]; [filterProgram use]; glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, filterSourceTexture); glUniform1i(filterInputTextureUniform, ); if (filterSourceTexture2 != )
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, filterSourceTexture2); glUniform1i(filterInputTextureUniform2, );
}
if (filterSourceTexture3 != )
{
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, filterSourceTexture3);
glUniform1i(filterInputTextureUniform3, );
}
if (filterSourceTexture4 != )
{
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, filterSourceTexture4);
glUniform1i(filterInputTextureUniform4, );
}
if (filterSourceTexture5 != )
{
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, filterSourceTexture5);
glUniform1i(filterInputTextureUniform5, );
}
if (filterSourceTexture6 != )
{
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, filterSourceTexture6);
glUniform1i(filterInputTextureUniform6, );
} glVertexAttribPointer(filterPositionAttribute, , GL_FLOAT, , , vertices);
glVertexAttribPointer(filterTextureCoordinateAttribute, , GL_FLOAT, , , textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, , ); for (id<GPUImageInput> currentTarget in targets)
{
[currentTarget setInputSize:inputTextureSize];
[currentTarget newFrameReady];
}
} - (void)setFilterFBO;
{
if (!filterFramebuffer)
{
[self createFilterFBO];
} glBindFramebuffer(GL_FRAMEBUFFER, filterFramebuffer); CGSize currentFBOSize = [self sizeOfFBO];
glViewport(, , (int)currentFBOSize.width, (int)currentFBOSize.height);
} - (void)createFilterFBO;
{
glActiveTexture(GL_TEXTURE1);
glGenFramebuffers(, &filterFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, filterFramebuffer);
NSLog(@".0.0.0%@",NSStringFromCGSize(inputTextureSize));
CGSize currentFBOSize = [self sizeOfFBO];
// NSLog(@"Filter size: %f, %f", currentFBOSize.width, currentFBOSize.height); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, (int)currentFBOSize.width, (int)currentFBOSize.height);
glBindTexture(GL_TEXTURE_2D, outputTexture);
glTexImage2D(GL_TEXTURE_2D, , GL_RGBA, (int)currentFBOSize.width, (int)currentFBOSize.height, , GL_RGBA, GL_UNSIGNED_BYTE, );
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, outputTexture, ); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); NSAssert(status == GL_FRAMEBUFFER_COMPLETE, @"Incomplete filter FBO: %d", status);
} - (CGSize)sizeOfFBO;
{
CGSize outputSize = [self maximumOutputSize];
if ( (CGSizeEqualToSize(outputSize, CGSizeZero)) || (inputTextureSize.width < outputSize.width) )
{
return inputTextureSize;
}
else
{
return outputSize;
}
} - (void)setInputTexture:(GLuint)newInputTexture atIndex:(NSInteger)textureIndex;
{
if (textureIndex == )
{
filterSourceTexture = newInputTexture;
}
else if (filterSourceTexture2 == )
{
filterSourceTexture2 = newInputTexture;
}
else if (filterSourceTexture3 == ) {
filterSourceTexture3 = newInputTexture;
}
else if (filterSourceTexture4 == ) {
filterSourceTexture4 = newInputTexture;
}
else if (filterSourceTexture5 == ) {
filterSourceTexture5 = newInputTexture;
}
else if (filterSourceTexture6 == ) {
filterSourceTexture6 = newInputTexture;
} } @end
效果图

















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