關于GPUimage的介紹請看這裡GPUImage:濾鏡、美顔、視訊流處理
美顔隻是不同濾鏡組合起來的效果,實際上美顔也是一種濾鏡,它的需求較多,于是自稱一派。
GPUImageBeautifyFilter
/*
GPUImageBeautifyFilter是基于GPUImage的實時美顔濾鏡中的美顔濾鏡,包括GPUImageBilateralFilter、GPUImageCannyEdgeDetectionFilter、GPUImageCombinationFilter、GPUImageHSBFilter。
*/
在GPUImageBeautifyFilter.h中有:分别建立對應上面的對象
#import "GPUImage.h"
@class GPUImageCombinationFilter;
@interface GPUImageBeautifyFilter : GPUImageFilterGroup {
GPUImageBilateralFilter *bilateralFilter;
GPUImageCannyEdgeDetectionFilter *cannyEdgeFilter;
GPUImageCombinationFilter *combinationFilter;
GPUImageHSBFilter *hsbFilter;
}
@end
繪制流程分為:
- 準備紋理
- 繪制紋理
- 顯示處理後的紋理
一、 準備紋理:這裡用到的類
[GPUImageVideoCamera] -
[GPUImageBeautifyFilter] -
[GPUImageBilateralFliter] -
[GPUImageCombinationFilter] -
[GPUImageCannyEdgeDetectionFilter] -
準備 過程:
第一個紋理:
1、GPUImageVideoCamera捕獲攝像頭圖像
調用newFrameReadyAtTime: atIndex:通知GPUImageBeautifyFilter;
2、GPUImageBeautifyFilter調用newFrameReadyAtTime: atIndex:
通知GPUImageBilateralFliter輸入紋理已經準備好;
第二個紋理:
3、GPUImageBilateralFliter 繪制圖像後,
informTargetsAboutNewFrameAtTime(),
調用setInputFramebufferForTarget: atIndex:
把繪制的圖像設定為GPUImageCombinationFilter輸入紋理,
并通知GPUImageCombinationFilter紋理已經繪制完畢;
4、GPUImageBeautifyFilter調用newFrameReadyAtTime: atIndex:
通知 GPUImageCannyEdgeDetectionFilter輸入紋理已經準備好;
第三個紋理:
5、同3,GPUImageCannyEdgeDetectionFilter 繪制圖像後,
把圖像設定為GPUImageCombinationFilter輸入紋理;
6、GPUImageBeautifyFilter調用newFrameReadyAtTime: atIndex:
通知 GPUImageCombinationFilter輸入紋理已經準備好;
原文:http://blog.sina.com.cn/s/blog_61bc01360102wpl2.html
二、繪制紋理:
7、判斷紋理數量
GPUImageCombinationFilter判斷是否有三個紋理,三個紋理都已經準備好後
調用GPUImageThreeInputFilter的繪制函數renderToTextureWithVertices: textureCoordinates:,
圖像繪制完後,把圖像設定為GPUImageHSBFilter的輸入紋理,
通知GPUImageHSBFilter紋理已經繪制完畢;
8、繪制紋理
GPUImageHSBFilter調用renderToTextureWithVertices:
textureCoordinates:繪制圖像,
完成後把圖像設定為GPUImageView的輸入紋理,并通知GPUImageView輸入紋理已經繪制完畢;
顯示紋理
9、GPUImageView把輸入紋理繪制到自己的幀緩存,然後通過
[self.context presentRenderbuffer:GL_RENDERBUFFER];顯示到UIView上。
GPUImageBeautifyFilter.m檔案是這樣的
//
// GPUImageBeautifyFilter.m
// BeautifyFaceDemo
//
// Created by guikz on 16/4/28.
// Copyright © 2016年 guikz. All rights reserved.
//
#import "GPUImageBeautifyFilter.h"
// Internal CombinationFilter(It should not be used outside)
@interface GPUImageCombinationFilter : GPUImageThreeInputFilter
{
GLint smoothDegreeUniform;
}
@property (nonatomic, assign) CGFloat intensity;
@end
NSString *const kGPUImageBeautifyFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
varying highp vec2 textureCoordinate3;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform sampler2D inputImageTexture3;
uniform mediump float smoothDegree;
void main()
{
highp vec4 bilateral = texture2D(inputImageTexture, textureCoordinate);
highp vec4 canny = texture2D(inputImageTexture2, textureCoordinate2);
highp vec4 origin = texture2D(inputImageTexture3,textureCoordinate3);
highp vec4 smooth;
lowp float r = origin.r;
lowp float g = origin.g;
lowp float b = origin.b;
if (canny.r < && r > && g > && b > && r > b && (max(max(r, g), b) - min(min(r, g), b)) > && abs(r-g) > ) {
smooth = ( - smoothDegree) * (origin - bilateral) + bilateral;
}
else {
smooth = origin;
}
smooth.r = log( + * smooth.r)/log();
smooth.g = log( + * smooth.g)/log();
smooth.b = log( + * smooth.b)/log();
gl_FragColor = smooth;
}
);
@implementation GPUImageCombinationFilter
- (id)init {
if (self = [super initWithFragmentShaderFromString:kGPUImageBeautifyFragmentShaderString]) {
smoothDegreeUniform = [filterProgram uniformIndex:@"smoothDegree"];
}
self.intensity = ;
return self;
}
- (void)setIntensity:(CGFloat)intensity {
_intensity = intensity;
[self setFloat:intensity forUniform:smoothDegreeUniform program:filterProgram];
}
@end
@implementation GPUImageBeautifyFilter
- (id)init;
{
if (!(self = [super init]))
{
return nil;
}
// First pass: face smoothing filter
bilateralFilter = [[GPUImageBilateralFilter alloc] init];
bilateralFilter.distanceNormalizationFactor = ;
[self addFilter:bilateralFilter];
// Second pass: edge detection
cannyEdgeFilter = [[GPUImageCannyEdgeDetectionFilter alloc] init];
[self addFilter:cannyEdgeFilter];
// Third pass: combination bilateral, edge detection and origin
combinationFilter = [[GPUImageCombinationFilter alloc] init];
[self addFilter:combinationFilter];
// Adjust HSB
hsbFilter = [[GPUImageHSBFilter alloc] init];
[hsbFilter adjustBrightness:];
[hsbFilter adjustSaturation:];
[bilateralFilter addTarget:combinationFilter];
[cannyEdgeFilter addTarget:combinationFilter];
[combinationFilter addTarget:hsbFilter];
self.initialFilters = [NSArray arrayWithObjects:bilateralFilter,cannyEdgeFilter,combinationFilter,nil];
self.terminalFilter = hsbFilter;
return self;
}
#pragma mark 繪制第一個紋理
- (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)textureIndex;
{
for (GPUImageOutput<GPUImageInput> *currentFilter in self.initialFilters)
{
if (currentFilter != self.inputFilterToIgnoreForUpdates)
{
if (currentFilter == combinationFilter) {
textureIndex = ;
}
[currentFilter newFrameReadyAtTime:frameTime atIndex:textureIndex];
}
}
}
- (void)setInputFramebuffer:(GPUImageFramebuffer *)newInputFramebuffer atIndex:(NSInteger)textureIndex;
{
for (GPUImageOutput<GPUImageInput> *currentFilter in self.initialFilters)
{
if (currentFilter == combinationFilter) {
textureIndex = ;
}
[currentFilter setInputFramebuffer:newInputFramebuffer atIndex:textureIndex];
}
}
@end