├── .DS_Store ├── Classes ├── .DS_Store ├── Controllers │ ├── SERecordViewController.h │ └── SERecordViewController.m ├── Models │ ├── .DS_Store │ ├── SEMergeVideo.h │ ├── SEMergeVideo.m │ ├── SEParameterModel.h │ ├── SEParameterModel.m │ ├── SEVideoRecorder.h │ └── SEVideoRecorder.m ├── Public │ ├── GPUImageBeautifyFilter.h │ ├── GPUImageBeautifyFilter.m │ ├── SEDefine.h │ ├── UIImage+SE.h │ ├── UIImage+SE.m │ ├── UIResponder+SERouter.h │ ├── UIResponder+SERouter.m │ ├── UIView+SE.h │ └── UIView+SE.m └── Views │ ├── SEActionBarView.h │ ├── SEActionBarView.m │ ├── SELeftButton.h │ ├── SELeftButton.m │ ├── SEOperateView.h │ ├── SEOperateView.m │ ├── SEProgressBarView.h │ ├── SEProgressBarView.m │ ├── SERecordingTimerView.h │ └── SERecordingTimerView.m ├── Lib ├── .DS_Store ├── GPUImage │ ├── License.txt │ ├── README.md │ └── framework │ │ ├── Resources │ │ ├── lookup.png │ │ ├── lookup_amatorka.png │ │ ├── lookup_miss_etikate.png │ │ ├── lookup_soft_elegance_1.png │ │ └── lookup_soft_elegance_2.png │ │ └── Source │ │ ├── GLProgram.h │ │ ├── GLProgram.m │ │ ├── GPUImage.h │ │ ├── GPUImage3x3ConvolutionFilter.h │ │ ├── GPUImage3x3ConvolutionFilter.m │ │ ├── GPUImage3x3TextureSamplingFilter.h │ │ ├── GPUImage3x3TextureSamplingFilter.m │ │ ├── GPUImageAdaptiveThresholdFilter.h │ │ ├── GPUImageAdaptiveThresholdFilter.m │ │ ├── GPUImageAddBlendFilter.h │ │ ├── GPUImageAddBlendFilter.m │ │ ├── GPUImageAlphaBlendFilter.h │ │ ├── GPUImageAlphaBlendFilter.m │ │ ├── GPUImageAmatorkaFilter.h │ │ ├── GPUImageAmatorkaFilter.m │ │ ├── GPUImageAverageColor.h │ │ ├── GPUImageAverageColor.m │ │ ├── GPUImageAverageLuminanceThresholdFilter.h │ │ ├── GPUImageAverageLuminanceThresholdFilter.m │ │ ├── GPUImageBilateralFilter.h │ │ ├── GPUImageBilateralFilter.m │ │ ├── GPUImageBoxBlurFilter.h │ │ ├── GPUImageBoxBlurFilter.m │ │ ├── GPUImageBrightnessFilter.h │ │ ├── GPUImageBrightnessFilter.m │ │ ├── GPUImageBuffer.h │ │ ├── GPUImageBuffer.m │ │ ├── GPUImageBulgeDistortionFilter.h │ │ ├── GPUImageBulgeDistortionFilter.m │ │ ├── GPUImageCGAColorspaceFilter.h │ │ ├── GPUImageCGAColorspaceFilter.m │ │ ├── GPUImageCannyEdgeDetectionFilter.h │ │ ├── GPUImageCannyEdgeDetectionFilter.m │ │ ├── GPUImageChromaKeyBlendFilter.h │ │ ├── GPUImageChromaKeyBlendFilter.m │ │ ├── GPUImageChromaKeyFilter.h │ │ ├── GPUImageChromaKeyFilter.m │ │ ├── GPUImageClosingFilter.h │ │ ├── GPUImageClosingFilter.m │ │ ├── GPUImageColorBlendFilter.h │ │ ├── GPUImageColorBlendFilter.m │ │ ├── GPUImageColorBurnBlendFilter.h │ │ ├── GPUImageColorBurnBlendFilter.m │ │ ├── GPUImageColorDodgeBlendFilter.h │ │ ├── GPUImageColorDodgeBlendFilter.m │ │ ├── GPUImageColorInvertFilter.h │ │ ├── GPUImageColorInvertFilter.m │ │ ├── GPUImageColorMatrixFilter.h │ │ ├── GPUImageColorMatrixFilter.m │ │ ├── GPUImageColorPackingFilter.h │ │ ├── GPUImageColorPackingFilter.m │ │ ├── GPUImageContrastFilter.h │ │ ├── GPUImageContrastFilter.m │ │ ├── GPUImageCropFilter.h │ │ ├── GPUImageCropFilter.m │ │ ├── GPUImageCrosshairGenerator.h │ │ ├── GPUImageCrosshairGenerator.m │ │ ├── GPUImageCrosshatchFilter.h │ │ ├── GPUImageCrosshatchFilter.m │ │ ├── GPUImageDarkenBlendFilter.h │ │ ├── GPUImageDarkenBlendFilter.m │ │ ├── GPUImageDifferenceBlendFilter.h │ │ ├── GPUImageDifferenceBlendFilter.m │ │ ├── GPUImageDilationFilter.h │ │ ├── GPUImageDilationFilter.m │ │ ├── GPUImageDirectionalNonMaximumSuppressionFilter.h │ │ ├── GPUImageDirectionalNonMaximumSuppressionFilter.m │ │ ├── GPUImageDirectionalSobelEdgeDetectionFilter.h │ │ ├── GPUImageDirectionalSobelEdgeDetectionFilter.m │ │ ├── GPUImageDissolveBlendFilter.h │ │ ├── GPUImageDissolveBlendFilter.m │ │ ├── GPUImageDivideBlendFilter.h │ │ ├── GPUImageDivideBlendFilter.m │ │ ├── GPUImageEmbossFilter.h │ │ ├── GPUImageEmbossFilter.m │ │ ├── GPUImageErosionFilter.h │ │ ├── GPUImageErosionFilter.m │ │ ├── GPUImageExclusionBlendFilter.h │ │ ├── GPUImageExclusionBlendFilter.m │ │ ├── GPUImageExposureFilter.h │ │ ├── GPUImageExposureFilter.m │ │ ├── GPUImageFASTCornerDetectionFilter.h │ │ ├── GPUImageFASTCornerDetectionFilter.m │ │ ├── GPUImageFalseColorFilter.h │ │ ├── GPUImageFalseColorFilter.m │ │ ├── GPUImageFilter.h │ │ ├── GPUImageFilter.m │ │ ├── GPUImageFilterGroup.h │ │ ├── GPUImageFilterGroup.m │ │ ├── GPUImageFilterPipeline.h │ │ ├── GPUImageFilterPipeline.m │ │ ├── GPUImageFramebuffer.h │ │ ├── GPUImageFramebuffer.m │ │ ├── GPUImageFramebufferCache.h │ │ ├── GPUImageFramebufferCache.m │ │ ├── GPUImageGammaFilter.h │ │ ├── GPUImageGammaFilter.m │ │ ├── GPUImageGaussianBlurFilter.h │ │ ├── GPUImageGaussianBlurFilter.m │ │ ├── GPUImageGaussianBlurPositionFilter.h │ │ ├── GPUImageGaussianBlurPositionFilter.m │ │ ├── GPUImageGaussianSelectiveBlurFilter.h │ │ ├── GPUImageGaussianSelectiveBlurFilter.m │ │ ├── GPUImageGlassSphereFilter.h │ │ ├── GPUImageGlassSphereFilter.m │ │ ├── GPUImageGrayscaleFilter.h │ │ ├── GPUImageGrayscaleFilter.m │ │ ├── GPUImageHSBFilter.h │ │ ├── GPUImageHSBFilter.m │ │ ├── GPUImageHalftoneFilter.h │ │ ├── GPUImageHalftoneFilter.m │ │ ├── GPUImageHardLightBlendFilter.h │ │ ├── GPUImageHardLightBlendFilter.m │ │ ├── GPUImageHarrisCornerDetectionFilter.h │ │ ├── GPUImageHarrisCornerDetectionFilter.m │ │ ├── GPUImageHazeFilter.h │ │ ├── GPUImageHazeFilter.m │ │ ├── GPUImageHighPassFilter.h │ │ ├── GPUImageHighPassFilter.m │ │ ├── GPUImageHighlightShadowFilter.h │ │ ├── GPUImageHighlightShadowFilter.m │ │ ├── GPUImageHistogramEqualizationFilter.h │ │ ├── GPUImageHistogramEqualizationFilter.m │ │ ├── GPUImageHistogramFilter.h │ │ ├── GPUImageHistogramFilter.m │ │ ├── GPUImageHistogramGenerator.h │ │ ├── GPUImageHistogramGenerator.m │ │ ├── GPUImageHoughTransformLineDetector.h │ │ ├── GPUImageHoughTransformLineDetector.m │ │ ├── GPUImageHueBlendFilter.h │ │ ├── GPUImageHueBlendFilter.m │ │ ├── GPUImageHueFilter.h │ │ ├── GPUImageHueFilter.m │ │ ├── GPUImageJFAVoronoiFilter.h │ │ ├── GPUImageJFAVoronoiFilter.m │ │ ├── GPUImageKuwaharaFilter.h │ │ ├── GPUImageKuwaharaFilter.m │ │ ├── GPUImageKuwaharaRadius3Filter.h │ │ ├── GPUImageKuwaharaRadius3Filter.m │ │ ├── GPUImageLanczosResamplingFilter.h │ │ ├── GPUImageLanczosResamplingFilter.m │ │ ├── GPUImageLaplacianFilter.h │ │ ├── GPUImageLaplacianFilter.m │ │ ├── GPUImageLevelsFilter.h │ │ ├── GPUImageLevelsFilter.m │ │ ├── GPUImageLightenBlendFilter.h │ │ ├── GPUImageLightenBlendFilter.m │ │ ├── GPUImageLineGenerator.h │ │ ├── GPUImageLineGenerator.m │ │ ├── GPUImageLinearBurnBlendFilter.h │ │ ├── GPUImageLinearBurnBlendFilter.m │ │ ├── GPUImageLocalBinaryPatternFilter.h │ │ ├── GPUImageLocalBinaryPatternFilter.m │ │ ├── GPUImageLookupFilter.h │ │ ├── GPUImageLookupFilter.m │ │ ├── GPUImageLowPassFilter.h │ │ ├── GPUImageLowPassFilter.m │ │ ├── GPUImageLuminanceRangeFilter.h │ │ ├── GPUImageLuminanceRangeFilter.m │ │ ├── GPUImageLuminanceThresholdFilter.h │ │ ├── GPUImageLuminanceThresholdFilter.m │ │ ├── GPUImageLuminosity.h │ │ ├── GPUImageLuminosity.m │ │ ├── GPUImageLuminosityBlendFilter.h │ │ ├── GPUImageLuminosityBlendFilter.m │ │ ├── GPUImageMaskFilter.h │ │ ├── GPUImageMaskFilter.m │ │ ├── GPUImageMedianFilter.h │ │ ├── GPUImageMedianFilter.m │ │ ├── GPUImageMissEtikateFilter.h │ │ ├── GPUImageMissEtikateFilter.m │ │ ├── GPUImageMonochromeFilter.h │ │ ├── GPUImageMonochromeFilter.m │ │ ├── GPUImageMosaicFilter.h │ │ ├── GPUImageMosaicFilter.m │ │ ├── GPUImageMotionBlurFilter.h │ │ ├── GPUImageMotionBlurFilter.m │ │ ├── GPUImageMotionDetector.h │ │ ├── GPUImageMotionDetector.m │ │ ├── GPUImageMovie.h │ │ ├── GPUImageMovie.m │ │ ├── GPUImageMovieComposition.h │ │ ├── GPUImageMovieComposition.m │ │ ├── GPUImageMultiplyBlendFilter.h │ │ ├── GPUImageMultiplyBlendFilter.m │ │ ├── GPUImageNobleCornerDetectionFilter.h │ │ ├── GPUImageNobleCornerDetectionFilter.m │ │ ├── GPUImageNonMaximumSuppressionFilter.h │ │ ├── GPUImageNonMaximumSuppressionFilter.m │ │ ├── GPUImageNormalBlendFilter.h │ │ ├── GPUImageNormalBlendFilter.m │ │ ├── GPUImageOpacityFilter.h │ │ ├── GPUImageOpacityFilter.m │ │ ├── GPUImageOpeningFilter.h │ │ ├── GPUImageOpeningFilter.m │ │ ├── GPUImageOutput.h │ │ ├── GPUImageOutput.m │ │ ├── GPUImageOverlayBlendFilter.h │ │ ├── GPUImageOverlayBlendFilter.m │ │ ├── GPUImageParallelCoordinateLineTransformFilter.h │ │ ├── GPUImageParallelCoordinateLineTransformFilter.m │ │ ├── GPUImagePerlinNoiseFilter.h │ │ ├── GPUImagePerlinNoiseFilter.m │ │ ├── GPUImagePinchDistortionFilter.h │ │ ├── GPUImagePinchDistortionFilter.m │ │ ├── GPUImagePixellateFilter.h │ │ ├── GPUImagePixellateFilter.m │ │ ├── GPUImagePixellatePositionFilter.h │ │ ├── GPUImagePixellatePositionFilter.m │ │ ├── GPUImagePoissonBlendFilter.h │ │ ├── GPUImagePoissonBlendFilter.m │ │ ├── GPUImagePolarPixellateFilter.h │ │ ├── GPUImagePolarPixellateFilter.m │ │ ├── GPUImagePolkaDotFilter.h │ │ ├── GPUImagePolkaDotFilter.m │ │ ├── GPUImagePosterizeFilter.h │ │ ├── GPUImagePosterizeFilter.m │ │ ├── GPUImagePrewittEdgeDetectionFilter.h │ │ ├── GPUImagePrewittEdgeDetectionFilter.m │ │ ├── GPUImageRGBClosingFilter.h │ │ ├── GPUImageRGBClosingFilter.m │ │ ├── GPUImageRGBDilationFilter.h │ │ ├── GPUImageRGBDilationFilter.m │ │ ├── GPUImageRGBErosionFilter.h │ │ ├── GPUImageRGBErosionFilter.m │ │ ├── GPUImageRGBFilter.h │ │ ├── GPUImageRGBFilter.m │ │ ├── GPUImageRGBOpeningFilter.h │ │ ├── GPUImageRGBOpeningFilter.m │ │ ├── GPUImageRawDataInput.h │ │ ├── GPUImageRawDataInput.m │ │ ├── GPUImageRawDataOutput.h │ │ ├── GPUImageRawDataOutput.m │ │ ├── GPUImageSaturationBlendFilter.h │ │ ├── GPUImageSaturationBlendFilter.m │ │ ├── GPUImageSaturationFilter.h │ │ ├── GPUImageSaturationFilter.m │ │ ├── GPUImageScreenBlendFilter.h │ │ ├── GPUImageScreenBlendFilter.m │ │ ├── GPUImageSepiaFilter.h │ │ ├── GPUImageSepiaFilter.m │ │ ├── GPUImageSharpenFilter.h │ │ ├── GPUImageSharpenFilter.m │ │ ├── GPUImageShiTomasiFeatureDetectionFilter.h │ │ ├── GPUImageShiTomasiFeatureDetectionFilter.m │ │ ├── GPUImageSingleComponentGaussianBlurFilter.h │ │ ├── GPUImageSingleComponentGaussianBlurFilter.m │ │ ├── GPUImageSketchFilter.h │ │ ├── GPUImageSketchFilter.m │ │ ├── GPUImageSmoothToonFilter.h │ │ ├── GPUImageSmoothToonFilter.m │ │ ├── GPUImageSobelEdgeDetectionFilter.h │ │ ├── GPUImageSobelEdgeDetectionFilter.m │ │ ├── GPUImageSoftEleganceFilter.h │ │ ├── GPUImageSoftEleganceFilter.m │ │ ├── GPUImageSoftLightBlendFilter.h │ │ ├── GPUImageSoftLightBlendFilter.m │ │ ├── GPUImageSolidColorGenerator.h │ │ ├── GPUImageSolidColorGenerator.m │ │ ├── GPUImageSourceOverBlendFilter.h │ │ ├── GPUImageSourceOverBlendFilter.m │ │ ├── GPUImageSphereRefractionFilter.h │ │ ├── GPUImageSphereRefractionFilter.m │ │ ├── GPUImageStillCamera.h │ │ ├── GPUImageStillCamera.m │ │ ├── GPUImageStretchDistortionFilter.h │ │ ├── GPUImageStretchDistortionFilter.m │ │ ├── GPUImageSubtractBlendFilter.h │ │ ├── GPUImageSubtractBlendFilter.m │ │ ├── GPUImageSwirlFilter.h │ │ ├── GPUImageSwirlFilter.m │ │ ├── GPUImageTextureInput.h │ │ ├── GPUImageTextureInput.m │ │ ├── GPUImageTextureOutput.h │ │ ├── GPUImageTextureOutput.m │ │ ├── GPUImageThreeInputFilter.h │ │ ├── GPUImageThreeInputFilter.m │ │ ├── GPUImageThresholdEdgeDetectionFilter.h │ │ ├── GPUImageThresholdEdgeDetectionFilter.m │ │ ├── GPUImageThresholdSketchFilter.h │ │ ├── GPUImageThresholdSketchFilter.m │ │ ├── GPUImageThresholdedNonMaximumSuppressionFilter.h │ │ ├── GPUImageThresholdedNonMaximumSuppressionFilter.m │ │ ├── GPUImageTiltShiftFilter.h │ │ ├── GPUImageTiltShiftFilter.m │ │ ├── GPUImageToneCurveFilter.h │ │ ├── GPUImageToneCurveFilter.m │ │ ├── GPUImageToonFilter.h │ │ ├── GPUImageToonFilter.m │ │ ├── GPUImageTransformFilter.h │ │ ├── GPUImageTransformFilter.m │ │ ├── GPUImageTwoInputCrossTextureSamplingFilter.h │ │ ├── GPUImageTwoInputCrossTextureSamplingFilter.m │ │ ├── GPUImageTwoInputFilter.h │ │ ├── GPUImageTwoInputFilter.m │ │ ├── GPUImageTwoPassFilter.h │ │ ├── GPUImageTwoPassFilter.m │ │ ├── GPUImageTwoPassTextureSamplingFilter.h │ │ ├── GPUImageTwoPassTextureSamplingFilter.m │ │ ├── GPUImageUIElement.h │ │ ├── GPUImageUIElement.m │ │ ├── GPUImageUnsharpMaskFilter.h │ │ ├── GPUImageUnsharpMaskFilter.m │ │ ├── GPUImageVideoCamera.h │ │ ├── GPUImageVideoCamera.m │ │ ├── GPUImageVignetteFilter.h │ │ ├── GPUImageVignetteFilter.m │ │ ├── GPUImageVoronoiConsumerFilter.h │ │ ├── GPUImageVoronoiConsumerFilter.m │ │ ├── GPUImageWeakPixelInclusionFilter.h │ │ ├── GPUImageWeakPixelInclusionFilter.m │ │ ├── GPUImageWhiteBalanceFilter.h │ │ ├── GPUImageWhiteBalanceFilter.m │ │ ├── GPUImageXYDerivativeFilter.h │ │ ├── GPUImageXYDerivativeFilter.m │ │ ├── GPUImageZoomBlurFilter.h │ │ ├── GPUImageZoomBlurFilter.m │ │ ├── GPUImageiOSBlurFilter.h │ │ ├── GPUImageiOSBlurFilter.m │ │ └── iOS │ │ ├── Framework │ │ └── GPUImageFramework.h │ │ ├── GPUImageContext.h │ │ ├── GPUImageContext.m │ │ ├── GPUImageMovieWriter.h │ │ ├── GPUImageMovieWriter.m │ │ ├── GPUImagePicture+TextureSubimage.h │ │ ├── GPUImagePicture+TextureSubimage.m │ │ ├── GPUImagePicture.h │ │ ├── GPUImagePicture.m │ │ ├── GPUImageView.h │ │ └── GPUImageView.m └── MBProgressHUD │ ├── LICENSE │ ├── MBProgressHUD.h │ ├── MBProgressHUD.m │ └── README.mdown ├── README.md ├── SESDK.bundle ├── banFlash@2x.png ├── banFlash@3x.png ├── beautifulBtn@2x.png ├── beautifulBtn@3x.png ├── beautifulBtnS@2x.png ├── beautifulBtnS@3x.png ├── cloneBtn@2x.png ├── cloneBtn@3x.png ├── cloneFlash@2x.png ├── cloneFlash@3x.png ├── icon_The-special-effects@2x.png ├── icon_The-special-effects@3x.png ├── icon_call-off@2x.png ├── icon_call-off@3x.png ├── icon_call-off_Cant-choose@2x.png ├── icon_call-off_Cant-choose@3x.png ├── icon_complete@2x.png ├── icon_complete@3x.png ├── icon_delete@2x.png ├── icon_delete@3x.png ├── icon_pause@2x.png ├── icon_pause@3x.png ├── icon_upload@2x.png ├── icon_upload@3x.png ├── iocn_play@2x.png ├── iocn_play@3x.png ├── more@2x.png ├── more@3x.png ├── morn@2x.png ├── morn@3x.png ├── openFlash@2x.png ├── openFlash@3x.png ├── reverseCamera@2x.png └── reverseCamera@3x.png ├── SEVideoSDK.xcodeproj ├── project.pbxproj ├── project.xcworkspace │ ├── contents.xcworkspacedata │ └── xcuserdata │ │ └── lskt.xcuserdatad │ │ └── UserInterfaceState.xcuserstate └── xcuserdata │ └── lskt.xcuserdatad │ ├── xcdebugger │ └── Breakpoints_v2.xcbkptlist │ └── xcschemes │ ├── SEVideoSDK.xcscheme │ └── xcschememanagement.plist ├── SEVideoSDK ├── .DS_Store ├── AppDelegate.h ├── AppDelegate.m ├── Assets.xcassets │ ├── .DS_Store │ └── AppIcon.appiconset │ │ └── Contents.json ├── Base.lproj │ ├── LaunchScreen.storyboard │ └── Main.storyboard ├── Info.plist ├── ViewController.h ├── ViewController.m └── main.m ├── SEVideoSDKTests ├── Info.plist └── SEVideoSDKTests.m └── SEVideoSDKUITests ├── Info.plist └── SEVideoSDKUITests.m /.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/.DS_Store -------------------------------------------------------------------------------- /Classes/.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/Classes/.DS_Store -------------------------------------------------------------------------------- /Classes/Controllers/SERecordViewController.h: -------------------------------------------------------------------------------- 1 | // 2 | // SERecordViewController.h 3 | // DevSESDK 4 | // 5 | // Created by 张伟 on 17/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | #import "SEParameterModel.h" 11 | 12 | @protocol SERecordDelegate 13 | /** 14 | * @param videoPath 保存拍摄好视频的存储路径 15 | * @param thumbnailPath 保存拍摄好视频首侦图的存储路径 16 | */ 17 | - (void)compeleteVideoPath:(NSURL *)videoPath thumbnailPath:(UIImage *)thumbnailPath savePhotoAlbum:(BOOL)save; 18 | 19 | @end 20 | 21 | @interface SERecordViewController : UIViewController 22 | 23 | 24 | 25 | -(instancetype)initWithParameter:(SEParameterModel *)model; 26 | 27 | @property(nonatomic,assign)id recordDelegate; 28 | 29 | @end 30 | -------------------------------------------------------------------------------- /Classes/Models/.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/Classes/Models/.DS_Store -------------------------------------------------------------------------------- /Classes/Models/SEMergeVideo.h: -------------------------------------------------------------------------------- 1 | // 2 | // SEMergeVideo.h 3 | // DevSESDK 4 | // 5 | // Created by 张伟 on 17/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface SEMergeVideo : NSObject 12 | 13 | - (void)mergeAndExportVideosAtFileURLs:(NSArray *)fileURLArray result:(void(^)(NSURL * filePath))rblock; 14 | 15 | ///随机生成一个视频存放地址 16 | +(NSString *)getVideoPath; 17 | 18 | @end 19 | -------------------------------------------------------------------------------- /Classes/Models/SEParameterModel.h: -------------------------------------------------------------------------------- 1 | // 2 | // SEParameterModel.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/17. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | #import 11 | 12 | typedef NS_ENUM(NSInteger,SESDKCameraPosition){ 13 | SESDKCameraPositionFront, // 摄像头方向 14 | SESDKCameraPositionBack, 15 | 16 | }; 17 | @interface SEParameterModel : NSObject 18 | 19 | 20 | @property (nonatomic, assign) BOOL enableBeauty; /* 是否开启美颜效果,默认开启 */ 21 | @property(nonatomic,assign)SESDKCameraPosition cameraPosition; /* 摄像头位置,默认为前摄像头 */ 22 | @property(nonatomic,assign)CGFloat minDuration; /* 最短录制时间 */ 23 | @property(nonatomic,assign)CGFloat maxDuration; /* 最长录制时间 */ 24 | @property(nonatomic,assign)BOOL savePhotoAlbum; /* 是否保存到相册 默认YES*/ 25 | 26 | 27 | //@property (nonatomic, assign) BOOL enableImport; /* 是否开启导入 */ 28 | //@property (nonatomic, assign) BOOL enableMoreMusic; /* 是否添加更多音乐按钮 */ 29 | //@property (nonatomic, assign) BOOL enableVideoEffect; /* 是否开启视频编辑页面 */ 30 | //@property (nonatomic, assign) BOOL enableWatermark; /* 是否开启水印图片 */ 31 | //@property (nonatomic, assign) BOOL enableGuide; /* 是否开启引导 */ 32 | //@property (nonatomic, assign) CGFloat thumbnailCompressionQuality; /* 首帧图图片质量:压缩质量 0-1 */ 33 | //@property (nonatomic, strong) UIColor *tintColor; /* 颜色 */ 34 | //@property (nonatomic, strong) UIImage *watermarkImage; /* 水印图片 */ 35 | 36 | -(instancetype)init; 37 | 38 | @end 39 | -------------------------------------------------------------------------------- /Classes/Models/SEParameterModel.m: -------------------------------------------------------------------------------- 1 | // 2 | // SEParameterModel.m 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/17. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import "SEParameterModel.h" 10 | 11 | @implementation SEParameterModel 12 | 13 | -(instancetype)init{ 14 | if ([super init]) { //配置默认参数 15 | self.enableBeauty = YES; 16 | self.cameraPosition = SESDKCameraPositionFront; 17 | self.minDuration = 2; 18 | self.maxDuration = 15; 19 | self.savePhotoAlbum = YES; 20 | } 21 | return self; 22 | } 23 | 24 | @end 25 | -------------------------------------------------------------------------------- /Classes/Models/SEVideoRecorder.h: -------------------------------------------------------------------------------- 1 | // 2 | // SEVideoRecorder.h 3 | // DevSESDK 4 | // 5 | // Created by 张伟 on 17/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | #import 11 | #import "GPUImage.h" 12 | #import "SEParameterModel.h" 13 | @interface SEVideoRecorder : NSObject 14 | ///视频输入设备 15 | @property (nonatomic, strong) GPUImageVideoCamera *videoCamera; 16 | ///是否开启闪光灯 默认关闭 17 | @property(nonatomic)BOOL isFlash; 18 | ///切换前后摄像头,默认打开为前摄像头 19 | @property(nonatomic)BOOL isFront; 20 | 21 | ///保存当前录制的视频时长 22 | @property(nonatomic,assign)CGFloat videoDuration; 23 | 24 | -(instancetype)initWithView:(UIView *)view parameter:(SEParameterModel *)model; 25 | 26 | //开始录制 27 | -(void)startVideoRecorder:(void(^)(BOOL isPaused))rblock; 28 | 29 | //取消美颜 30 | -(void)cancelBeauty; 31 | -(void)startBeauty; 32 | 33 | //切换摄像头 34 | - (void)changeCameraAnimation; 35 | //开关闪光灯 36 | -(void)FlashLight:(BOOL)isFlash; 37 | 38 | ///删除最后一个视频 .删除成功会回调删除视频段的时间 39 | - (void)deleteLastVideo:(void(^)(CGFloat isDeleteTime))rblock; 40 | 41 | //是否有录制片段 42 | -(BOOL)recordedFragments; 43 | 44 | //获取视频段落 45 | -(NSArray *)getMergeVideoFiles; 46 | 47 | -(BOOL)cameraPermissions; 48 | 49 | -(BOOL)cameraMicrophone; 50 | 51 | -(BOOL)cameraPhotoAlbum; 52 | - (UIImage *)thumbnailImageForVideo:(NSURL *)videoURL atTime:(NSTimeInterval)time; 53 | @end 54 | -------------------------------------------------------------------------------- /Classes/Public/GPUImageBeautifyFilter.h: -------------------------------------------------------------------------------- 1 | // 2 | // GPUImageBeautifyFilter.h 3 | // BeautifyFaceDemo 4 | // 5 | // Created by guikz on 16/4/28. 6 | // Copyright © 2016年 guikz. All rights reserved. 7 | // 8 | 9 | #import "GPUImage.h" 10 | 11 | @class GPUImageCombinationFilter; 12 | 13 | @interface GPUImageBeautifyFilter : GPUImageFilterGroup { 14 | GPUImageBilateralFilter *bilateralFilter; 15 | GPUImageCannyEdgeDetectionFilter *cannyEdgeFilter; 16 | GPUImageCombinationFilter *combinationFilter; 17 | GPUImageHSBFilter *hsbFilter; 18 | } 19 | 20 | @end 21 | -------------------------------------------------------------------------------- /Classes/Public/SEDefine.h: -------------------------------------------------------------------------------- 1 | // 2 | // SEDefine.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #ifndef SEDefine_h 10 | #define SEDefine_h 11 | 12 | // 屏幕宽 13 | #define SEWIDTH [UIScreen mainScreen].bounds.size.width 14 | // 屏幕高 15 | #define SEHEIGHT [UIScreen mainScreen].bounds.size.height 16 | 17 | 18 | #endif /* SEDefine_h */ 19 | -------------------------------------------------------------------------------- /Classes/Public/UIImage+SE.h: -------------------------------------------------------------------------------- 1 | // 2 | // UIImage+SE.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/18. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface UIImage (SE) 12 | +(UIImage *)se_imageName:(NSString *)img; 13 | @end 14 | -------------------------------------------------------------------------------- /Classes/Public/UIImage+SE.m: -------------------------------------------------------------------------------- 1 | // 2 | // UIImage+SE.m 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/18. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import "UIImage+SE.h" 10 | 11 | @implementation UIImage (SE) 12 | +(UIImage *)se_imageName:(NSString *)img{ 13 | 14 | //NSString * bundlePath = [[ NSBundle mainBundle] pathForResource:@"SESDK" ofType :@"bundle"]; 15 | 16 | return [UIImage imageNamed:[NSString stringWithFormat:@"SESDK.bundle/%@",img]]; 17 | 18 | } 19 | @end 20 | -------------------------------------------------------------------------------- /Classes/Public/UIResponder+SERouter.h: -------------------------------------------------------------------------------- 1 | // 2 | // UIResponder+SERouter.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface UIResponder (SERouter) 12 | - (void)routerEventWithName:(NSString *)eventName userInfo:(NSDictionary *)userInfo; 13 | @end 14 | -------------------------------------------------------------------------------- /Classes/Public/UIResponder+SERouter.m: -------------------------------------------------------------------------------- 1 | // 2 | // UIResponder+SERouter.m 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import "UIResponder+SERouter.h" 10 | 11 | @implementation UIResponder (SERouter) 12 | - (void)routerEventWithName:(NSString *)eventName userInfo:(NSDictionary *)userInfo 13 | { 14 | [[self nextResponder] routerEventWithName:eventName userInfo:userInfo]; 15 | } 16 | @end 17 | -------------------------------------------------------------------------------- /Classes/Public/UIView+SE.h: -------------------------------------------------------------------------------- 1 | // 2 | // UIView+SE.h 3 | // DevSESDK 4 | // 5 | // Created by 张伟 on 17/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface UIView (SE) 12 | - (CGPoint)origin; 13 | - (void)setOrigin:(CGPoint) point; 14 | 15 | - (CGSize)size; 16 | - (void)setSize:(CGSize) size; 17 | 18 | - (CGFloat)x; 19 | - (void)setX:(CGFloat)x; 20 | 21 | - (CGFloat)y; 22 | - (void)setY:(CGFloat)y; 23 | 24 | 25 | - (CGFloat)height; 26 | - (void)setHeight:(CGFloat)height; 27 | 28 | 29 | - (CGFloat)width; 30 | - (void)setWidth:(CGFloat)width; 31 | 32 | - (CGFloat)tail; 33 | - (void)setTail:(CGFloat)tail; 34 | 35 | - (CGFloat)bottom; 36 | - (void)setBottom:(CGFloat)bottom; 37 | 38 | - (CGFloat)right; 39 | - (void)setRight:(CGFloat)right; 40 | 41 | @property (nonatomic, assign) CGFloat centerX; 42 | @property (nonatomic, assign) CGFloat centerY; 43 | 44 | +(UIImage *)se_imageName:(NSString *)img; 45 | 46 | @end 47 | -------------------------------------------------------------------------------- /Classes/Views/SEActionBarView.h: -------------------------------------------------------------------------------- 1 | // 2 | // SEActionBarView.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface SEActionBarView : UIView 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Classes/Views/SELeftButton.h: -------------------------------------------------------------------------------- 1 | // 2 | // SELeftButton.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | typedef enum { 11 | SEDeleteButtonStyleDelete, 12 | SEDeleteButtonStyleNormal, 13 | SEDeleteButtonStyleStickers, 14 | }SEDeleteButtonStyle; 15 | 16 | @interface SELeftButton : UIButton{ 17 | 18 | } 19 | 20 | 21 | @property (assign, nonatomic) SEDeleteButtonStyle style; 22 | 23 | - (void)setButtonStyle:(SEDeleteButtonStyle)style; 24 | @end 25 | -------------------------------------------------------------------------------- /Classes/Views/SELeftButton.m: -------------------------------------------------------------------------------- 1 | // 2 | // SELeftButton.m 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import "SELeftButton.h" 10 | #import "UIImage+SE.h" 11 | #import "UIView+SE.h" 12 | #define DELETE_BTN_NORMAL_IAMGE @"record_delete_normal.png" 13 | #define DELETE_BTN_DELETE_IAMGE @"record_deletesure_normal.png" 14 | #define DELETE_BTN_DISABLE_IMAGE @"record_delete_disable.png" 15 | @implementation SELeftButton 16 | 17 | - (id)initWithFrame:(CGRect)frame 18 | { 19 | self = [super initWithFrame:frame]; 20 | if (self) { 21 | [self initalize]; 22 | } 23 | return self; 24 | } 25 | 26 | - (void)initalize 27 | { 28 | 29 | [self setImage:[UIImage se_imageName:DELETE_BTN_NORMAL_IAMGE] forState:UIControlStateNormal]; 30 | [self setImage:[UIImage se_imageName:DELETE_BTN_DISABLE_IMAGE] forState:UIControlStateDisabled]; 31 | } 32 | 33 | - (void)setButtonStyle:(SEDeleteButtonStyle)style 34 | { 35 | self.style = style; 36 | switch (style) { 37 | case SEDeleteButtonStyleNormal: 38 | { 39 | self.enabled = YES; 40 | [self setImage:[UIImage se_imageName:@"icon_call-off"] forState:UIControlStateNormal]; 41 | } 42 | break; 43 | case SEDeleteButtonStyleStickers: 44 | { 45 | [self setImage:[UIImage se_imageName:@"icon_call-off_Cant-choose"] forState:UIControlStateNormal]; 46 | self.enabled = NO; 47 | } 48 | break; 49 | case SEDeleteButtonStyleDelete: 50 | { 51 | self.enabled = YES; 52 | [self setImage:[UIImage se_imageName:@"icon_delete"] forState:UIControlStateNormal]; 53 | } 54 | break; 55 | default: 56 | break; 57 | } 58 | } 59 | 60 | @end 61 | -------------------------------------------------------------------------------- /Classes/Views/SEOperateView.h: -------------------------------------------------------------------------------- 1 | // 2 | // SEOperateView.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | #import "SELeftButton.h" 11 | @protocol OperateViewDelegate 12 | 13 | -(void)leftBtnClick:(UIButton *)btn; 14 | -(void)centerBtnClick:(UIButton *)btn; 15 | -(void)rightBtnClick:(UIButton *)btn; 16 | @end 17 | 18 | @interface SEOperateView : UIView 19 | 20 | @property(nonatomic,strong)SELeftButton *leftBtn; 21 | 22 | @property(nonatomic,strong)UIButton *centerBtn; 23 | 24 | @property(nonatomic,strong)UIButton *rightBtn; 25 | 26 | @property(nonatomic,assign)id operateViewDelegate; 27 | 28 | @end 29 | -------------------------------------------------------------------------------- /Classes/Views/SEProgressBarView.h: -------------------------------------------------------------------------------- 1 | // 2 | // SEProgressBarView.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | typedef enum { 11 | ProgressBarProgressStyleNormal, 12 | ProgressBarProgressStyleDelete, 13 | } ProgressBarProgressStyle; 14 | @interface SEProgressBarView : UIView 15 | - (void)setLastProgressToStyle:(ProgressBarProgressStyle)style; 16 | - (void)setLastProgressToWidth:(CGFloat)width; 17 | 18 | - (void)deleteLastProgress; 19 | - (void)addProgressView; 20 | 21 | - (void)stopShining; 22 | - (void)startShining; 23 | @end 24 | -------------------------------------------------------------------------------- /Classes/Views/SERecordingTimerView.h: -------------------------------------------------------------------------------- 1 | // 2 | // SERecordingTimerView.h 3 | // DevSESDK 4 | // 5 | // Created by lskt on 2017/5/15. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import 10 | @protocol RecordTimeDelegate 11 | 12 | -(void)recordTimeDuration:(CGFloat)videoDuration totalDuration:(CGFloat)totalDuration; 13 | 14 | @end 15 | @interface SERecordingTimerView : UIView 16 | @property (nonatomic, strong) dispatch_source_t timer; 17 | -(void)starRecording; 18 | 19 | -(void)pausedRecording; 20 | 21 | @property(nonatomic,assign)CGFloat times; 22 | 23 | @property(nonatomic,assign)id recordTimeDelegate; 24 | @end 25 | -------------------------------------------------------------------------------- /Lib/.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/Lib/.DS_Store -------------------------------------------------------------------------------- /Lib/GPUImage/License.txt: -------------------------------------------------------------------------------- 1 | Copyright (c) 2012, Brad Larson, Ben Cochran, Hugues Lismonde, Keitaroh Kobayashi, Alaric Cole, Matthew Clark, Jacob Gundersen, Chris Williams. 2 | All rights reserved. 3 | 4 | Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 5 | 6 | Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 7 | Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 8 | Neither the name of the GPUImage framework nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 9 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 10 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Resources/lookup.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/Lib/GPUImage/framework/Resources/lookup.png -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Resources/lookup_amatorka.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/Lib/GPUImage/framework/Resources/lookup_amatorka.png -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Resources/lookup_miss_etikate.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/Lib/GPUImage/framework/Resources/lookup_miss_etikate.png -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Resources/lookup_soft_elegance_1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/Lib/GPUImage/framework/Resources/lookup_soft_elegance_1.png -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Resources/lookup_soft_elegance_2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/Lib/GPUImage/framework/Resources/lookup_soft_elegance_2.png -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GLProgram.h: -------------------------------------------------------------------------------- 1 | // This is Jeff LaMarche's GLProgram OpenGL shader wrapper class from his OpenGL ES 2.0 book. 2 | // A description of this can be found at his page on the topic: 3 | // http://iphonedevelopment.blogspot.com/2010/11/opengl-es-20-for-ios-chapter-4.html 4 | // I've extended this to be able to take programs as NSStrings in addition to files, for baked-in shaders 5 | 6 | #import 7 | 8 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 9 | #import 10 | #import 11 | #else 12 | #import 13 | #import 14 | #endif 15 | 16 | @interface GLProgram : NSObject 17 | { 18 | NSMutableArray *attributes; 19 | NSMutableArray *uniforms; 20 | GLuint program, 21 | vertShader, 22 | fragShader; 23 | } 24 | 25 | @property(readwrite, nonatomic) BOOL initialized; 26 | @property(readwrite, copy, nonatomic) NSString *vertexShaderLog; 27 | @property(readwrite, copy, nonatomic) NSString *fragmentShaderLog; 28 | @property(readwrite, copy, nonatomic) NSString *programLog; 29 | 30 | - (id)initWithVertexShaderString:(NSString *)vShaderString 31 | fragmentShaderString:(NSString *)fShaderString; 32 | - (id)initWithVertexShaderString:(NSString *)vShaderString 33 | fragmentShaderFilename:(NSString *)fShaderFilename; 34 | - (id)initWithVertexShaderFilename:(NSString *)vShaderFilename 35 | fragmentShaderFilename:(NSString *)fShaderFilename; 36 | - (void)addAttribute:(NSString *)attributeName; 37 | - (GLuint)attributeIndex:(NSString *)attributeName; 38 | - (GLuint)uniformIndex:(NSString *)uniformName; 39 | - (BOOL)link; 40 | - (void)use; 41 | - (void)validate; 42 | @end 43 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImage3x3ConvolutionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | /** Runs a 3x3 convolution kernel against the image 4 | */ 5 | @interface GPUImage3x3ConvolutionFilter : GPUImage3x3TextureSamplingFilter 6 | { 7 | GLint convolutionMatrixUniform; 8 | } 9 | 10 | /** Convolution kernel to run against the image 11 | 12 | The convolution kernel is a 3x3 matrix of values to apply to the pixel and its 8 surrounding pixels. 13 | The matrix is specified in row-major order, with the top left pixel being one.one and the bottom right three.three 14 | If the values in the matrix don't add up to 1.0, the image could be brightened or darkened. 15 | */ 16 | @property(readwrite, nonatomic) GPUMatrix3x3 convolutionKernel; 17 | 18 | @end 19 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImage3x3TextureSamplingFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | extern NSString *const kGPUImageNearbyTexelSamplingVertexShaderString; 4 | 5 | @interface GPUImage3x3TextureSamplingFilter : GPUImageFilter 6 | { 7 | GLint texelWidthUniform, texelHeightUniform; 8 | 9 | CGFloat texelWidth, texelHeight; 10 | BOOL hasOverriddenImageSizeFactor; 11 | } 12 | 13 | // The texel width and height determines how far out to sample from this texel. By default, this is the normalized width of a pixel, but this can be overridden for different effects. 14 | @property(readwrite, nonatomic) CGFloat texelWidth; 15 | @property(readwrite, nonatomic) CGFloat texelHeight; 16 | 17 | 18 | @end 19 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAdaptiveThresholdFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @interface GPUImageAdaptiveThresholdFilter : GPUImageFilterGroup 4 | 5 | /** A multiplier for the background averaging blur radius in pixels, with a default of 4 6 | */ 7 | @property(readwrite, nonatomic) CGFloat blurRadiusInPixels; 8 | 9 | @end 10 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAddBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageAddBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAlphaBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageAlphaBlendFilter : GPUImageTwoInputFilter 4 | { 5 | GLint mixUniform; 6 | } 7 | 8 | // Mix ranges from 0.0 (only image 1) to 1.0 (only image 2), with 1.0 as the normal level 9 | @property(readwrite, nonatomic) CGFloat mix; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAlphaBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageAlphaBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageAlphaBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | uniform lowp float mixturePercent; 13 | 14 | void main() 15 | { 16 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 17 | lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 18 | 19 | gl_FragColor = vec4(mix(textureColor.rgb, textureColor2.rgb, textureColor2.a * mixturePercent), textureColor.a); 20 | } 21 | ); 22 | #else 23 | NSString *const kGPUImageAlphaBlendFragmentShaderString = SHADER_STRING 24 | ( 25 | varying vec2 textureCoordinate; 26 | varying vec2 textureCoordinate2; 27 | 28 | uniform sampler2D inputImageTexture; 29 | uniform sampler2D inputImageTexture2; 30 | 31 | uniform float mixturePercent; 32 | 33 | void main() 34 | { 35 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 36 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 37 | 38 | gl_FragColor = vec4(mix(textureColor.rgb, textureColor2.rgb, textureColor2.a * mixturePercent), textureColor.a); 39 | } 40 | ); 41 | #endif 42 | 43 | @implementation GPUImageAlphaBlendFilter 44 | 45 | @synthesize mix = _mix; 46 | 47 | - (id)init; 48 | { 49 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageAlphaBlendFragmentShaderString])) 50 | { 51 | return nil; 52 | } 53 | 54 | mixUniform = [filterProgram uniformIndex:@"mixturePercent"]; 55 | self.mix = 0.5; 56 | 57 | return self; 58 | } 59 | 60 | 61 | #pragma mark - 62 | #pragma mark Accessors 63 | 64 | - (void)setMix:(CGFloat)newValue; 65 | { 66 | _mix = newValue; 67 | 68 | [self setFloat:_mix forUniform:mixUniform program:filterProgram]; 69 | } 70 | 71 | 72 | @end 73 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAmatorkaFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImagePicture; 4 | 5 | /** A photo filter based on Photoshop action by Amatorka 6 | http://amatorka.deviantart.com/art/Amatorka-Action-2-121069631 7 | */ 8 | 9 | // Note: If you want to use this effect you have to add lookup_amatorka.png 10 | // from Resources folder to your application bundle. 11 | 12 | @interface GPUImageAmatorkaFilter : GPUImageFilterGroup 13 | { 14 | GPUImagePicture *lookupImageSource; 15 | } 16 | 17 | @end 18 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAmatorkaFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageAmatorkaFilter.h" 2 | #import "GPUImagePicture.h" 3 | #import "GPUImageLookupFilter.h" 4 | 5 | @implementation GPUImageAmatorkaFilter 6 | 7 | - (id)init; 8 | { 9 | if (!(self = [super init])) 10 | { 11 | return nil; 12 | } 13 | 14 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 15 | UIImage *image = [UIImage imageNamed:@"lookup_amatorka.png"]; 16 | #else 17 | NSImage *image = [NSImage imageNamed:@"lookup_amatorka.png"]; 18 | #endif 19 | 20 | NSAssert(image, @"To use GPUImageAmatorkaFilter you need to add lookup_amatorka.png from GPUImage/framework/Resources to your application bundle."); 21 | 22 | lookupImageSource = [[GPUImagePicture alloc] initWithImage:image]; 23 | GPUImageLookupFilter *lookupFilter = [[GPUImageLookupFilter alloc] init]; 24 | [self addFilter:lookupFilter]; 25 | 26 | [lookupImageSource addTarget:lookupFilter atTextureLocation:1]; 27 | [lookupImageSource processImage]; 28 | 29 | self.initialFilters = [NSArray arrayWithObjects:lookupFilter, nil]; 30 | self.terminalFilter = lookupFilter; 31 | 32 | return self; 33 | } 34 | 35 | #pragma mark - 36 | #pragma mark Accessors 37 | 38 | @end 39 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAverageColor.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | extern NSString *const kGPUImageColorAveragingVertexShaderString; 4 | 5 | @interface GPUImageAverageColor : GPUImageFilter 6 | { 7 | GLint texelWidthUniform, texelHeightUniform; 8 | 9 | NSUInteger numberOfStages; 10 | 11 | GLubyte *rawImagePixels; 12 | CGSize finalStageSize; 13 | } 14 | 15 | // This block is called on the completion of color averaging for a frame 16 | @property(nonatomic, copy) void(^colorAverageProcessingFinishedBlock)(CGFloat redComponent, CGFloat greenComponent, CGFloat blueComponent, CGFloat alphaComponent, CMTime frameTime); 17 | 18 | - (void)extractAverageColorAtFrameTime:(CMTime)frameTime; 19 | 20 | @end 21 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAverageLuminanceThresholdFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @interface GPUImageAverageLuminanceThresholdFilter : GPUImageFilterGroup 4 | 5 | // This is multiplied by the continually calculated average image luminosity to arrive at the final threshold. Default is 1.0. 6 | @property(readwrite, nonatomic) CGFloat thresholdMultiplier; 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageAverageLuminanceThresholdFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageAverageLuminanceThresholdFilter.h" 2 | #import "GPUImageLuminosity.h" 3 | #import "GPUImageLuminanceThresholdFilter.h" 4 | 5 | @interface GPUImageAverageLuminanceThresholdFilter() 6 | { 7 | GPUImageLuminosity *luminosityFilter; 8 | GPUImageLuminanceThresholdFilter *luminanceThresholdFilter; 9 | } 10 | @end 11 | 12 | @implementation GPUImageAverageLuminanceThresholdFilter 13 | 14 | @synthesize thresholdMultiplier = _thresholdMultiplier; 15 | 16 | #pragma mark - 17 | #pragma mark Initialization and teardown 18 | 19 | - (id)init; 20 | { 21 | if (!(self = [super init])) 22 | { 23 | return nil; 24 | } 25 | 26 | self.thresholdMultiplier = 1.0; 27 | 28 | luminosityFilter = [[GPUImageLuminosity alloc] init]; 29 | [self addFilter:luminosityFilter]; 30 | 31 | luminanceThresholdFilter = [[GPUImageLuminanceThresholdFilter alloc] init]; 32 | [self addFilter:luminanceThresholdFilter]; 33 | 34 | __unsafe_unretained GPUImageAverageLuminanceThresholdFilter *weakSelf = self; 35 | __unsafe_unretained GPUImageLuminanceThresholdFilter *weakThreshold = luminanceThresholdFilter; 36 | 37 | [luminosityFilter setLuminosityProcessingFinishedBlock:^(CGFloat luminosity, CMTime frameTime) { 38 | weakThreshold.threshold = luminosity * weakSelf.thresholdMultiplier; 39 | }]; 40 | 41 | self.initialFilters = [NSArray arrayWithObjects:luminosityFilter, luminanceThresholdFilter, nil]; 42 | self.terminalFilter = luminanceThresholdFilter; 43 | 44 | return self; 45 | } 46 | 47 | @end 48 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageBilateralFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageGaussianBlurFilter.h" 2 | 3 | @interface GPUImageBilateralFilter : GPUImageGaussianBlurFilter 4 | { 5 | CGFloat firstDistanceNormalizationFactorUniform; 6 | CGFloat secondDistanceNormalizationFactorUniform; 7 | } 8 | // A normalization factor for the distance between central color and sample color. 9 | @property(nonatomic, readwrite) CGFloat distanceNormalizationFactor; 10 | @end 11 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageBoxBlurFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageGaussianBlurFilter.h" 2 | 3 | /** A hardware-accelerated box blur of an image 4 | */ 5 | @interface GPUImageBoxBlurFilter : GPUImageGaussianBlurFilter 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageBrightnessFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageBrightnessFilter : GPUImageFilter 4 | { 5 | GLint brightnessUniform; 6 | } 7 | 8 | // Brightness ranges from -1.0 to 1.0, with 0.0 as the normal level 9 | @property(readwrite, nonatomic) CGFloat brightness; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageBrightnessFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageBrightnessFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageBrightnessFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform lowp float brightness; 10 | 11 | void main() 12 | { 13 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 14 | 15 | gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w); 16 | } 17 | ); 18 | #else 19 | NSString *const kGPUImageBrightnessFragmentShaderString = SHADER_STRING 20 | ( 21 | varying vec2 textureCoordinate; 22 | 23 | uniform sampler2D inputImageTexture; 24 | uniform float brightness; 25 | 26 | void main() 27 | { 28 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 29 | 30 | gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w); 31 | } 32 | ); 33 | #endif 34 | 35 | @implementation GPUImageBrightnessFilter 36 | 37 | @synthesize brightness = _brightness; 38 | 39 | #pragma mark - 40 | #pragma mark Initialization and teardown 41 | 42 | - (id)init; 43 | { 44 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageBrightnessFragmentShaderString])) 45 | { 46 | return nil; 47 | } 48 | 49 | brightnessUniform = [filterProgram uniformIndex:@"brightness"]; 50 | self.brightness = 0.0; 51 | 52 | return self; 53 | } 54 | 55 | #pragma mark - 56 | #pragma mark Accessors 57 | 58 | - (void)setBrightness:(CGFloat)newValue; 59 | { 60 | _brightness = newValue; 61 | 62 | [self setFloat:_brightness forUniform:brightnessUniform program:filterProgram]; 63 | } 64 | 65 | @end 66 | 67 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageBuffer.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageBuffer : GPUImageFilter 4 | { 5 | NSMutableArray *bufferedFramebuffers; 6 | } 7 | 8 | @property(readwrite, nonatomic) NSUInteger bufferSize; 9 | 10 | @end 11 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageBulgeDistortionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /// Creates a bulge distortion on the image 4 | @interface GPUImageBulgeDistortionFilter : GPUImageFilter 5 | { 6 | GLint aspectRatioUniform, radiusUniform, centerUniform, scaleUniform; 7 | } 8 | 9 | /// The center about which to apply the distortion, with a default of (0.5, 0.5) 10 | @property(readwrite, nonatomic) CGPoint center; 11 | /// The radius of the distortion, ranging from 0.0 to 1.0, with a default of 0.25 12 | @property(readwrite, nonatomic) CGFloat radius; 13 | /// The amount of distortion to apply, from -1.0 to 1.0, with a default of 0.5 14 | @property(readwrite, nonatomic) CGFloat scale; 15 | 16 | @end 17 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageCGAColorspaceFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageCGAColorspaceFilter : GPUImageFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageChromaKeyBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | /** Selectively replaces a color in the first image with the second image 4 | */ 5 | @interface GPUImageChromaKeyBlendFilter : GPUImageTwoInputFilter 6 | { 7 | GLint colorToReplaceUniform, thresholdSensitivityUniform, smoothingUniform; 8 | } 9 | 10 | /** The threshold sensitivity controls how similar pixels need to be colored to be replaced 11 | 12 | The default value is 0.3 13 | */ 14 | @property(readwrite, nonatomic) CGFloat thresholdSensitivity; 15 | 16 | /** The degree of smoothing controls how gradually similar colors are replaced in the image 17 | 18 | The default value is 0.1 19 | */ 20 | @property(readwrite, nonatomic) CGFloat smoothing; 21 | 22 | /** The color to be replaced is specified using individual red, green, and blue components (normalized to 1.0). 23 | 24 | The default is green: (0.0, 1.0, 0.0). 25 | 26 | @param redComponent Red component of color to be replaced 27 | @param greenComponent Green component of color to be replaced 28 | @param blueComponent Blue component of color to be replaced 29 | */ 30 | - (void)setColorToReplaceRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent; 31 | 32 | @end 33 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageChromaKeyFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageChromaKeyFilter : GPUImageFilter 4 | { 5 | GLint colorToReplaceUniform, thresholdSensitivityUniform, smoothingUniform; 6 | } 7 | 8 | /** The threshold sensitivity controls how similar pixels need to be colored to be replaced 9 | 10 | The default value is 0.3 11 | */ 12 | @property(readwrite, nonatomic) CGFloat thresholdSensitivity; 13 | 14 | /** The degree of smoothing controls how gradually similar colors are replaced in the image 15 | 16 | The default value is 0.1 17 | */ 18 | @property(readwrite, nonatomic) CGFloat smoothing; 19 | 20 | /** The color to be replaced is specified using individual red, green, and blue components (normalized to 1.0). 21 | 22 | The default is green: (0.0, 1.0, 0.0). 23 | 24 | @param redComponent Red component of color to be replaced 25 | @param greenComponent Green component of color to be replaced 26 | @param blueComponent Blue component of color to be replaced 27 | */ 28 | - (void)setColorToReplaceRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent; 29 | 30 | @end 31 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageClosingFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageErosionFilter; 4 | @class GPUImageDilationFilter; 5 | 6 | // A filter that first performs a dilation on the red channel of an image, followed by an erosion of the same radius. 7 | // This helps to filter out smaller dark elements. 8 | 9 | @interface GPUImageClosingFilter : GPUImageFilterGroup 10 | { 11 | GPUImageErosionFilter *erosionFilter; 12 | GPUImageDilationFilter *dilationFilter; 13 | } 14 | 15 | @property(readwrite, nonatomic) CGFloat verticalTexelSpacing, horizontalTexelSpacing; 16 | 17 | - (id)initWithRadius:(NSUInteger)radius; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageClosingFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageClosingFilter.h" 2 | #import "GPUImageErosionFilter.h" 3 | #import "GPUImageDilationFilter.h" 4 | 5 | @implementation GPUImageClosingFilter 6 | 7 | @synthesize verticalTexelSpacing = _verticalTexelSpacing; 8 | @synthesize horizontalTexelSpacing = _horizontalTexelSpacing; 9 | 10 | - (id)init; 11 | { 12 | if (!(self = [self initWithRadius:1])) 13 | { 14 | return nil; 15 | } 16 | 17 | return self; 18 | } 19 | 20 | - (id)initWithRadius:(NSUInteger)radius; 21 | { 22 | if (!(self = [super init])) 23 | { 24 | return nil; 25 | } 26 | 27 | // First pass: dilation 28 | dilationFilter = [[GPUImageDilationFilter alloc] initWithRadius:radius]; 29 | [self addFilter:dilationFilter]; 30 | 31 | // Second pass: erosion 32 | erosionFilter = [[GPUImageErosionFilter alloc] initWithRadius:radius]; 33 | [self addFilter:erosionFilter]; 34 | 35 | [dilationFilter addTarget:erosionFilter]; 36 | 37 | self.initialFilters = [NSArray arrayWithObjects:dilationFilter, nil]; 38 | self.terminalFilter = erosionFilter; 39 | 40 | return self; 41 | } 42 | 43 | - (void)setVerticalTexelSpacing:(CGFloat)newValue; 44 | { 45 | _verticalTexelSpacing = newValue; 46 | erosionFilter.verticalTexelSpacing = newValue; 47 | dilationFilter.verticalTexelSpacing = newValue; 48 | } 49 | 50 | - (void)setHorizontalTexelSpacing:(CGFloat)newValue; 51 | { 52 | _horizontalTexelSpacing = newValue; 53 | erosionFilter.horizontalTexelSpacing = newValue; 54 | dilationFilter.horizontalTexelSpacing = newValue; 55 | } 56 | 57 | @end 58 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageColorBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageColorBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageColorBurnBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | /** Applies a color burn blend of two images 4 | */ 5 | @interface GPUImageColorBurnBlendFilter : GPUImageTwoInputFilter 6 | { 7 | } 8 | 9 | @end 10 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageColorBurnBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageColorBurnBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageColorBurnBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | mediump vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 15 | mediump vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 16 | mediump vec4 whiteColor = vec4(1.0); 17 | gl_FragColor = whiteColor - (whiteColor - textureColor) / textureColor2; 18 | } 19 | ); 20 | #else 21 | NSString *const kGPUImageColorBurnBlendFragmentShaderString = SHADER_STRING 22 | ( 23 | varying vec2 textureCoordinate; 24 | varying vec2 textureCoordinate2; 25 | 26 | uniform sampler2D inputImageTexture; 27 | uniform sampler2D inputImageTexture2; 28 | 29 | void main() 30 | { 31 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 32 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 33 | vec4 whiteColor = vec4(1.0); 34 | gl_FragColor = whiteColor - (whiteColor - textureColor) / textureColor2; 35 | } 36 | ); 37 | #endif 38 | 39 | @implementation GPUImageColorBurnBlendFilter 40 | 41 | - (id)init; 42 | { 43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageColorBurnBlendFragmentShaderString])) 44 | { 45 | return nil; 46 | } 47 | 48 | return self; 49 | } 50 | 51 | @end 52 | 53 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageColorDodgeBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | /** Applies a color dodge blend of two images 4 | */ 5 | @interface GPUImageColorDodgeBlendFilter : GPUImageTwoInputFilter 6 | { 7 | } 8 | 9 | @end 10 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageColorInvertFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageColorInvertFilter : GPUImageFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageColorInvertFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageColorInvertFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageInvertFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | 10 | void main() 11 | { 12 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 13 | 14 | gl_FragColor = vec4((1.0 - textureColor.rgb), textureColor.w); 15 | } 16 | ); 17 | #else 18 | NSString *const kGPUImageInvertFragmentShaderString = SHADER_STRING 19 | ( 20 | varying vec2 textureCoordinate; 21 | 22 | uniform sampler2D inputImageTexture; 23 | 24 | void main() 25 | { 26 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 27 | 28 | gl_FragColor = vec4((1.0 - textureColor.rgb), textureColor.w); 29 | } 30 | ); 31 | #endif 32 | 33 | @implementation GPUImageColorInvertFilter 34 | 35 | - (id)init; 36 | { 37 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageInvertFragmentShaderString])) 38 | { 39 | return nil; 40 | } 41 | 42 | return self; 43 | } 44 | 45 | @end 46 | 47 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageColorMatrixFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Transforms the colors of an image by applying a matrix to them 4 | */ 5 | @interface GPUImageColorMatrixFilter : GPUImageFilter 6 | { 7 | GLint colorMatrixUniform; 8 | GLint intensityUniform; 9 | } 10 | 11 | /** A 4x4 matrix used to transform each color in an image 12 | */ 13 | @property(readwrite, nonatomic) GPUMatrix4x4 colorMatrix; 14 | 15 | /** The degree to which the new transformed color replaces the original color for each pixel 16 | */ 17 | @property(readwrite, nonatomic) CGFloat intensity; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageColorPackingFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageColorPackingFilter : GPUImageFilter 4 | { 5 | GLint texelWidthUniform, texelHeightUniform; 6 | 7 | CGFloat texelWidth, texelHeight; 8 | } 9 | 10 | @end 11 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageContrastFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Adjusts the contrast of the image 4 | */ 5 | @interface GPUImageContrastFilter : GPUImageFilter 6 | { 7 | GLint contrastUniform; 8 | } 9 | 10 | /** Contrast ranges from 0.0 to 4.0 (max contrast), with 1.0 as the normal level 11 | */ 12 | @property(readwrite, nonatomic) CGFloat contrast; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageContrastFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageContrastFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageContrastFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform lowp float contrast; 10 | 11 | void main() 12 | { 13 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 14 | 15 | gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w); 16 | } 17 | ); 18 | #else 19 | NSString *const kGPUImageContrastFragmentShaderString = SHADER_STRING 20 | ( 21 | varying vec2 textureCoordinate; 22 | 23 | uniform sampler2D inputImageTexture; 24 | uniform float contrast; 25 | 26 | void main() 27 | { 28 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 29 | 30 | gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w); 31 | } 32 | ); 33 | #endif 34 | 35 | @implementation GPUImageContrastFilter 36 | 37 | @synthesize contrast = _contrast; 38 | 39 | #pragma mark - 40 | #pragma mark Initialization 41 | 42 | - (id)init; 43 | { 44 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageContrastFragmentShaderString])) 45 | { 46 | return nil; 47 | } 48 | 49 | contrastUniform = [filterProgram uniformIndex:@"contrast"]; 50 | self.contrast = 1.0; 51 | 52 | return self; 53 | } 54 | 55 | #pragma mark - 56 | #pragma mark Accessors 57 | 58 | - (void)setContrast:(CGFloat)newValue; 59 | { 60 | _contrast = newValue; 61 | 62 | [self setFloat:_contrast forUniform:contrastUniform program:filterProgram]; 63 | } 64 | 65 | @end 66 | 67 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageCropFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageCropFilter : GPUImageFilter 4 | { 5 | GLfloat cropTextureCoordinates[8]; 6 | } 7 | 8 | // The crop region is the rectangle within the image to crop. It is normalized to a coordinate space from 0.0 to 1.0, with 0.0, 0.0 being the upper left corner of the image 9 | @property(readwrite, nonatomic) CGRect cropRegion; 10 | 11 | // Initialization and teardown 12 | - (id)initWithCropRegion:(CGRect)newCropRegion; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageCrosshairGenerator.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageCrosshairGenerator : GPUImageFilter 4 | { 5 | GLint crosshairWidthUniform, crosshairColorUniform; 6 | } 7 | 8 | // The width of the displayed crosshairs, in pixels. Currently this only works well for odd widths. The default is 5. 9 | @property(readwrite, nonatomic) CGFloat crosshairWidth; 10 | 11 | // The color of the crosshairs is specified using individual red, green, and blue components (normalized to 1.0). The default is green: (0.0, 1.0, 0.0). 12 | - (void)setCrosshairColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent; 13 | 14 | // Rendering 15 | - (void)renderCrosshairsFromArray:(GLfloat *)crosshairCoordinates count:(NSUInteger)numberOfCrosshairs frameTime:(CMTime)frameTime; 16 | 17 | @end 18 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageCrosshatchFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageCrosshatchFilter : GPUImageFilter 4 | { 5 | GLint crossHatchSpacingUniform, lineWidthUniform; 6 | } 7 | // The fractional width of the image to use as the spacing for the crosshatch. The default is 0.03. 8 | @property(readwrite, nonatomic) CGFloat crossHatchSpacing; 9 | 10 | // A relative width for the crosshatch lines. The default is 0.003. 11 | @property(readwrite, nonatomic) CGFloat lineWidth; 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDarkenBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageDarkenBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDarkenBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageDarkenBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageDarkenBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | lowp vec4 base = texture2D(inputImageTexture, textureCoordinate); 15 | lowp vec4 overlayer = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | gl_FragColor = vec4(min(overlayer.rgb * base.a, base.rgb * overlayer.a) + overlayer.rgb * (1.0 - base.a) + base.rgb * (1.0 - overlayer.a), 1.0); 18 | } 19 | ); 20 | #else 21 | NSString *const kGPUImageDarkenBlendFragmentShaderString = SHADER_STRING 22 | ( 23 | varying vec2 textureCoordinate; 24 | varying vec2 textureCoordinate2; 25 | 26 | uniform sampler2D inputImageTexture; 27 | uniform sampler2D inputImageTexture2; 28 | 29 | void main() 30 | { 31 | vec4 base = texture2D(inputImageTexture, textureCoordinate); 32 | vec4 overlayer = texture2D(inputImageTexture2, textureCoordinate2); 33 | 34 | gl_FragColor = vec4(min(overlayer.rgb * base.a, base.rgb * overlayer.a) + overlayer.rgb * (1.0 - base.a) + base.rgb * (1.0 - overlayer.a), 1.0); 35 | } 36 | ); 37 | #endif 38 | 39 | @implementation GPUImageDarkenBlendFilter 40 | 41 | - (id)init; 42 | { 43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageDarkenBlendFragmentShaderString])) 44 | { 45 | return nil; 46 | } 47 | 48 | return self; 49 | } 50 | 51 | @end 52 | 53 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDifferenceBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageDifferenceBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDifferenceBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageDifferenceBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageDifferenceBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | mediump vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 15 | mediump vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 16 | gl_FragColor = vec4(abs(textureColor2.rgb - textureColor.rgb), textureColor.a); 17 | } 18 | ); 19 | #else 20 | NSString *const kGPUImageDifferenceBlendFragmentShaderString = SHADER_STRING 21 | ( 22 | varying vec2 textureCoordinate; 23 | varying vec2 textureCoordinate2; 24 | 25 | uniform sampler2D inputImageTexture; 26 | uniform sampler2D inputImageTexture2; 27 | 28 | void main() 29 | { 30 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 31 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 32 | gl_FragColor = vec4(abs(textureColor2.rgb - textureColor.rgb), textureColor.a); 33 | } 34 | ); 35 | #endif 36 | 37 | @implementation GPUImageDifferenceBlendFilter 38 | 39 | - (id)init; 40 | { 41 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageDifferenceBlendFragmentShaderString])) 42 | { 43 | return nil; 44 | } 45 | 46 | return self; 47 | } 48 | 49 | @end 50 | 51 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDilationFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | // For each pixel, this sets it to the maximum value of the red channel in a rectangular neighborhood extending out dilationRadius pixels from the center. 4 | // This extends out bright features, and is most commonly used with black-and-white thresholded images. 5 | 6 | extern NSString *const kGPUImageDilationRadiusOneVertexShaderString; 7 | extern NSString *const kGPUImageDilationRadiusTwoVertexShaderString; 8 | extern NSString *const kGPUImageDilationRadiusThreeVertexShaderString; 9 | extern NSString *const kGPUImageDilationRadiusFourVertexShaderString; 10 | 11 | @interface GPUImageDilationFilter : GPUImageTwoPassTextureSamplingFilter 12 | 13 | // Acceptable values for dilationRadius, which sets the distance in pixels to sample out from the center, are 1, 2, 3, and 4. 14 | - (id)initWithRadius:(NSUInteger)dilationRadius; 15 | 16 | @end 17 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDirectionalNonMaximumSuppressionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageDirectionalNonMaximumSuppressionFilter : GPUImageFilter 4 | { 5 | GLint texelWidthUniform, texelHeightUniform; 6 | GLint upperThresholdUniform, lowerThresholdUniform; 7 | 8 | BOOL hasOverriddenImageSizeFactor; 9 | } 10 | 11 | // The texel width and height determines how far out to sample from this texel. By default, this is the normalized width of a pixel, but this can be overridden for different effects. 12 | @property(readwrite, nonatomic) CGFloat texelWidth; 13 | @property(readwrite, nonatomic) CGFloat texelHeight; 14 | 15 | // These thresholds set cutoffs for the intensities that definitely get registered (upper threshold) and those that definitely don't (lower threshold) 16 | @property(readwrite, nonatomic) CGFloat upperThreshold; 17 | @property(readwrite, nonatomic) CGFloat lowerThreshold; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDirectionalSobelEdgeDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageDirectionalSobelEdgeDetectionFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDissolveBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageDissolveBlendFilter : GPUImageTwoInputFilter 4 | { 5 | GLint mixUniform; 6 | } 7 | 8 | // Mix ranges from 0.0 (only image 1) to 1.0 (only image 2), with 0.5 (half of either) as the normal level 9 | @property(readwrite, nonatomic) CGFloat mix; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDissolveBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageDissolveBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageDissolveBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | uniform lowp float mixturePercent; 12 | 13 | void main() 14 | { 15 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 16 | lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 17 | 18 | gl_FragColor = mix(textureColor, textureColor2, mixturePercent); 19 | } 20 | ); 21 | #else 22 | NSString *const kGPUImageDissolveBlendFragmentShaderString = SHADER_STRING 23 | ( 24 | varying vec2 textureCoordinate; 25 | varying vec2 textureCoordinate2; 26 | 27 | uniform sampler2D inputImageTexture; 28 | uniform sampler2D inputImageTexture2; 29 | uniform float mixturePercent; 30 | 31 | void main() 32 | { 33 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 34 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 35 | 36 | gl_FragColor = mix(textureColor, textureColor2, mixturePercent); 37 | } 38 | ); 39 | #endif 40 | 41 | @implementation GPUImageDissolveBlendFilter 42 | 43 | @synthesize mix = _mix; 44 | 45 | #pragma mark - 46 | #pragma mark Initialization and teardown 47 | 48 | - (id)init; 49 | { 50 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageDissolveBlendFragmentShaderString])) 51 | { 52 | return nil; 53 | } 54 | 55 | mixUniform = [filterProgram uniformIndex:@"mixturePercent"]; 56 | self.mix = 0.5; 57 | 58 | return self; 59 | } 60 | 61 | #pragma mark - 62 | #pragma mark Accessors 63 | 64 | - (void)setMix:(CGFloat)newValue; 65 | { 66 | _mix = newValue; 67 | 68 | [self setFloat:_mix forUniform:mixUniform program:filterProgram]; 69 | } 70 | 71 | @end 72 | 73 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageDivideBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageDivideBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageEmbossFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3ConvolutionFilter.h" 2 | 3 | @interface GPUImageEmbossFilter : GPUImage3x3ConvolutionFilter 4 | 5 | // The strength of the embossing, from 0.0 to 4.0, with 1.0 as the normal level 6 | @property(readwrite, nonatomic) CGFloat intensity; 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageEmbossFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageEmbossFilter.h" 2 | 3 | @implementation GPUImageEmbossFilter 4 | 5 | @synthesize intensity = _intensity; 6 | 7 | - (id)init; 8 | { 9 | if (!(self = [super init])) 10 | { 11 | return nil; 12 | } 13 | 14 | self.intensity = 1.0; 15 | 16 | return self; 17 | } 18 | 19 | #pragma mark - 20 | #pragma mark Accessors 21 | 22 | - (void)setIntensity:(CGFloat)newValue; 23 | { 24 | // [(GPUImage3x3ConvolutionFilter *)filter setConvolutionMatrix:(GPUMatrix3x3){ 25 | // {-2.0f, -1.0f, 0.0f}, 26 | // {-1.0f, 1.0f, 1.0f}, 27 | // { 0.0f, 1.0f, 2.0f} 28 | // }]; 29 | 30 | _intensity = newValue; 31 | 32 | GPUMatrix3x3 newConvolutionMatrix; 33 | newConvolutionMatrix.one.one = _intensity * (-2.0); 34 | newConvolutionMatrix.one.two = -_intensity; 35 | newConvolutionMatrix.one.three = 0.0f; 36 | 37 | newConvolutionMatrix.two.one = -_intensity; 38 | newConvolutionMatrix.two.two = 1.0; 39 | newConvolutionMatrix.two.three = _intensity; 40 | 41 | newConvolutionMatrix.three.one = 0.0f; 42 | newConvolutionMatrix.three.two = _intensity; 43 | newConvolutionMatrix.three.three = _intensity * 2.0; 44 | 45 | self.convolutionKernel = newConvolutionMatrix; 46 | } 47 | 48 | 49 | @end 50 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageErosionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | // For each pixel, this sets it to the minimum value of the red channel in a rectangular neighborhood extending out dilationRadius pixels from the center. 4 | // This extends out dark features, and is most commonly used with black-and-white thresholded images. 5 | 6 | @interface GPUImageErosionFilter : GPUImageTwoPassTextureSamplingFilter 7 | 8 | // Acceptable values for erosionRadius, which sets the distance in pixels to sample out from the center, are 1, 2, 3, and 4. 9 | - (id)initWithRadius:(NSUInteger)erosionRadius; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageExclusionBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageExclusionBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageExclusionBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageExclusionBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageExclusionBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | mediump vec4 base = texture2D(inputImageTexture, textureCoordinate); 15 | mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | // Dca = (Sca.Da + Dca.Sa - 2.Sca.Dca) + Sca.(1 - Da) + Dca.(1 - Sa) 18 | 19 | gl_FragColor = vec4((overlay.rgb * base.a + base.rgb * overlay.a - 2.0 * overlay.rgb * base.rgb) + overlay.rgb * (1.0 - base.a) + base.rgb * (1.0 - overlay.a), base.a); 20 | } 21 | ); 22 | #else 23 | NSString *const kGPUImageExclusionBlendFragmentShaderString = SHADER_STRING 24 | ( 25 | varying vec2 textureCoordinate; 26 | varying vec2 textureCoordinate2; 27 | 28 | uniform sampler2D inputImageTexture; 29 | uniform sampler2D inputImageTexture2; 30 | 31 | void main() 32 | { 33 | vec4 base = texture2D(inputImageTexture, textureCoordinate); 34 | vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2); 35 | 36 | // Dca = (Sca.Da + Dca.Sa - 2.Sca.Dca) + Sca.(1 - Da) + Dca.(1 - Sa) 37 | 38 | gl_FragColor = vec4((overlay.rgb * base.a + base.rgb * overlay.a - 2.0 * overlay.rgb * base.rgb) + overlay.rgb * (1.0 - base.a) + base.rgb * (1.0 - overlay.a), base.a); 39 | } 40 | ); 41 | #endif 42 | 43 | @implementation GPUImageExclusionBlendFilter 44 | 45 | - (id)init; 46 | { 47 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageExclusionBlendFragmentShaderString])) 48 | { 49 | return nil; 50 | } 51 | 52 | return self; 53 | } 54 | 55 | @end 56 | 57 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageExposureFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageExposureFilter : GPUImageFilter 4 | { 5 | GLint exposureUniform; 6 | } 7 | 8 | // Exposure ranges from -10.0 to 10.0, with 0.0 as the normal level 9 | @property(readwrite, nonatomic) CGFloat exposure; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageExposureFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageExposureFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageExposureFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform highp float exposure; 10 | 11 | void main() 12 | { 13 | highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 14 | 15 | gl_FragColor = vec4(textureColor.rgb * pow(2.0, exposure), textureColor.w); 16 | } 17 | ); 18 | #else 19 | NSString *const kGPUImageExposureFragmentShaderString = SHADER_STRING 20 | ( 21 | varying vec2 textureCoordinate; 22 | 23 | uniform sampler2D inputImageTexture; 24 | uniform float exposure; 25 | 26 | void main() 27 | { 28 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 29 | 30 | gl_FragColor = vec4(textureColor.rgb * pow(2.0, exposure), textureColor.w); 31 | } 32 | ); 33 | #endif 34 | 35 | @implementation GPUImageExposureFilter 36 | 37 | @synthesize exposure = _exposure; 38 | 39 | #pragma mark - 40 | #pragma mark Initialization and teardown 41 | 42 | - (id)init; 43 | { 44 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageExposureFragmentShaderString])) 45 | { 46 | return nil; 47 | } 48 | 49 | exposureUniform = [filterProgram uniformIndex:@"exposure"]; 50 | self.exposure = 0.0; 51 | 52 | return self; 53 | } 54 | 55 | #pragma mark - 56 | #pragma mark Accessors 57 | 58 | - (void)setExposure:(CGFloat)newValue; 59 | { 60 | _exposure = newValue; 61 | 62 | [self setFloat:_exposure forUniform:exposureUniform program:filterProgram]; 63 | } 64 | 65 | @end 66 | 67 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageFASTCornerDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageGrayscaleFilter; 4 | @class GPUImage3x3TextureSamplingFilter; 5 | @class GPUImageNonMaximumSuppressionFilter; 6 | 7 | /* 8 | An implementation of the Features from Accelerated Segment Test (FAST) feature detector as described in the following publications: 9 | 10 | E. Rosten and T. Drummond. Fusing points and lines for high performance tracking. IEEE International Conference on Computer Vision, 2005. 11 | E. Rosten and T. Drummond. Machine learning for high-speed corner detection. European Conference on Computer Vision, 2006. 12 | 13 | For more about the FAST feature detector, see the resources here: 14 | http://www.edwardrosten.com/work/fast.html 15 | */ 16 | 17 | typedef enum { kGPUImageFAST12Contiguous, kGPUImageFAST12ContiguousNonMaximumSuppressed} GPUImageFASTDetectorType; 18 | 19 | @interface GPUImageFASTCornerDetectionFilter : GPUImageFilterGroup 20 | { 21 | GPUImageGrayscaleFilter *luminanceReductionFilter; 22 | GPUImage3x3TextureSamplingFilter *featureDetectionFilter; 23 | GPUImageNonMaximumSuppressionFilter *nonMaximumSuppressionFilter; 24 | // Generate a lookup texture based on the bit patterns 25 | 26 | // Step 1: convert to monochrome if necessary 27 | // Step 2: do a lookup at each pixel based on the Bresenham circle, encode comparison in two color components 28 | // Step 3: do non-maximum suppression of close corner points 29 | } 30 | 31 | - (id)initWithFASTDetectorVariant:(GPUImageFASTDetectorType)detectorType; 32 | 33 | @end 34 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageFalseColorFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageFalseColorFilter : GPUImageFilter 4 | { 5 | GLint firstColorUniform, secondColorUniform; 6 | } 7 | 8 | // The first and second colors specify what colors replace the dark and light areas of the image, respectively. The defaults are (0.0, 0.0, 0.5) amd (1.0, 0.0, 0.0). 9 | @property(readwrite, nonatomic) GPUVector4 firstColor; 10 | @property(readwrite, nonatomic) GPUVector4 secondColor; 11 | 12 | - (void)setFirstColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent; 13 | - (void)setSecondColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent; 14 | 15 | @end 16 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageFilterGroup.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageOutput.h" 2 | #import "GPUImageFilter.h" 3 | 4 | @interface GPUImageFilterGroup : GPUImageOutput 5 | { 6 | NSMutableArray *filters; 7 | BOOL isEndProcessing; 8 | } 9 | 10 | @property(readwrite, nonatomic, strong) GPUImageOutput *terminalFilter; 11 | @property(readwrite, nonatomic, strong) NSArray *initialFilters; 12 | @property(readwrite, nonatomic, strong) GPUImageOutput *inputFilterToIgnoreForUpdates; 13 | 14 | // Filter management 15 | - (void)addFilter:(GPUImageOutput *)newFilter; 16 | - (GPUImageOutput *)filterAtIndex:(NSUInteger)filterIndex; 17 | - (NSUInteger)filterCount; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageFilterPipeline.h: -------------------------------------------------------------------------------- 1 | #import 2 | #import "GPUImageOutput.h" 3 | 4 | @interface GPUImageFilterPipeline : NSObject 5 | { 6 | NSString *stringValue; 7 | } 8 | 9 | @property (strong) NSMutableArray *filters; 10 | 11 | @property (strong) GPUImageOutput *input; 12 | @property (strong) id output; 13 | 14 | - (id) initWithOrderedFilters:(NSArray*) filters input:(GPUImageOutput*)input output:(id )output; 15 | - (id) initWithConfiguration:(NSDictionary*) configuration input:(GPUImageOutput*)input output:(id )output; 16 | - (id) initWithConfigurationFile:(NSURL*) configuration input:(GPUImageOutput*)input output:(id )output; 17 | 18 | - (void) addFilter:(GPUImageOutput *)filter; 19 | - (void) addFilter:(GPUImageOutput *)filter atIndex:(NSUInteger)insertIndex; 20 | - (void) replaceFilterAtIndex:(NSUInteger)index withFilter:(GPUImageOutput *)filter; 21 | - (void) replaceAllFilters:(NSArray *) newFilters; 22 | - (void) removeFilter:(GPUImageOutput *)filter; 23 | - (void) removeFilterAtIndex:(NSUInteger)index; 24 | - (void) removeAllFilters; 25 | 26 | - (UIImage *) currentFilteredFrame; 27 | - (UIImage *) currentFilteredFrameWithOrientation:(UIImageOrientation)imageOrientation; 28 | - (CGImageRef) newCGImageFromCurrentFilteredFrame; 29 | 30 | @end 31 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageFramebuffer.h: -------------------------------------------------------------------------------- 1 | #import 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | #import 5 | #import 6 | #import 7 | #else 8 | #import 9 | #import 10 | #endif 11 | 12 | #import 13 | #import 14 | 15 | 16 | typedef struct GPUTextureOptions { 17 | GLenum minFilter; 18 | GLenum magFilter; 19 | GLenum wrapS; 20 | GLenum wrapT; 21 | GLenum internalFormat; 22 | GLenum format; 23 | GLenum type; 24 | } GPUTextureOptions; 25 | 26 | @interface GPUImageFramebuffer : NSObject 27 | 28 | @property(readonly) CGSize size; 29 | @property(readonly) GPUTextureOptions textureOptions; 30 | @property(readonly) GLuint texture; 31 | @property(readonly) BOOL missingFramebuffer; 32 | 33 | // Initialization and teardown 34 | - (id)initWithSize:(CGSize)framebufferSize; 35 | - (id)initWithSize:(CGSize)framebufferSize textureOptions:(GPUTextureOptions)fboTextureOptions onlyTexture:(BOOL)onlyGenerateTexture; 36 | - (id)initWithSize:(CGSize)framebufferSize overriddenTexture:(GLuint)inputTexture; 37 | 38 | // Usage 39 | - (void)activateFramebuffer; 40 | 41 | // Reference counting 42 | - (void)lock; 43 | - (void)unlock; 44 | - (void)clearAllLocks; 45 | - (void)disableReferenceCounting; 46 | - (void)enableReferenceCounting; 47 | 48 | // Image capture 49 | - (CGImageRef)newCGImageFromFramebufferContents; 50 | - (void)restoreRenderTarget; 51 | 52 | // Raw data bytes 53 | - (void)lockForReading; 54 | - (void)unlockAfterReading; 55 | - (NSUInteger)bytesPerRow; 56 | - (GLubyte *)byteBuffer; 57 | 58 | @end 59 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageFramebufferCache.h: -------------------------------------------------------------------------------- 1 | #import 2 | #import 3 | #import "GPUImageFramebuffer.h" 4 | 5 | @interface GPUImageFramebufferCache : NSObject 6 | 7 | // Framebuffer management 8 | - (GPUImageFramebuffer *)fetchFramebufferForSize:(CGSize)framebufferSize textureOptions:(GPUTextureOptions)textureOptions onlyTexture:(BOOL)onlyTexture; 9 | - (GPUImageFramebuffer *)fetchFramebufferForSize:(CGSize)framebufferSize onlyTexture:(BOOL)onlyTexture; 10 | - (void)returnFramebufferToCache:(GPUImageFramebuffer *)framebuffer; 11 | - (void)purgeAllUnassignedFramebuffers; 12 | - (void)addFramebufferToActiveImageCaptureList:(GPUImageFramebuffer *)framebuffer; 13 | - (void)removeFramebufferFromActiveImageCaptureList:(GPUImageFramebuffer *)framebuffer; 14 | 15 | @end 16 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageGammaFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageGammaFilter : GPUImageFilter 4 | { 5 | GLint gammaUniform; 6 | } 7 | 8 | // Gamma ranges from 0.0 to 3.0, with 1.0 as the normal level 9 | @property(readwrite, nonatomic) CGFloat gamma; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageGammaFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageGammaFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageGammaFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform lowp float gamma; 10 | 11 | void main() 12 | { 13 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 14 | 15 | gl_FragColor = vec4(pow(textureColor.rgb, vec3(gamma)), textureColor.w); 16 | } 17 | ); 18 | #else 19 | NSString *const kGPUImageGammaFragmentShaderString = SHADER_STRING 20 | ( 21 | varying vec2 textureCoordinate; 22 | 23 | uniform sampler2D inputImageTexture; 24 | uniform float gamma; 25 | 26 | void main() 27 | { 28 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 29 | 30 | gl_FragColor = vec4(pow(textureColor.rgb, vec3(gamma)), textureColor.w); 31 | } 32 | ); 33 | #endif 34 | 35 | @implementation GPUImageGammaFilter 36 | 37 | @synthesize gamma = _gamma; 38 | 39 | #pragma mark - 40 | #pragma mark Initialization and teardown 41 | 42 | - (id)init; 43 | { 44 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageGammaFragmentShaderString])) 45 | { 46 | return nil; 47 | } 48 | 49 | gammaUniform = [filterProgram uniformIndex:@"gamma"]; 50 | self.gamma = 1.0; 51 | 52 | return self; 53 | } 54 | 55 | #pragma mark - 56 | #pragma mark Accessors 57 | 58 | - (void)setGamma:(CGFloat)newValue; 59 | { 60 | _gamma = newValue; 61 | 62 | [self setFloat:_gamma forUniform:gammaUniform program:filterProgram]; 63 | } 64 | 65 | @end 66 | 67 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageGaussianBlurFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | /** A Gaussian blur filter 4 | Interpolated optimization based on Daniel Rákos' work at http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ 5 | */ 6 | 7 | @interface GPUImageGaussianBlurFilter : GPUImageTwoPassTextureSamplingFilter 8 | { 9 | BOOL shouldResizeBlurRadiusWithImageSize; 10 | CGFloat _blurRadiusInPixels; 11 | } 12 | 13 | /** A multiplier for the spacing between texels, ranging from 0.0 on up, with a default of 1.0. Adjusting this may slightly increase the blur strength, but will introduce artifacts in the result. 14 | */ 15 | @property (readwrite, nonatomic) CGFloat texelSpacingMultiplier; 16 | 17 | /** A radius in pixels to use for the blur, with a default of 2.0. This adjusts the sigma variable in the Gaussian distribution function. 18 | */ 19 | @property (readwrite, nonatomic) CGFloat blurRadiusInPixels; 20 | 21 | /** Setting these properties will allow the blur radius to scale with the size of the image. These properties are mutually exclusive; setting either will set the other to 0. 22 | */ 23 | @property (readwrite, nonatomic) CGFloat blurRadiusAsFractionOfImageWidth; 24 | @property (readwrite, nonatomic) CGFloat blurRadiusAsFractionOfImageHeight; 25 | 26 | /// The number of times to sequentially blur the incoming image. The more passes, the slower the filter. 27 | @property(readwrite, nonatomic) NSUInteger blurPasses; 28 | 29 | + (NSString *)vertexShaderForStandardBlurOfRadius:(NSUInteger)blurRadius sigma:(CGFloat)sigma; 30 | + (NSString *)fragmentShaderForStandardBlurOfRadius:(NSUInteger)blurRadius sigma:(CGFloat)sigma; 31 | + (NSString *)vertexShaderForOptimizedBlurOfRadius:(NSUInteger)blurRadius sigma:(CGFloat)sigma; 32 | + (NSString *)fragmentShaderForOptimizedBlurOfRadius:(NSUInteger)blurRadius sigma:(CGFloat)sigma; 33 | 34 | - (void)switchToVertexShader:(NSString *)newVertexShader fragmentShader:(NSString *)newFragmentShader; 35 | 36 | @end 37 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageGaussianBlurPositionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | /** A more generalized 9x9 Gaussian blur filter 4 | */ 5 | @interface GPUImageGaussianBlurPositionFilter : GPUImageTwoPassTextureSamplingFilter 6 | { 7 | GLint blurCenterUniform, blurRadiusUniform, aspectRatioUniform; 8 | } 9 | 10 | /** A multiplier for the blur size, ranging from 0.0 on up, with a default of 1.0 11 | */ 12 | @property (readwrite, nonatomic) CGFloat blurSize; 13 | 14 | /** Center for the blur, defaults to 0.5, 0.5 15 | */ 16 | @property (readwrite, nonatomic) CGPoint blurCenter; 17 | 18 | /** Radius for the blur, defaults to 1.0 19 | */ 20 | @property (readwrite, nonatomic) CGFloat blurRadius; 21 | 22 | @end 23 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageGaussianSelectiveBlurFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageGaussianBlurFilter; 4 | 5 | /** A Gaussian blur that preserves focus within a circular region 6 | */ 7 | @interface GPUImageGaussianSelectiveBlurFilter : GPUImageFilterGroup 8 | { 9 | GPUImageGaussianBlurFilter *blurFilter; 10 | GPUImageFilter *selectiveFocusFilter; 11 | BOOL hasOverriddenAspectRatio; 12 | } 13 | 14 | /** The radius of the circular area being excluded from the blur 15 | */ 16 | @property (readwrite, nonatomic) CGFloat excludeCircleRadius; 17 | /** The center of the circular area being excluded from the blur 18 | */ 19 | @property (readwrite, nonatomic) CGPoint excludeCirclePoint; 20 | /** The size of the area between the blurred portion and the clear circle 21 | */ 22 | @property (readwrite, nonatomic) CGFloat excludeBlurSize; 23 | /** A radius in pixels to use for the blur, with a default of 5.0. This adjusts the sigma variable in the Gaussian distribution function. 24 | */ 25 | @property (readwrite, nonatomic) CGFloat blurRadiusInPixels; 26 | /** The aspect ratio of the image, used to adjust the circularity of the in-focus region. By default, this matches the image aspect ratio, but you can override this value. 27 | */ 28 | @property (readwrite, nonatomic) CGFloat aspectRatio; 29 | 30 | @end 31 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageGlassSphereFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSphereRefractionFilter.h" 2 | 3 | @interface GPUImageGlassSphereFilter : GPUImageSphereRefractionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageGrayscaleFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | extern NSString *const kGPUImageLuminanceFragmentShaderString; 4 | 5 | /** Converts an image to grayscale (a slightly faster implementation of the saturation filter, without the ability to vary the color contribution) 6 | */ 7 | @interface GPUImageGrayscaleFilter : GPUImageFilter 8 | 9 | @end 10 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHSBFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageColorMatrixFilter.h" 2 | 3 | @interface GPUImageHSBFilter : GPUImageColorMatrixFilter 4 | 5 | /** Reset the filter to have no transformations. 6 | */ 7 | - (void)reset; 8 | 9 | /** Add a hue rotation to the filter. 10 | The hue rotation is in the range [-360, 360] with 0 being no-change. 11 | Note that this adjustment is additive, so use the reset method if you need to. 12 | */ 13 | - (void)rotateHue:(float)h; 14 | 15 | /** Add a saturation adjustment to the filter. 16 | The saturation adjustment is in the range [0.0, 2.0] with 1.0 being no-change. 17 | Note that this adjustment is additive, so use the reset method if you need to. 18 | */ 19 | - (void)adjustSaturation:(float)s; 20 | 21 | /** Add a brightness adjustment to the filter. 22 | The brightness adjustment is in the range [0.0, 2.0] with 1.0 being no-change. 23 | Note that this adjustment is additive, so use the reset method if you need to. 24 | */ 25 | - (void)adjustBrightness:(float)b; 26 | 27 | @end 28 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHalftoneFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImagePixellateFilter.h" 2 | 3 | @interface GPUImageHalftoneFilter : GPUImagePixellateFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHardLightBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageHardLightBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHazeFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /* 4 | * The haze filter can be used to add or remove haze (similar to a UV filter) 5 | * 6 | * @author Alaric Cole 7 | * @creationDate 03/10/12 8 | * 9 | */ 10 | 11 | /** The haze filter can be used to add or remove haze 12 | 13 | This is similar to a UV filter 14 | */ 15 | @interface GPUImageHazeFilter : GPUImageFilter 16 | { 17 | GLint distanceUniform; 18 | GLint slopeUniform; 19 | } 20 | 21 | /** Strength of the color applied. Default 0. Values between -.3 and .3 are best 22 | */ 23 | @property(readwrite, nonatomic) CGFloat distance; 24 | 25 | /** Amount of color change. Default 0. Values between -.3 and .3 are best 26 | */ 27 | @property(readwrite, nonatomic) CGFloat slope; 28 | 29 | @end 30 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHighPassFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | #import "GPUImageLowPassFilter.h" 3 | #import "GPUImageDifferenceBlendFilter.h" 4 | 5 | @interface GPUImageHighPassFilter : GPUImageFilterGroup 6 | { 7 | GPUImageLowPassFilter *lowPassFilter; 8 | GPUImageDifferenceBlendFilter *differenceBlendFilter; 9 | } 10 | 11 | // This controls the degree by which the previous accumulated frames are blended and then subtracted from the current one. This ranges from 0.0 to 1.0, with a default of 0.5. 12 | @property(readwrite, nonatomic) CGFloat filterStrength; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHighPassFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageHighPassFilter.h" 2 | 3 | @implementation GPUImageHighPassFilter 4 | 5 | @synthesize filterStrength; 6 | 7 | - (id)init; 8 | { 9 | if (!(self = [super init])) 10 | { 11 | return nil; 12 | } 13 | 14 | // Start with a low pass filter to define the component to be removed 15 | lowPassFilter = [[GPUImageLowPassFilter alloc] init]; 16 | [self addFilter:lowPassFilter]; 17 | 18 | // Take the difference of the current frame from the low pass filtered result to get the high pass 19 | differenceBlendFilter = [[GPUImageDifferenceBlendFilter alloc] init]; 20 | [self addFilter:differenceBlendFilter]; 21 | 22 | // Texture location 0 needs to be the original image for the difference blend 23 | [lowPassFilter addTarget:differenceBlendFilter atTextureLocation:1]; 24 | 25 | self.initialFilters = [NSArray arrayWithObjects:lowPassFilter, differenceBlendFilter, nil]; 26 | self.terminalFilter = differenceBlendFilter; 27 | 28 | self.filterStrength = 0.5; 29 | 30 | return self; 31 | } 32 | 33 | #pragma mark - 34 | #pragma mark Accessors 35 | 36 | - (void)setFilterStrength:(CGFloat)newValue; 37 | { 38 | lowPassFilter.filterStrength = newValue; 39 | } 40 | 41 | - (CGFloat)filterStrength; 42 | { 43 | return lowPassFilter.filterStrength; 44 | } 45 | 46 | @end 47 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHighlightShadowFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageHighlightShadowFilter : GPUImageFilter 4 | { 5 | GLint shadowsUniform, highlightsUniform; 6 | } 7 | 8 | /** 9 | * 0 - 1, increase to lighten shadows. 10 | * @default 0 11 | */ 12 | @property(readwrite, nonatomic) CGFloat shadows; 13 | 14 | /** 15 | * 0 - 1, decrease to darken highlights. 16 | * @default 1 17 | */ 18 | @property(readwrite, nonatomic) CGFloat highlights; 19 | 20 | @end 21 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHistogramEqualizationFilter.h: -------------------------------------------------------------------------------- 1 | // 2 | // GPUImageHistogramEqualizationFilter.h 3 | // FilterShowcase 4 | // 5 | // Created by Adam Marcus on 19/08/2014. 6 | // Copyright (c) 2014 Sunset Lake Software LLC. All rights reserved. 7 | // 8 | 9 | #import "GPUImageFilterGroup.h" 10 | #import "GPUImageHistogramFilter.h" 11 | #import "GPUImageRawDataOutput.h" 12 | #import "GPUImageRawDataInput.h" 13 | #import "GPUImageTwoInputFilter.h" 14 | 15 | @interface GPUImageHistogramEqualizationFilter : GPUImageFilterGroup 16 | { 17 | GPUImageHistogramFilter *histogramFilter; 18 | GPUImageRawDataOutput *rawDataOutputFilter; 19 | GPUImageRawDataInput *rawDataInputFilter; 20 | } 21 | 22 | @property(readwrite, nonatomic) NSUInteger downsamplingFactor; 23 | 24 | - (id)initWithHistogramType:(GPUImageHistogramType)newHistogramType; 25 | 26 | @end 27 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHistogramFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | typedef enum { kGPUImageHistogramRed, kGPUImageHistogramGreen, kGPUImageHistogramBlue, kGPUImageHistogramRGB, kGPUImageHistogramLuminance} GPUImageHistogramType; 4 | 5 | @interface GPUImageHistogramFilter : GPUImageFilter 6 | { 7 | GPUImageHistogramType histogramType; 8 | 9 | GLubyte *vertexSamplingCoordinates; 10 | 11 | GLProgram *secondFilterProgram, *thirdFilterProgram; 12 | GLint secondFilterPositionAttribute, thirdFilterPositionAttribute; 13 | } 14 | 15 | // Rather than sampling every pixel, this dictates what fraction of the image is sampled. By default, this is 16 with a minimum of 1. 16 | @property(readwrite, nonatomic) NSUInteger downsamplingFactor; 17 | 18 | // Initialization and teardown 19 | - (id)initWithHistogramType:(GPUImageHistogramType)newHistogramType; 20 | - (void)initializeSecondaryAttributes; 21 | 22 | @end 23 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHistogramGenerator.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageHistogramGenerator : GPUImageFilter 4 | { 5 | GLint backgroundColorUniform; 6 | } 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHueBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageHueBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageHueFilter.h: -------------------------------------------------------------------------------- 1 | 2 | #import "GPUImageFilter.h" 3 | 4 | @interface GPUImageHueFilter : GPUImageFilter 5 | { 6 | GLint hueAdjustUniform; 7 | 8 | } 9 | @property (nonatomic, readwrite) CGFloat hue; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageJFAVoronoiFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageJFAVoronoiFilter : GPUImageFilter 4 | { 5 | GLuint secondFilterOutputTexture; 6 | GLuint secondFilterFramebuffer; 7 | 8 | 9 | GLint sampleStepUniform; 10 | GLint sizeUniform; 11 | NSUInteger numPasses; 12 | 13 | } 14 | 15 | @property (nonatomic, readwrite) CGSize sizeInPixels; 16 | 17 | @end -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageKuwaharaFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Kuwahara image abstraction, drawn from the work of Kyprianidis, et. al. in their publication "Anisotropic Kuwahara Filtering on the GPU" within the GPU Pro collection. This produces an oil-painting-like image, but it is extremely computationally expensive, so it can take seconds to render a frame on an iPad 2. This might be best used for still images. 4 | */ 5 | @interface GPUImageKuwaharaFilter : GPUImageFilter 6 | { 7 | GLint radiusUniform; 8 | } 9 | 10 | /// The radius to sample from when creating the brush-stroke effect, with a default of 3. The larger the radius, the slower the filter. 11 | @property(readwrite, nonatomic) NSUInteger radius; 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageKuwaharaRadius3Filter.h: -------------------------------------------------------------------------------- 1 | // 2 | // GPUImageKuwaharaRadius3Filter.h 3 | 4 | #import "GPUImageFilter.h" 5 | 6 | @interface GPUImageKuwaharaRadius3Filter : GPUImageFilter 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLanczosResamplingFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | @interface GPUImageLanczosResamplingFilter : GPUImageTwoPassTextureSamplingFilter 4 | 5 | @property(readwrite, nonatomic) CGSize originalImageSize; 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLaplacianFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3ConvolutionFilter.h" 2 | 3 | @interface GPUImageLaplacianFilter : GPUImage3x3ConvolutionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLevelsFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** 4 | * Levels like Photoshop. 5 | * 6 | * The min, max, minOut and maxOut parameters are floats in the range [0, 1]. 7 | * If you have parameters from Photoshop in the range [0, 255] you must first 8 | * convert them to be [0, 1]. 9 | * The gamma/mid parameter is a float >= 0. This matches the value from Photoshop. 10 | * 11 | * If you want to apply levels to RGB as well as individual channels you need to use 12 | * this filter twice - first for the individual channels and then for all channels. 13 | */ 14 | @interface GPUImageLevelsFilter : GPUImageFilter 15 | { 16 | GLint minUniform; 17 | GLint midUniform; 18 | GLint maxUniform; 19 | GLint minOutputUniform; 20 | GLint maxOutputUniform; 21 | 22 | GPUVector3 minVector, midVector, maxVector, minOutputVector, maxOutputVector; 23 | } 24 | 25 | /** Set levels for the red channel */ 26 | - (void)setRedMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max minOut:(CGFloat)minOut maxOut:(CGFloat)maxOut; 27 | 28 | - (void)setRedMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max; 29 | 30 | /** Set levels for the green channel */ 31 | - (void)setGreenMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max minOut:(CGFloat)minOut maxOut:(CGFloat)maxOut; 32 | 33 | - (void)setGreenMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max; 34 | 35 | /** Set levels for the blue channel */ 36 | - (void)setBlueMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max minOut:(CGFloat)minOut maxOut:(CGFloat)maxOut; 37 | 38 | - (void)setBlueMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max; 39 | 40 | /** Set levels for all channels at once */ 41 | - (void)setMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max minOut:(CGFloat)minOut maxOut:(CGFloat)maxOut; 42 | - (void)setMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max; 43 | 44 | @end 45 | 46 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLightenBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | /// Blends two images by taking the maximum value of each color component between the images 4 | @interface GPUImageLightenBlendFilter : GPUImageTwoInputFilter 5 | { 6 | } 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLightenBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageLightenBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageLightenBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 15 | lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | gl_FragColor = max(textureColor, textureColor2); 18 | } 19 | ); 20 | #else 21 | NSString *const kGPUImageLightenBlendFragmentShaderString = SHADER_STRING 22 | ( 23 | varying vec2 textureCoordinate; 24 | varying vec2 textureCoordinate2; 25 | 26 | uniform sampler2D inputImageTexture; 27 | uniform sampler2D inputImageTexture2; 28 | 29 | void main() 30 | { 31 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 32 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 33 | 34 | gl_FragColor = max(textureColor, textureColor2); 35 | } 36 | ); 37 | #endif 38 | 39 | @implementation GPUImageLightenBlendFilter 40 | 41 | - (id)init; 42 | { 43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageLightenBlendFragmentShaderString])) 44 | { 45 | return nil; 46 | } 47 | 48 | return self; 49 | } 50 | 51 | @end 52 | 53 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLineGenerator.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageLineGenerator : GPUImageFilter 4 | { 5 | GLint lineWidthUniform, lineColorUniform; 6 | GLfloat *lineCoordinates; 7 | } 8 | 9 | // The width of the displayed lines, in pixels. The default is 1. 10 | @property(readwrite, nonatomic) CGFloat lineWidth; 11 | 12 | // The color of the lines is specified using individual red, green, and blue components (normalized to 1.0). The default is green: (0.0, 1.0, 0.0). 13 | - (void)setLineColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent; 14 | 15 | // Rendering 16 | - (void)renderLinesFromArray:(GLfloat *)lineSlopeAndIntercepts count:(NSUInteger)numberOfLines frameTime:(CMTime)frameTime; 17 | 18 | @end 19 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLinearBurnBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageLinearBurnBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLinearBurnBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageLinearBurnBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageLinearBurnBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | mediump vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 15 | mediump vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | gl_FragColor = vec4(clamp(textureColor.rgb + textureColor2.rgb - vec3(1.0), vec3(0.0), vec3(1.0)), textureColor.a); 18 | } 19 | ); 20 | #else 21 | NSString *const kGPUImageLinearBurnBlendFragmentShaderString = SHADER_STRING 22 | ( 23 | varying vec2 textureCoordinate; 24 | varying vec2 textureCoordinate2; 25 | 26 | uniform sampler2D inputImageTexture; 27 | uniform sampler2D inputImageTexture2; 28 | 29 | void main() 30 | { 31 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 32 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 33 | 34 | gl_FragColor = vec4(clamp(textureColor.rgb + textureColor2.rgb - vec3(1.0), vec3(0.0), vec3(1.0)), textureColor.a); 35 | } 36 | ); 37 | #endif 38 | 39 | @implementation GPUImageLinearBurnBlendFilter 40 | 41 | - (id)init; 42 | { 43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageLinearBurnBlendFragmentShaderString])) 44 | { 45 | return nil; 46 | } 47 | 48 | return self; 49 | } 50 | 51 | @end 52 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLocalBinaryPatternFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageLocalBinaryPatternFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLookupFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageLookupFilter : GPUImageTwoInputFilter 4 | { 5 | GLint intensityUniform; 6 | } 7 | 8 | // How To Use: 9 | // 1) Use your favourite photo editing application to apply a filter to lookup.png from GPUImage/framework/Resources. 10 | // For this to work properly each pixel color must not depend on other pixels (e.g. blur will not work). 11 | // If you need more complex filter you can create as many lookup tables as required. 12 | // E.g. color_balance_lookup_1.png -> GPUImageGaussianBlurFilter -> color_balance_lookup_2.png 13 | // 2) Use you new lookup.png file as a second input for GPUImageLookupFilter. 14 | 15 | // See GPUImageAmatorkaFilter, GPUImageMissEtikateFilter, and GPUImageSoftEleganceFilter for example. 16 | 17 | // Additional Info: 18 | // Lookup texture is organised as 8x8 quads of 64x64 pixels representing all possible RGB colors: 19 | //for (int by = 0; by < 8; by++) { 20 | // for (int bx = 0; bx < 8; bx++) { 21 | // for (int g = 0; g < 64; g++) { 22 | // for (int r = 0; r < 64; r++) { 23 | // image.setPixel(r + bx * 64, g + by * 64, qRgb((int)(r * 255.0 / 63.0 + 0.5), 24 | // (int)(g * 255.0 / 63.0 + 0.5), 25 | // (int)((bx + by * 8.0) * 255.0 / 63.0 + 0.5))); 26 | // } 27 | // } 28 | // } 29 | //} 30 | 31 | // Opacity/intensity of lookup filter ranges from 0.0 to 1.0, with 1.0 as the normal setting 32 | @property(readwrite, nonatomic) CGFloat intensity; 33 | 34 | @end 35 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLowPassFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | #import "GPUImageBuffer.h" 3 | #import "GPUImageDissolveBlendFilter.h" 4 | 5 | @interface GPUImageLowPassFilter : GPUImageFilterGroup 6 | { 7 | GPUImageBuffer *bufferFilter; 8 | GPUImageDissolveBlendFilter *dissolveBlendFilter; 9 | } 10 | 11 | // This controls the degree by which the previous accumulated frames are blended with the current one. This ranges from 0.0 to 1.0, with a default of 0.5. 12 | @property(readwrite, nonatomic) CGFloat filterStrength; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLowPassFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageLowPassFilter.h" 2 | 3 | @implementation GPUImageLowPassFilter 4 | 5 | @synthesize filterStrength; 6 | 7 | - (id)init; 8 | { 9 | if (!(self = [super init])) 10 | { 11 | return nil; 12 | } 13 | 14 | // Take in the frame and blend it with the previous one 15 | dissolveBlendFilter = [[GPUImageDissolveBlendFilter alloc] init]; 16 | [self addFilter:dissolveBlendFilter]; 17 | 18 | // Buffer the result to be fed back into the blend 19 | bufferFilter = [[GPUImageBuffer alloc] init]; 20 | [self addFilter:bufferFilter]; 21 | 22 | // Texture location 0 needs to be the original image for the dissolve blend 23 | [bufferFilter addTarget:dissolveBlendFilter atTextureLocation:1]; 24 | [dissolveBlendFilter addTarget:bufferFilter]; 25 | 26 | [dissolveBlendFilter disableSecondFrameCheck]; 27 | 28 | // To prevent double updating of this filter, disable updates from the sharp image side 29 | // self.inputFilterToIgnoreForUpdates = unsharpMaskFilter; 30 | 31 | self.initialFilters = [NSArray arrayWithObject:dissolveBlendFilter]; 32 | self.terminalFilter = dissolveBlendFilter; 33 | 34 | self.filterStrength = 0.5; 35 | 36 | return self; 37 | } 38 | 39 | #pragma mark - 40 | #pragma mark Accessors 41 | 42 | - (void)setFilterStrength:(CGFloat)newValue; 43 | { 44 | dissolveBlendFilter.mix = newValue; 45 | } 46 | 47 | - (CGFloat)filterStrength; 48 | { 49 | return dissolveBlendFilter.mix; 50 | } 51 | 52 | - (void)addTarget:(id)newTarget atTextureLocation:(NSInteger)textureLocation; 53 | { 54 | [self.terminalFilter addTarget:newTarget atTextureLocation:textureLocation]; 55 | //if use GPUImagePipline,will cause self.termainlFilter removeAllTargets,so need add bufferFilter back 56 | if (self.terminalFilter == dissolveBlendFilter && ![self.terminalFilter.targets containsObject:bufferFilter]) { 57 | [self.terminalFilter addTarget:bufferFilter atTextureLocation:1]; 58 | } 59 | } 60 | 61 | @end 62 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLuminanceRangeFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageLuminanceRangeFilter : GPUImageFilter 4 | { 5 | GLint rangeReductionUniform; 6 | } 7 | 8 | /** The degree to reduce the luminance range, from 0.0 to 1.0. Default is 0.6. 9 | */ 10 | @property(readwrite, nonatomic) CGFloat rangeReductionFactor; 11 | 12 | @end 13 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLuminanceThresholdFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Pixels with a luminance above the threshold will appear white, and those below will be black 4 | */ 5 | @interface GPUImageLuminanceThresholdFilter : GPUImageFilter 6 | { 7 | GLint thresholdUniform; 8 | } 9 | 10 | /** Anything above this luminance will be white, and anything below black. Ranges from 0.0 to 1.0, with 0.5 as the default 11 | */ 12 | @property(readwrite, nonatomic) CGFloat threshold; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLuminanceThresholdFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageLuminanceThresholdFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageLuminanceThresholdFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform highp float threshold; 10 | 11 | const highp vec3 W = vec3(0.2125, 0.7154, 0.0721); 12 | 13 | void main() 14 | { 15 | highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 16 | highp float luminance = dot(textureColor.rgb, W); 17 | highp float thresholdResult = step(threshold, luminance); 18 | 19 | gl_FragColor = vec4(vec3(thresholdResult), textureColor.w); 20 | } 21 | ); 22 | #else 23 | NSString *const kGPUImageLuminanceThresholdFragmentShaderString = SHADER_STRING 24 | ( 25 | varying vec2 textureCoordinate; 26 | 27 | uniform sampler2D inputImageTexture; 28 | uniform float threshold; 29 | 30 | const vec3 W = vec3(0.2125, 0.7154, 0.0721); 31 | 32 | void main() 33 | { 34 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 35 | float luminance = dot(textureColor.rgb, W); 36 | float thresholdResult = step(threshold, luminance); 37 | 38 | gl_FragColor = vec4(vec3(thresholdResult), textureColor.w); 39 | } 40 | ); 41 | #endif 42 | 43 | @implementation GPUImageLuminanceThresholdFilter 44 | 45 | @synthesize threshold = _threshold; 46 | 47 | #pragma mark - 48 | #pragma mark Initialization 49 | 50 | - (id)init; 51 | { 52 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageLuminanceThresholdFragmentShaderString])) 53 | { 54 | return nil; 55 | } 56 | 57 | thresholdUniform = [filterProgram uniformIndex:@"threshold"]; 58 | self.threshold = 0.5; 59 | 60 | return self; 61 | } 62 | 63 | #pragma mark - 64 | #pragma mark Accessors 65 | 66 | - (void)setThreshold:(CGFloat)newValue; 67 | { 68 | _threshold = newValue; 69 | 70 | [self setFloat:_threshold forUniform:thresholdUniform program:filterProgram]; 71 | } 72 | 73 | @end 74 | 75 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLuminosity.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageAverageColor.h" 2 | 3 | @interface GPUImageLuminosity : GPUImageAverageColor 4 | { 5 | GLProgram *secondFilterProgram; 6 | GLint secondFilterPositionAttribute, secondFilterTextureCoordinateAttribute; 7 | GLint secondFilterInputTextureUniform, secondFilterInputTextureUniform2; 8 | GLint secondFilterTexelWidthUniform, secondFilterTexelHeightUniform; 9 | } 10 | 11 | // This block is called on the completion of color averaging for a frame 12 | @property(nonatomic, copy) void(^luminosityProcessingFinishedBlock)(CGFloat luminosity, CMTime frameTime); 13 | 14 | - (void)extractLuminosityAtFrameTime:(CMTime)frameTime; 15 | - (void)initializeSecondaryAttributes; 16 | 17 | @end 18 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageLuminosityBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageLuminosityBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMaskFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageMaskFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMedianFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageMedianFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMissEtikateFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImagePicture; 4 | 5 | /** A photo filter based on Photoshop action by Miss Etikate: 6 | http://miss-etikate.deviantart.com/art/Photoshop-Action-15-120151961 7 | */ 8 | 9 | // Note: If you want to use this effect you have to add lookup_miss_etikate.png 10 | // from Resources folder to your application bundle. 11 | 12 | @interface GPUImageMissEtikateFilter : GPUImageFilterGroup 13 | { 14 | GPUImagePicture *lookupImageSource; 15 | } 16 | 17 | @end 18 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMissEtikateFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageMissEtikateFilter.h" 2 | #import "GPUImagePicture.h" 3 | #import "GPUImageLookupFilter.h" 4 | 5 | @implementation GPUImageMissEtikateFilter 6 | 7 | - (id)init; 8 | { 9 | if (!(self = [super init])) 10 | { 11 | return nil; 12 | } 13 | 14 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 15 | UIImage *image = [UIImage imageNamed:@"lookup_miss_etikate.png"]; 16 | #else 17 | NSImage *image = [NSImage imageNamed:@"lookup_miss_etikate.png"]; 18 | #endif 19 | 20 | NSAssert(image, @"To use GPUImageMissEtikateFilter you need to add lookup_miss_etikate.png from GPUImage/framework/Resources to your application bundle."); 21 | 22 | lookupImageSource = [[GPUImagePicture alloc] initWithImage:image]; 23 | GPUImageLookupFilter *lookupFilter = [[GPUImageLookupFilter alloc] init]; 24 | [self addFilter:lookupFilter]; 25 | 26 | [lookupImageSource addTarget:lookupFilter atTextureLocation:1]; 27 | [lookupImageSource processImage]; 28 | 29 | self.initialFilters = [NSArray arrayWithObjects:lookupFilter, nil]; 30 | self.terminalFilter = lookupFilter; 31 | 32 | return self; 33 | } 34 | 35 | #pragma mark - 36 | #pragma mark Accessors 37 | 38 | @end 39 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMonochromeFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageMonochromeFilter : GPUImageFilter 4 | { 5 | GLint intensityUniform, filterColorUniform; 6 | } 7 | 8 | @property(readwrite, nonatomic) CGFloat intensity; 9 | @property(readwrite, nonatomic) GPUVector4 color; 10 | 11 | - (void)setColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent; 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMosaicFilter.h: -------------------------------------------------------------------------------- 1 | 2 | // This needs a little more work, it's rotating the input tileset and there are some artifacts (I think from GL_LINEAR interpolation), but it's working 3 | 4 | #import "GPUImageTwoInputFilter.h" 5 | #import "GPUImagePicture.h" 6 | 7 | @interface GPUImageMosaicFilter : GPUImageTwoInputFilter { 8 | GLint inputTileSizeUniform, numTilesUniform, displayTileSizeUniform, colorOnUniform; 9 | GPUImagePicture *pic; 10 | } 11 | 12 | // This filter takes an input tileset, the tiles must ascend in luminance 13 | // It looks at the input image and replaces each display tile with an input tile 14 | // according to the luminance of that tile. The idea was to replicate the ASCII 15 | // video filters seen in other apps, but the tileset can be anything. 16 | @property(readwrite, nonatomic) CGSize inputTileSize; 17 | @property(readwrite, nonatomic) float numTiles; 18 | @property(readwrite, nonatomic) CGSize displayTileSize; 19 | @property(readwrite, nonatomic) BOOL colorOn; 20 | @property(readwrite, nonatomic, copy) NSString *tileSet; 21 | 22 | @end 23 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMotionBlurFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageMotionBlurFilter : GPUImageFilter 4 | 5 | /** A multiplier for the blur size, ranging from 0.0 on up, with a default of 1.0 6 | */ 7 | @property (readwrite, nonatomic) CGFloat blurSize; 8 | 9 | /** The angular direction of the blur, in degrees. 0 degrees by default 10 | */ 11 | @property (readwrite, nonatomic) CGFloat blurAngle; 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMotionDetector.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | #import "GPUImageLowPassFilter.h" 3 | #import "GPUImageAverageColor.h" 4 | 5 | @interface GPUImageMotionDetector : GPUImageFilterGroup 6 | { 7 | GPUImageLowPassFilter *lowPassFilter; 8 | GPUImageTwoInputFilter *frameComparisonFilter; 9 | GPUImageAverageColor *averageColor; 10 | } 11 | 12 | // This controls the low pass filter strength used to compare the current frame with previous ones to detect motion. This ranges from 0.0 to 1.0, with a default of 0.5. 13 | @property(readwrite, nonatomic) CGFloat lowPassFilterStrength; 14 | 15 | // For every frame, this will feed back the calculated centroid of the motion, as well as a relative intensity. 16 | @property(nonatomic, copy) void(^motionDetectionBlock)(CGPoint motionCentroid, CGFloat motionIntensity, CMTime frameTime); 17 | 18 | @end 19 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMovieComposition.h: -------------------------------------------------------------------------------- 1 | // 2 | // GPUImageMovieComposition.h 3 | // Givit 4 | // 5 | // Created by Sean Meiners on 2013/01/25. 6 | // 7 | // 8 | 9 | #import "GPUImageMovie.h" 10 | 11 | @interface GPUImageMovieComposition : GPUImageMovie 12 | 13 | @property (readwrite, retain) AVComposition *compositon; 14 | @property (readwrite, retain) AVVideoComposition *videoComposition; 15 | @property (readwrite, retain) AVAudioMix *audioMix; 16 | 17 | - (id)initWithComposition:(AVComposition*)compositon 18 | andVideoComposition:(AVVideoComposition*)videoComposition 19 | andAudioMix:(AVAudioMix*)audioMix; 20 | 21 | @end 22 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMultiplyBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageMultiplyBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageMultiplyBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageMultiplyBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageMultiplyBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | lowp vec4 base = texture2D(inputImageTexture, textureCoordinate); 15 | lowp vec4 overlayer = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | gl_FragColor = overlayer * base + overlayer * (1.0 - base.a) + base * (1.0 - overlayer.a); 18 | } 19 | ); 20 | #else 21 | NSString *const kGPUImageMultiplyBlendFragmentShaderString = SHADER_STRING 22 | ( 23 | varying vec2 textureCoordinate; 24 | varying vec2 textureCoordinate2; 25 | 26 | uniform sampler2D inputImageTexture; 27 | uniform sampler2D inputImageTexture2; 28 | 29 | void main() 30 | { 31 | vec4 base = texture2D(inputImageTexture, textureCoordinate); 32 | vec4 overlayer = texture2D(inputImageTexture2, textureCoordinate2); 33 | 34 | gl_FragColor = overlayer * base + overlayer * (1.0 - base.a) + base * (1.0 - overlayer.a); 35 | } 36 | ); 37 | #endif 38 | 39 | @implementation GPUImageMultiplyBlendFilter 40 | 41 | - (id)init; 42 | { 43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageMultiplyBlendFragmentShaderString])) 44 | { 45 | return nil; 46 | } 47 | 48 | return self; 49 | } 50 | 51 | @end 52 | 53 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageNobleCornerDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageHarrisCornerDetectionFilter.h" 2 | 3 | /** Noble corner detector 4 | 5 | This is the Noble variant on the Harris detector, from 6 | Alison Noble, "Descriptions of Image Surfaces", PhD thesis, Department of Engineering Science, Oxford University 1989, p45. 7 | */ 8 | 9 | 10 | @interface GPUImageNobleCornerDetectionFilter : GPUImageHarrisCornerDetectionFilter 11 | 12 | @end 13 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageNonMaximumSuppressionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageNonMaximumSuppressionFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageNormalBlendFilter.h: -------------------------------------------------------------------------------- 1 | // Created by Jorge Garcia on 9/5/12. 2 | // 3 | 4 | #import "GPUImageTwoInputFilter.h" 5 | 6 | @interface GPUImageNormalBlendFilter : GPUImageTwoInputFilter 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageOpacityFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageOpacityFilter : GPUImageFilter 4 | { 5 | GLint opacityUniform; 6 | } 7 | 8 | // Opacity ranges from 0.0 to 1.0, with 1.0 as the normal setting 9 | @property(readwrite, nonatomic) CGFloat opacity; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageOpacityFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageOpacityFilter.h" 2 | 3 | @implementation GPUImageOpacityFilter 4 | 5 | @synthesize opacity = _opacity; 6 | 7 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 8 | NSString *const kGPUImageOpacityFragmentShaderString = SHADER_STRING 9 | ( 10 | varying highp vec2 textureCoordinate; 11 | 12 | uniform sampler2D inputImageTexture; 13 | uniform lowp float opacity; 14 | 15 | void main() 16 | { 17 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 18 | 19 | gl_FragColor = vec4(textureColor.rgb, textureColor.a * opacity); 20 | } 21 | ); 22 | #else 23 | NSString *const kGPUImageOpacityFragmentShaderString = SHADER_STRING 24 | ( 25 | varying vec2 textureCoordinate; 26 | 27 | uniform sampler2D inputImageTexture; 28 | uniform float opacity; 29 | 30 | void main() 31 | { 32 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 33 | 34 | gl_FragColor = vec4(textureColor.rgb, textureColor.a * opacity); 35 | } 36 | ); 37 | #endif 38 | 39 | #pragma mark - 40 | #pragma mark Initialization and teardown 41 | 42 | - (id)init; 43 | { 44 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageOpacityFragmentShaderString])) 45 | { 46 | return nil; 47 | } 48 | 49 | opacityUniform = [filterProgram uniformIndex:@"opacity"]; 50 | self.opacity = 1.0; 51 | 52 | return self; 53 | } 54 | 55 | #pragma mark - 56 | #pragma mark Accessors 57 | 58 | - (void)setOpacity:(CGFloat)newValue; 59 | { 60 | _opacity = newValue; 61 | 62 | [self setFloat:_opacity forUniform:opacityUniform program:filterProgram]; 63 | } 64 | 65 | @end 66 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageOpeningFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageErosionFilter; 4 | @class GPUImageDilationFilter; 5 | 6 | // A filter that first performs an erosion on the red channel of an image, followed by a dilation of the same radius. 7 | // This helps to filter out smaller bright elements. 8 | 9 | @interface GPUImageOpeningFilter : GPUImageFilterGroup 10 | { 11 | GPUImageErosionFilter *erosionFilter; 12 | GPUImageDilationFilter *dilationFilter; 13 | } 14 | 15 | @property(readwrite, nonatomic) CGFloat verticalTexelSpacing, horizontalTexelSpacing; 16 | 17 | - (id)initWithRadius:(NSUInteger)radius; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageOpeningFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageOpeningFilter.h" 2 | #import "GPUImageErosionFilter.h" 3 | #import "GPUImageDilationFilter.h" 4 | 5 | @implementation GPUImageOpeningFilter 6 | 7 | @synthesize verticalTexelSpacing = _verticalTexelSpacing; 8 | @synthesize horizontalTexelSpacing = _horizontalTexelSpacing; 9 | 10 | - (id)init; 11 | { 12 | if (!(self = [self initWithRadius:1])) 13 | { 14 | return nil; 15 | } 16 | 17 | return self; 18 | } 19 | 20 | - (id)initWithRadius:(NSUInteger)radius; 21 | { 22 | if (!(self = [super init])) 23 | { 24 | return nil; 25 | } 26 | 27 | // First pass: erosion 28 | erosionFilter = [[GPUImageErosionFilter alloc] initWithRadius:radius]; 29 | [self addFilter:erosionFilter]; 30 | 31 | // Second pass: dilation 32 | dilationFilter = [[GPUImageDilationFilter alloc] initWithRadius:radius]; 33 | [self addFilter:dilationFilter]; 34 | 35 | [erosionFilter addTarget:dilationFilter]; 36 | 37 | self.initialFilters = [NSArray arrayWithObjects:erosionFilter, nil]; 38 | self.terminalFilter = dilationFilter; 39 | 40 | return self; 41 | } 42 | 43 | - (void)setVerticalTexelSpacing:(CGFloat)newValue; 44 | { 45 | _verticalTexelSpacing = newValue; 46 | erosionFilter.verticalTexelSpacing = newValue; 47 | dilationFilter.verticalTexelSpacing = newValue; 48 | } 49 | 50 | - (void)setHorizontalTexelSpacing:(CGFloat)newValue; 51 | { 52 | _horizontalTexelSpacing = newValue; 53 | erosionFilter.horizontalTexelSpacing = newValue; 54 | dilationFilter.horizontalTexelSpacing = newValue; 55 | } 56 | 57 | @end 58 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageOverlayBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageOverlayBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageParallelCoordinateLineTransformFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | // This is an accumulator that uses a Hough transform in parallel coordinate space to identify probable lines in a scene. 4 | // 5 | // It is entirely based on the work of the Graph@FIT research group at the Brno University of Technology and their publications: 6 | // M. Dubská, J. Havel, and A. Herout. Real-Time Detection of Lines using Parallel Coordinates and OpenGL. Proceedings of SCCG 2011, Bratislava, SK, p. 7. 7 | // M. Dubská, J. Havel, and A. Herout. PClines — Line detection using parallel coordinates. 2011 IEEE Conference on Computer Vision and Pattern Recognition (CVPR), p. 1489- 1494. 8 | 9 | @interface GPUImageParallelCoordinateLineTransformFilter : GPUImageFilter 10 | { 11 | GLubyte *rawImagePixels; 12 | GLfloat *lineCoordinates; 13 | unsigned int maxLinePairsToRender, linePairsToRender; 14 | } 15 | 16 | @end 17 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePerlinNoiseFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImagePerlinNoiseFilter : GPUImageFilter 4 | { 5 | GLint scaleUniform, colorStartUniform, colorFinishUniform; 6 | } 7 | 8 | @property (readwrite, nonatomic) GPUVector4 colorStart; 9 | @property (readwrite, nonatomic) GPUVector4 colorFinish; 10 | 11 | @property (readwrite, nonatomic) float scale; 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePinchDistortionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Creates a pinch distortion of the image 4 | */ 5 | @interface GPUImagePinchDistortionFilter : GPUImageFilter 6 | { 7 | GLint aspectRatioUniform, radiusUniform, centerUniform, scaleUniform; 8 | } 9 | 10 | /** The center about which to apply the distortion, with a default of (0.5, 0.5) 11 | */ 12 | @property(readwrite, nonatomic) CGPoint center; 13 | /** The radius of the distortion, ranging from 0.0 to 2.0, with a default of 1.0 14 | */ 15 | @property(readwrite, nonatomic) CGFloat radius; 16 | /** The amount of distortion to apply, from -2.0 to 2.0, with a default of 0.5 17 | */ 18 | @property(readwrite, nonatomic) CGFloat scale; 19 | 20 | @end 21 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePixellateFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImagePixellateFilter : GPUImageFilter 4 | { 5 | GLint fractionalWidthOfAPixelUniform, aspectRatioUniform; 6 | } 7 | 8 | // The fractional width of the image to use as a size for the pixels in the resulting image. Values below one pixel width in the source image are ignored. 9 | @property(readwrite, nonatomic) CGFloat fractionalWidthOfAPixel; 10 | 11 | 12 | @end 13 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePixellatePositionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImagePixellatePositionFilter : GPUImageFilter 4 | { 5 | GLint fractionalWidthOfAPixelUniform, aspectRatioUniform, centerUniform, radiusUniform; 6 | } 7 | 8 | // The fractional width of the image to use as a size for the pixels in the resulting image. Values below one pixel width in the source image are ignored. 9 | @property(readwrite, nonatomic) CGFloat fractionalWidthOfAPixel; 10 | 11 | // the center point to start pixelation in texture coordinates, default 0.5, 0.5 12 | @property(readwrite, nonatomic) CGPoint center; 13 | 14 | // the radius (0.0 - 1.0) in which to pixelate, default 1.0 15 | @property(readwrite, nonatomic) CGFloat radius; 16 | 17 | @end 18 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePoissonBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputCrossTextureSamplingFilter.h" 2 | #import "GPUImageFilterGroup.h" 3 | 4 | @interface GPUImagePoissonBlendFilter : GPUImageTwoInputCrossTextureSamplingFilter 5 | { 6 | GLint mixUniform; 7 | 8 | GPUImageFramebuffer *secondOutputFramebuffer; 9 | } 10 | 11 | // Mix ranges from 0.0 (only image 1) to 1.0 (only image 2 gradients), with 1.0 as the normal level 12 | @property(readwrite, nonatomic) CGFloat mix; 13 | 14 | // The number of times to propagate the gradients. 15 | // Crank this up to 100 or even 1000 if you want to get anywhere near convergence. Yes, this will be slow. 16 | @property(readwrite, nonatomic) NSUInteger numIterations; 17 | 18 | @end -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePolarPixellateFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImagePolarPixellateFilter : GPUImageFilter { 4 | GLint centerUniform, pixelSizeUniform; 5 | } 6 | 7 | // The center about which to apply the distortion, with a default of (0.5, 0.5) 8 | @property(readwrite, nonatomic) CGPoint center; 9 | // The amount of distortion to apply, from (-2.0, -2.0) to (2.0, 2.0), with a default of (0.05, 0.05) 10 | @property(readwrite, nonatomic) CGSize pixelSize; 11 | 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePolkaDotFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImagePixellateFilter.h" 2 | 3 | @interface GPUImagePolkaDotFilter : GPUImagePixellateFilter 4 | { 5 | GLint dotScalingUniform; 6 | } 7 | 8 | @property(readwrite, nonatomic) CGFloat dotScaling; 9 | 10 | @end 11 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePosterizeFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** This reduces the color dynamic range into the number of steps specified, leading to a cartoon-like simple shading of the image. 4 | */ 5 | @interface GPUImagePosterizeFilter : GPUImageFilter 6 | { 7 | GLint colorLevelsUniform; 8 | } 9 | 10 | /** The number of color levels to reduce the image space to. This ranges from 1 to 256, with a default of 10. 11 | */ 12 | @property(readwrite, nonatomic) NSUInteger colorLevels; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePosterizeFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImagePosterizeFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImagePosterizeFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform highp float colorLevels; 10 | 11 | void main() 12 | { 13 | highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 14 | 15 | gl_FragColor = floor((textureColor * colorLevels) + vec4(0.5)) / colorLevels; 16 | } 17 | ); 18 | #else 19 | NSString *const kGPUImagePosterizeFragmentShaderString = SHADER_STRING 20 | ( 21 | varying vec2 textureCoordinate; 22 | 23 | uniform sampler2D inputImageTexture; 24 | uniform float colorLevels; 25 | 26 | void main() 27 | { 28 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 29 | 30 | gl_FragColor = floor((textureColor * colorLevels) + vec4(0.5)) / colorLevels; 31 | } 32 | ); 33 | #endif 34 | 35 | @implementation GPUImagePosterizeFilter 36 | 37 | @synthesize colorLevels = _colorLevels; 38 | 39 | #pragma mark - 40 | #pragma mark Initialization 41 | 42 | - (id)init; 43 | { 44 | if (!(self = [super initWithFragmentShaderFromString:kGPUImagePosterizeFragmentShaderString])) 45 | { 46 | return nil; 47 | } 48 | 49 | colorLevelsUniform = [filterProgram uniformIndex:@"colorLevels"]; 50 | self.colorLevels = 10; 51 | 52 | return self; 53 | } 54 | 55 | #pragma mark - 56 | #pragma mark Accessors 57 | 58 | - (void)setColorLevels:(NSUInteger)newValue; 59 | { 60 | _colorLevels = newValue; 61 | 62 | [self setFloat:_colorLevels forUniform:colorLevelsUniform program:filterProgram]; 63 | } 64 | 65 | @end 66 | 67 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImagePrewittEdgeDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSobelEdgeDetectionFilter.h" 2 | 3 | @interface GPUImagePrewittEdgeDetectionFilter : GPUImageSobelEdgeDetectionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRGBClosingFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageRGBErosionFilter; 4 | @class GPUImageRGBDilationFilter; 5 | 6 | // A filter that first performs a dilation on each color channel of an image, followed by an erosion of the same radius. 7 | // This helps to filter out smaller dark elements. 8 | 9 | @interface GPUImageRGBClosingFilter : GPUImageFilterGroup 10 | { 11 | GPUImageRGBErosionFilter *erosionFilter; 12 | GPUImageRGBDilationFilter *dilationFilter; 13 | } 14 | 15 | - (id)initWithRadius:(NSUInteger)radius; 16 | 17 | 18 | @end 19 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRGBClosingFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageRGBClosingFilter.h" 2 | #import "GPUImageRGBErosionFilter.h" 3 | #import "GPUImageRGBDilationFilter.h" 4 | 5 | @implementation GPUImageRGBClosingFilter 6 | 7 | - (id)init; 8 | { 9 | if (!(self = [self initWithRadius:1])) 10 | { 11 | return nil; 12 | } 13 | 14 | return self; 15 | } 16 | 17 | - (id)initWithRadius:(NSUInteger)radius; 18 | { 19 | if (!(self = [super init])) 20 | { 21 | return nil; 22 | } 23 | 24 | // First pass: dilation 25 | dilationFilter = [[GPUImageRGBDilationFilter alloc] initWithRadius:radius]; 26 | [self addFilter:dilationFilter]; 27 | 28 | // Second pass: erosion 29 | erosionFilter = [[GPUImageRGBErosionFilter alloc] initWithRadius:radius]; 30 | [self addFilter:erosionFilter]; 31 | 32 | [dilationFilter addTarget:erosionFilter]; 33 | 34 | self.initialFilters = [NSArray arrayWithObjects:dilationFilter, nil]; 35 | self.terminalFilter = erosionFilter; 36 | 37 | return self; 38 | } 39 | 40 | 41 | @end 42 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRGBDilationFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | // For each pixel, this sets it to the maximum value of each color channel in a rectangular neighborhood extending out dilationRadius pixels from the center. 4 | // This extends out brighter colors, and can be used for abstraction of color images. 5 | 6 | @interface GPUImageRGBDilationFilter : GPUImageTwoPassTextureSamplingFilter 7 | 8 | // Acceptable values for dilationRadius, which sets the distance in pixels to sample out from the center, are 1, 2, 3, and 4. 9 | - (id)initWithRadius:(NSUInteger)dilationRadius; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRGBErosionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | // For each pixel, this sets it to the minimum value of each color channel in a rectangular neighborhood extending out dilationRadius pixels from the center. 4 | // This extends out dark features, and can be used for abstraction of color images. 5 | 6 | @interface GPUImageRGBErosionFilter : GPUImageTwoPassTextureSamplingFilter 7 | 8 | // Acceptable values for erosionRadius, which sets the distance in pixels to sample out from the center, are 1, 2, 3, and 4. 9 | - (id)initWithRadius:(NSUInteger)erosionRadius; 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRGBFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageRGBFilter : GPUImageFilter 4 | { 5 | GLint redUniform; 6 | GLint greenUniform; 7 | GLint blueUniform; 8 | } 9 | 10 | // Normalized values by which each color channel is multiplied. The range is from 0.0 up, with 1.0 as the default. 11 | @property (readwrite, nonatomic) CGFloat red; 12 | @property (readwrite, nonatomic) CGFloat green; 13 | @property (readwrite, nonatomic) CGFloat blue; 14 | 15 | @end 16 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRGBOpeningFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageRGBErosionFilter; 4 | @class GPUImageRGBDilationFilter; 5 | 6 | // A filter that first performs an erosion on each color channel of an image, followed by a dilation of the same radius. 7 | // This helps to filter out smaller bright elements. 8 | 9 | @interface GPUImageRGBOpeningFilter : GPUImageFilterGroup 10 | { 11 | GPUImageRGBErosionFilter *erosionFilter; 12 | GPUImageRGBDilationFilter *dilationFilter; 13 | } 14 | 15 | - (id)initWithRadius:(NSUInteger)radius; 16 | 17 | @end 18 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRGBOpeningFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageRGBOpeningFilter.h" 2 | #import "GPUImageRGBErosionFilter.h" 3 | #import "GPUImageRGBDilationFilter.h" 4 | 5 | @implementation GPUImageRGBOpeningFilter 6 | 7 | - (id)init; 8 | { 9 | if (!(self = [self initWithRadius:1])) 10 | { 11 | return nil; 12 | } 13 | 14 | return self; 15 | } 16 | 17 | - (id)initWithRadius:(NSUInteger)radius; 18 | { 19 | if (!(self = [super init])) 20 | { 21 | return nil; 22 | } 23 | 24 | // First pass: erosion 25 | erosionFilter = [[GPUImageRGBErosionFilter alloc] initWithRadius:radius]; 26 | [self addFilter:erosionFilter]; 27 | 28 | // Second pass: dilation 29 | dilationFilter = [[GPUImageRGBDilationFilter alloc] initWithRadius:radius]; 30 | [self addFilter:dilationFilter]; 31 | 32 | [erosionFilter addTarget:dilationFilter]; 33 | 34 | self.initialFilters = [NSArray arrayWithObjects:erosionFilter, nil]; 35 | self.terminalFilter = dilationFilter; 36 | 37 | return self; 38 | } 39 | 40 | 41 | @end 42 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRawDataInput.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageOutput.h" 2 | 3 | // The bytes passed into this input are not copied or retained, but you are free to deallocate them after they are used by this filter. 4 | // The bytes are uploaded and stored within a texture, so nothing is kept locally. 5 | // The default format for input bytes is GPUPixelFormatBGRA, unless specified with pixelFormat: 6 | // The default type for input bytes is GPUPixelTypeUByte, unless specified with pixelType: 7 | 8 | typedef enum { 9 | GPUPixelFormatBGRA = GL_BGRA, 10 | GPUPixelFormatRGBA = GL_RGBA, 11 | GPUPixelFormatRGB = GL_RGB, 12 | GPUPixelFormatLuminance = GL_LUMINANCE 13 | } GPUPixelFormat; 14 | 15 | typedef enum { 16 | GPUPixelTypeUByte = GL_UNSIGNED_BYTE, 17 | GPUPixelTypeFloat = GL_FLOAT 18 | } GPUPixelType; 19 | 20 | @interface GPUImageRawDataInput : GPUImageOutput 21 | { 22 | CGSize uploadedImageSize; 23 | 24 | dispatch_semaphore_t dataUpdateSemaphore; 25 | } 26 | 27 | // Initialization and teardown 28 | - (id)initWithBytes:(GLubyte *)bytesToUpload size:(CGSize)imageSize; 29 | - (id)initWithBytes:(GLubyte *)bytesToUpload size:(CGSize)imageSize pixelFormat:(GPUPixelFormat)pixelFormat; 30 | - (id)initWithBytes:(GLubyte *)bytesToUpload size:(CGSize)imageSize pixelFormat:(GPUPixelFormat)pixelFormat type:(GPUPixelType)pixelType; 31 | 32 | /** Input data pixel format 33 | */ 34 | @property (readwrite, nonatomic) GPUPixelFormat pixelFormat; 35 | @property (readwrite, nonatomic) GPUPixelType pixelType; 36 | 37 | // Image rendering 38 | - (void)updateDataFromBytes:(GLubyte *)bytesToUpload size:(CGSize)imageSize; 39 | - (void)processData; 40 | - (void)processDataForTimestamp:(CMTime)frameTime; 41 | - (CGSize)outputImageSize; 42 | 43 | @end 44 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageRawDataOutput.h: -------------------------------------------------------------------------------- 1 | #import 2 | #import "GPUImageContext.h" 3 | 4 | struct GPUByteColorVector { 5 | GLubyte red; 6 | GLubyte green; 7 | GLubyte blue; 8 | GLubyte alpha; 9 | }; 10 | typedef struct GPUByteColorVector GPUByteColorVector; 11 | 12 | @protocol GPUImageRawDataProcessor; 13 | 14 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 15 | @interface GPUImageRawDataOutput : NSObject { 16 | CGSize imageSize; 17 | GPUImageRotationMode inputRotation; 18 | BOOL outputBGRA; 19 | } 20 | #else 21 | @interface GPUImageRawDataOutput : NSObject { 22 | CGSize imageSize; 23 | GPUImageRotationMode inputRotation; 24 | BOOL outputBGRA; 25 | } 26 | #endif 27 | 28 | @property(readonly) GLubyte *rawBytesForImage; 29 | @property(nonatomic, copy) void(^newFrameAvailableBlock)(void); 30 | @property(nonatomic) BOOL enabled; 31 | 32 | // Initialization and teardown 33 | - (id)initWithImageSize:(CGSize)newImageSize resultsInBGRAFormat:(BOOL)resultsInBGRAFormat; 34 | 35 | // Data access 36 | - (GPUByteColorVector)colorAtLocation:(CGPoint)locationInImage; 37 | - (NSUInteger)bytesPerRowInOutput; 38 | 39 | - (void)setImageSize:(CGSize)newImageSize; 40 | 41 | - (void)lockFramebufferForReading; 42 | - (void)unlockFramebufferAfterReading; 43 | 44 | @end 45 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSaturationBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSaturationBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSaturationFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Adjusts the saturation of an image 4 | */ 5 | @interface GPUImageSaturationFilter : GPUImageFilter 6 | { 7 | GLint saturationUniform; 8 | } 9 | 10 | /** Saturation ranges from 0.0 (fully desaturated) to 2.0 (max saturation), with 1.0 as the normal level 11 | */ 12 | @property(readwrite, nonatomic) CGFloat saturation; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSaturationFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageSaturationFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageSaturationFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform lowp float saturation; 10 | 11 | // Values from "Graphics Shaders: Theory and Practice" by Bailey and Cunningham 12 | const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721); 13 | 14 | void main() 15 | { 16 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 17 | lowp float luminance = dot(textureColor.rgb, luminanceWeighting); 18 | lowp vec3 greyScaleColor = vec3(luminance); 19 | 20 | gl_FragColor = vec4(mix(greyScaleColor, textureColor.rgb, saturation), textureColor.w); 21 | 22 | } 23 | ); 24 | #else 25 | NSString *const kGPUImageSaturationFragmentShaderString = SHADER_STRING 26 | ( 27 | varying vec2 textureCoordinate; 28 | 29 | uniform sampler2D inputImageTexture; 30 | uniform float saturation; 31 | 32 | // Values from "Graphics Shaders: Theory and Practice" by Bailey and Cunningham 33 | const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721); 34 | 35 | void main() 36 | { 37 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 38 | float luminance = dot(textureColor.rgb, luminanceWeighting); 39 | vec3 greyScaleColor = vec3(luminance); 40 | 41 | gl_FragColor = vec4(mix(greyScaleColor, textureColor.rgb, saturation), textureColor.w); 42 | 43 | } 44 | ); 45 | #endif 46 | 47 | @implementation GPUImageSaturationFilter 48 | 49 | @synthesize saturation = _saturation; 50 | 51 | #pragma mark - 52 | #pragma mark Initialization and teardown 53 | 54 | - (id)init; 55 | { 56 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageSaturationFragmentShaderString])) 57 | { 58 | return nil; 59 | } 60 | 61 | saturationUniform = [filterProgram uniformIndex:@"saturation"]; 62 | self.saturation = 1.0; 63 | 64 | return self; 65 | } 66 | 67 | #pragma mark - 68 | #pragma mark Accessors 69 | 70 | - (void)setSaturation:(CGFloat)newValue; 71 | { 72 | _saturation = newValue; 73 | 74 | [self setFloat:_saturation forUniform:saturationUniform program:filterProgram]; 75 | } 76 | 77 | @end 78 | 79 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageScreenBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageScreenBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageScreenBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageScreenBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageScreenBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | mediump vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 15 | mediump vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 16 | mediump vec4 whiteColor = vec4(1.0); 17 | gl_FragColor = whiteColor - ((whiteColor - textureColor2) * (whiteColor - textureColor)); 18 | } 19 | ); 20 | #else 21 | NSString *const kGPUImageScreenBlendFragmentShaderString = SHADER_STRING 22 | ( 23 | varying vec2 textureCoordinate; 24 | varying vec2 textureCoordinate2; 25 | 26 | uniform sampler2D inputImageTexture; 27 | uniform sampler2D inputImageTexture2; 28 | 29 | void main() 30 | { 31 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 32 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 33 | vec4 whiteColor = vec4(1.0); 34 | gl_FragColor = whiteColor - ((whiteColor - textureColor2) * (whiteColor - textureColor)); 35 | } 36 | ); 37 | #endif 38 | 39 | @implementation GPUImageScreenBlendFilter 40 | 41 | - (id)init; 42 | { 43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageScreenBlendFragmentShaderString])) 44 | { 45 | return nil; 46 | } 47 | 48 | return self; 49 | } 50 | 51 | @end 52 | 53 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSepiaFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageColorMatrixFilter.h" 2 | 3 | /// Simple sepia tone filter 4 | @interface GPUImageSepiaFilter : GPUImageColorMatrixFilter 5 | 6 | @end 7 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSepiaFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageSepiaFilter.h" 2 | 3 | @implementation GPUImageSepiaFilter 4 | 5 | - (id)init; 6 | { 7 | if (!(self = [super init])) 8 | { 9 | return nil; 10 | } 11 | 12 | self.intensity = 1.0; 13 | self.colorMatrix = (GPUMatrix4x4){ 14 | {0.3588, 0.7044, 0.1368, 0.0}, 15 | {0.2990, 0.5870, 0.1140, 0.0}, 16 | {0.2392, 0.4696, 0.0912 ,0.0}, 17 | {0,0,0,1.0}, 18 | }; 19 | 20 | return self; 21 | } 22 | 23 | @end 24 | 25 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSharpenFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageSharpenFilter : GPUImageFilter 4 | { 5 | GLint sharpnessUniform; 6 | GLint imageWidthFactorUniform, imageHeightFactorUniform; 7 | } 8 | 9 | // Sharpness ranges from -4.0 to 4.0, with 0.0 as the normal level 10 | @property(readwrite, nonatomic) CGFloat sharpness; 11 | 12 | @end 13 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageShiTomasiFeatureDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageHarrisCornerDetectionFilter.h" 2 | 3 | /** Shi-Tomasi feature detector 4 | 5 | This is the Shi-Tomasi feature detector, as described in 6 | J. Shi and C. Tomasi. Good features to track. Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, pages 593-600, June 1994. 7 | */ 8 | 9 | @interface GPUImageShiTomasiFeatureDetectionFilter : GPUImageHarrisCornerDetectionFilter 10 | 11 | // Compared to the Harris corner detector, the default sensitivity value for this detector is set to 1.5 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageShiTomasiFeatureDetectionFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageShiTomasiFeatureDetectionFilter.h" 2 | 3 | @implementation GPUImageShiTomasiFeatureDetectionFilter 4 | 5 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 6 | NSString *const kGPUImageShiTomasiCornerDetectionFragmentShaderString = SHADER_STRING 7 | ( 8 | varying highp vec2 textureCoordinate; 9 | 10 | uniform sampler2D inputImageTexture; 11 | uniform lowp float sensitivity; 12 | 13 | void main() 14 | { 15 | mediump vec3 derivativeElements = texture2D(inputImageTexture, textureCoordinate).rgb; 16 | 17 | mediump float derivativeDifference = derivativeElements.x - derivativeElements.y; 18 | mediump float zElement = (derivativeElements.z * 2.0) - 1.0; 19 | 20 | // R = Ix^2 + Iy^2 - sqrt( (Ix^2 - Iy^2)^2 + 4 * Ixy * Ixy) 21 | mediump float cornerness = derivativeElements.x + derivativeElements.y - sqrt(derivativeDifference * derivativeDifference + 4.0 * zElement * zElement); 22 | 23 | gl_FragColor = vec4(vec3(cornerness * sensitivity), 1.0); 24 | } 25 | ); 26 | #else 27 | NSString *const kGPUImageShiTomasiCornerDetectionFragmentShaderString = SHADER_STRING 28 | ( 29 | varying vec2 textureCoordinate; 30 | 31 | uniform sampler2D inputImageTexture; 32 | uniform float sensitivity; 33 | 34 | void main() 35 | { 36 | vec3 derivativeElements = texture2D(inputImageTexture, textureCoordinate).rgb; 37 | 38 | float derivativeDifference = derivativeElements.x - derivativeElements.y; 39 | float zElement = (derivativeElements.z * 2.0) - 1.0; 40 | 41 | // R = Ix^2 + Iy^2 - sqrt( (Ix^2 - Iy^2)^2 + 4 * Ixy * Ixy) 42 | float cornerness = derivativeElements.x + derivativeElements.y - sqrt(derivativeDifference * derivativeDifference + 4.0 * zElement * zElement); 43 | 44 | gl_FragColor = vec4(vec3(cornerness * sensitivity), 1.0); 45 | } 46 | ); 47 | #endif 48 | 49 | #pragma mark - 50 | #pragma mark Initialization and teardown 51 | 52 | - (id)init; 53 | { 54 | if (!(self = [self initWithCornerDetectionFragmentShader:kGPUImageShiTomasiCornerDetectionFragmentShaderString])) 55 | { 56 | return nil; 57 | } 58 | 59 | self.sensitivity = 1.5; 60 | 61 | return self; 62 | } 63 | 64 | 65 | @end 66 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSingleComponentGaussianBlurFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageGaussianBlurFilter.h" 2 | 3 | // This filter merely performs the standard Gaussian blur on the red color channel (assuming a luminance image) 4 | 5 | @interface GPUImageSingleComponentGaussianBlurFilter : GPUImageGaussianBlurFilter 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSketchFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSobelEdgeDetectionFilter.h" 2 | 3 | /** Converts video to look like a sketch. 4 | 5 | This is just the Sobel edge detection filter with the colors inverted. 6 | */ 7 | @interface GPUImageSketchFilter : GPUImageSobelEdgeDetectionFilter 8 | { 9 | } 10 | 11 | @end 12 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSmoothToonFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageGaussianBlurFilter; 4 | @class GPUImageToonFilter; 5 | 6 | /** This uses a similar process as the GPUImageToonFilter, only it precedes the toon effect with a Gaussian blur to smooth out noise. 7 | */ 8 | @interface GPUImageSmoothToonFilter : GPUImageFilterGroup 9 | { 10 | GPUImageGaussianBlurFilter *blurFilter; 11 | GPUImageToonFilter *toonFilter; 12 | } 13 | 14 | /// The image width and height factors tweak the appearance of the edges. By default, they match the filter size in pixels 15 | @property(readwrite, nonatomic) CGFloat texelWidth; 16 | /// The image width and height factors tweak the appearance of the edges. By default, they match the filter size in pixels 17 | @property(readwrite, nonatomic) CGFloat texelHeight; 18 | 19 | /// The radius of the underlying Gaussian blur. The default is 2.0. 20 | @property (readwrite, nonatomic) CGFloat blurRadiusInPixels; 21 | 22 | /// The threshold at which to apply the edges, default of 0.2 23 | @property(readwrite, nonatomic) CGFloat threshold; 24 | 25 | /// The levels of quantization for the posterization of colors within the scene, with a default of 10.0 26 | @property(readwrite, nonatomic) CGFloat quantizationLevels; 27 | 28 | @end 29 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSobelEdgeDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassFilter.h" 2 | 3 | @interface GPUImageSobelEdgeDetectionFilter : GPUImageTwoPassFilter 4 | { 5 | GLint texelWidthUniform, texelHeightUniform, edgeStrengthUniform; 6 | BOOL hasOverriddenImageSizeFactor; 7 | } 8 | 9 | // The texel width and height factors tweak the appearance of the edges. By default, they match the inverse of the filter size in pixels 10 | @property(readwrite, nonatomic) CGFloat texelWidth; 11 | @property(readwrite, nonatomic) CGFloat texelHeight; 12 | 13 | // The filter strength property affects the dynamic range of the filter. High values can make edges more visible, but can lead to saturation. Default of 1.0. 14 | @property(readwrite, nonatomic) CGFloat edgeStrength; 15 | 16 | @end 17 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSoftEleganceFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImagePicture; 4 | 5 | /** A photo filter based on Soft Elegance Photoshop action 6 | http://h-d-stock.deviantart.com/art/H-D-A-soft-elegance-70107603 7 | */ 8 | 9 | // Note: If you want to use this effect you have to add 10 | // lookup_soft_elegance_1.png and lookup_soft_elegance_2.png 11 | // from Resources folder to your application bundle. 12 | 13 | @interface GPUImageSoftEleganceFilter : GPUImageFilterGroup 14 | { 15 | GPUImagePicture *lookupImageSource1; 16 | GPUImagePicture *lookupImageSource2; 17 | } 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSoftLightBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSoftLightBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSoftLightBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageSoftLightBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageSoftLightBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | mediump vec4 base = texture2D(inputImageTexture, textureCoordinate); 15 | mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | lowp float alphaDivisor = base.a + step(base.a, 0.0); // Protect against a divide-by-zero blacking out things in the output 18 | gl_FragColor = base * (overlay.a * (base / alphaDivisor) + (2.0 * overlay * (1.0 - (base / alphaDivisor)))) + overlay * (1.0 - base.a) + base * (1.0 - overlay.a); 19 | } 20 | ); 21 | #else 22 | NSString *const kGPUImageSoftLightBlendFragmentShaderString = SHADER_STRING 23 | ( 24 | varying vec2 textureCoordinate; 25 | varying vec2 textureCoordinate2; 26 | 27 | uniform sampler2D inputImageTexture; 28 | uniform sampler2D inputImageTexture2; 29 | 30 | void main() 31 | { 32 | vec4 base = texture2D(inputImageTexture, textureCoordinate); 33 | vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2); 34 | 35 | float alphaDivisor = base.a + step(base.a, 0.0); // Protect against a divide-by-zero blacking out things in the output 36 | gl_FragColor = base * (overlay.a * (base / alphaDivisor) + (2.0 * overlay * (1.0 - (base / alphaDivisor)))) + overlay * (1.0 - base.a) + base * (1.0 - overlay.a); 37 | } 38 | ); 39 | #endif 40 | 41 | @implementation GPUImageSoftLightBlendFilter 42 | 43 | - (id)init; 44 | { 45 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageSoftLightBlendFragmentShaderString])) 46 | { 47 | return nil; 48 | } 49 | 50 | return self; 51 | } 52 | 53 | @end 54 | 55 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSolidColorGenerator.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | // This outputs an image with a constant color. You need to use -forceProcessingAtSize: in order to set the output image 4 | // dimensions, or this won't work correctly 5 | 6 | 7 | @interface GPUImageSolidColorGenerator : GPUImageFilter 8 | { 9 | GLint colorUniform; 10 | GLint useExistingAlphaUniform; 11 | } 12 | 13 | // This color dictates what the output image will be filled with 14 | @property(readwrite, nonatomic) GPUVector4 color; 15 | @property(readwrite, nonatomic, assign) BOOL useExistingAlpha; // whether to use the alpha of the existing image or not, default is NO 16 | 17 | - (void)setColorRed:(CGFloat)redComponent green:(CGFloat)greenComponent blue:(CGFloat)blueComponent alpha:(CGFloat)alphaComponent; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSourceOverBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSourceOverBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSourceOverBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageSourceOverBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageSourceOverBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 15 | lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate); 16 | 17 | gl_FragColor = mix(textureColor, textureColor2, textureColor2.a); 18 | } 19 | ); 20 | #else 21 | NSString *const kGPUImageSourceOverBlendFragmentShaderString = SHADER_STRING 22 | ( 23 | varying vec2 textureCoordinate; 24 | varying vec2 textureCoordinate2; 25 | 26 | uniform sampler2D inputImageTexture; 27 | uniform sampler2D inputImageTexture2; 28 | 29 | void main() 30 | { 31 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 32 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate); 33 | 34 | gl_FragColor = mix(textureColor, textureColor2, textureColor2.a); 35 | } 36 | ); 37 | #endif 38 | 39 | @implementation GPUImageSourceOverBlendFilter 40 | 41 | - (id)init; 42 | { 43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageSourceOverBlendFragmentShaderString])) 44 | { 45 | return nil; 46 | } 47 | 48 | return self; 49 | } 50 | 51 | @end 52 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSphereRefractionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageSphereRefractionFilter : GPUImageFilter 4 | { 5 | GLint radiusUniform, centerUniform, aspectRatioUniform, refractiveIndexUniform; 6 | } 7 | 8 | /// The center about which to apply the distortion, with a default of (0.5, 0.5) 9 | @property(readwrite, nonatomic) CGPoint center; 10 | /// The radius of the distortion, ranging from 0.0 to 1.0, with a default of 0.25 11 | @property(readwrite, nonatomic) CGFloat radius; 12 | /// The index of refraction for the sphere, with a default of 0.71 13 | @property(readwrite, nonatomic) CGFloat refractiveIndex; 14 | 15 | @end 16 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageStillCamera.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageVideoCamera.h" 2 | 3 | void stillImageDataReleaseCallback(void *releaseRefCon, const void *baseAddress); 4 | void GPUImageCreateResizedSampleBuffer(CVPixelBufferRef cameraFrame, CGSize finalSize, CMSampleBufferRef *sampleBuffer); 5 | 6 | @interface GPUImageStillCamera : GPUImageVideoCamera 7 | 8 | /** The JPEG compression quality to use when capturing a photo as a JPEG. 9 | */ 10 | @property CGFloat jpegCompressionQuality; 11 | 12 | // Only reliably set inside the context of the completion handler of one of the capture methods 13 | @property (readonly) NSDictionary *currentCaptureMetadata; 14 | 15 | // Photography controls 16 | - (void)capturePhotoAsSampleBufferWithCompletionHandler:(void (^)(CMSampleBufferRef imageSampleBuffer, NSError *error))block; 17 | - (void)capturePhotoAsImageProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withCompletionHandler:(void (^)(UIImage *processedImage, NSError *error))block; 18 | - (void)capturePhotoAsImageProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withOrientation:(UIImageOrientation)orientation withCompletionHandler:(void (^)(UIImage *processedImage, NSError *error))block; 19 | - (void)capturePhotoAsJPEGProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withCompletionHandler:(void (^)(NSData *processedJPEG, NSError *error))block; 20 | - (void)capturePhotoAsJPEGProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withOrientation:(UIImageOrientation)orientation withCompletionHandler:(void (^)(NSData *processedJPEG, NSError *error))block; 21 | - (void)capturePhotoAsPNGProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withCompletionHandler:(void (^)(NSData *processedPNG, NSError *error))block; 22 | - (void)capturePhotoAsPNGProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withOrientation:(UIImageOrientation)orientation withCompletionHandler:(void (^)(NSData *processedPNG, NSError *error))block; 23 | 24 | @end 25 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageStretchDistortionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Creates a stretch distortion of the image 4 | */ 5 | @interface GPUImageStretchDistortionFilter : GPUImageFilter { 6 | GLint centerUniform; 7 | } 8 | 9 | /** The center about which to apply the distortion, with a default of (0.5, 0.5) 10 | */ 11 | @property(readwrite, nonatomic) CGPoint center; 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSubtractBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSubtractBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSubtractBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageSubtractBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageSubtractBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 15 | lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | gl_FragColor = vec4(textureColor.rgb - textureColor2.rgb, textureColor.a); 18 | } 19 | ); 20 | #else 21 | NSString *const kGPUImageSubtractBlendFragmentShaderString = SHADER_STRING 22 | ( 23 | varying vec2 textureCoordinate; 24 | varying vec2 textureCoordinate2; 25 | 26 | uniform sampler2D inputImageTexture; 27 | uniform sampler2D inputImageTexture2; 28 | 29 | void main() 30 | { 31 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 32 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 33 | 34 | gl_FragColor = vec4(textureColor.rgb - textureColor2.rgb, textureColor.a); 35 | } 36 | ); 37 | #endif 38 | 39 | @implementation GPUImageSubtractBlendFilter 40 | 41 | - (id)init; 42 | { 43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageSubtractBlendFragmentShaderString])) 44 | { 45 | return nil; 46 | } 47 | 48 | return self; 49 | } 50 | 51 | @end 52 | 53 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageSwirlFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Creates a swirl distortion on the image 4 | */ 5 | @interface GPUImageSwirlFilter : GPUImageFilter 6 | { 7 | GLint radiusUniform, centerUniform, angleUniform; 8 | } 9 | 10 | /// The center about which to apply the distortion, with a default of (0.5, 0.5) 11 | @property(readwrite, nonatomic) CGPoint center; 12 | /// The radius of the distortion, ranging from 0.0 to 1.0, with a default of 0.5 13 | @property(readwrite, nonatomic) CGFloat radius; 14 | /// The amount of distortion to apply, with a minimum of 0.0 and a default of 1.0 15 | @property(readwrite, nonatomic) CGFloat angle; 16 | 17 | @end 18 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTextureInput.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageOutput.h" 2 | 3 | @interface GPUImageTextureInput : GPUImageOutput 4 | { 5 | CGSize textureSize; 6 | } 7 | 8 | // Initialization and teardown 9 | - (id)initWithTexture:(GLuint)newInputTexture size:(CGSize)newTextureSize; 10 | 11 | // Image rendering 12 | - (void)processTextureWithFrameTime:(CMTime)frameTime; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTextureInput.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageTextureInput.h" 2 | 3 | @implementation GPUImageTextureInput 4 | 5 | #pragma mark - 6 | #pragma mark Initialization and teardown 7 | 8 | - (id)initWithTexture:(GLuint)newInputTexture size:(CGSize)newTextureSize; 9 | { 10 | if (!(self = [super init])) 11 | { 12 | return nil; 13 | } 14 | 15 | runSynchronouslyOnVideoProcessingQueue(^{ 16 | [GPUImageContext useImageProcessingContext]; 17 | }); 18 | 19 | textureSize = newTextureSize; 20 | 21 | runSynchronouslyOnVideoProcessingQueue(^{ 22 | outputFramebuffer = [[GPUImageFramebuffer alloc] initWithSize:newTextureSize overriddenTexture:newInputTexture]; 23 | }); 24 | 25 | return self; 26 | } 27 | 28 | #pragma mark - 29 | #pragma mark Image rendering 30 | 31 | - (void)processTextureWithFrameTime:(CMTime)frameTime; 32 | { 33 | runAsynchronouslyOnVideoProcessingQueue(^{ 34 | for (id currentTarget in targets) 35 | { 36 | NSInteger indexOfObject = [targets indexOfObject:currentTarget]; 37 | NSInteger targetTextureIndex = [[targetTextureIndices objectAtIndex:indexOfObject] integerValue]; 38 | 39 | [currentTarget setInputSize:textureSize atIndex:targetTextureIndex]; 40 | [currentTarget setInputFramebuffer:outputFramebuffer atIndex:targetTextureIndex]; 41 | [currentTarget newFrameReadyAtTime:frameTime atIndex:targetTextureIndex]; 42 | } 43 | }); 44 | } 45 | 46 | @end 47 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTextureOutput.h: -------------------------------------------------------------------------------- 1 | #import 2 | #import "GPUImageContext.h" 3 | 4 | @protocol GPUImageTextureOutputDelegate; 5 | 6 | @interface GPUImageTextureOutput : NSObject 7 | { 8 | GPUImageFramebuffer *firstInputFramebuffer; 9 | } 10 | 11 | @property(readwrite, unsafe_unretained, nonatomic) id delegate; 12 | @property(readonly) GLuint texture; 13 | @property(nonatomic) BOOL enabled; 14 | 15 | - (void)doneWithTexture; 16 | 17 | @end 18 | 19 | @protocol GPUImageTextureOutputDelegate 20 | - (void)newFrameReadyFromTextureOutput:(GPUImageTextureOutput *)callbackTextureOutput; 21 | @end 22 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTextureOutput.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageTextureOutput.h" 2 | 3 | @implementation GPUImageTextureOutput 4 | 5 | @synthesize delegate = _delegate; 6 | @synthesize texture = _texture; 7 | @synthesize enabled; 8 | 9 | #pragma mark - 10 | #pragma mark Initialization and teardown 11 | 12 | - (id)init; 13 | { 14 | if (!(self = [super init])) 15 | { 16 | return nil; 17 | } 18 | 19 | self.enabled = YES; 20 | 21 | return self; 22 | } 23 | 24 | - (void)doneWithTexture; 25 | { 26 | [firstInputFramebuffer unlock]; 27 | } 28 | 29 | #pragma mark - 30 | #pragma mark GPUImageInput protocol 31 | 32 | - (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)textureIndex; 33 | { 34 | [_delegate newFrameReadyFromTextureOutput:self]; 35 | } 36 | 37 | - (NSInteger)nextAvailableTextureIndex; 38 | { 39 | return 0; 40 | } 41 | 42 | // TODO: Deal with the fact that the texture changes regularly as a result of the caching 43 | - (void)setInputFramebuffer:(GPUImageFramebuffer *)newInputFramebuffer atIndex:(NSInteger)textureIndex; 44 | { 45 | firstInputFramebuffer = newInputFramebuffer; 46 | [firstInputFramebuffer lock]; 47 | 48 | _texture = [firstInputFramebuffer texture]; 49 | } 50 | 51 | - (void)setInputRotation:(GPUImageRotationMode)newInputRotation atIndex:(NSInteger)textureIndex; 52 | { 53 | } 54 | 55 | - (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex; 56 | { 57 | } 58 | 59 | - (CGSize)maximumOutputSize; 60 | { 61 | return CGSizeZero; 62 | } 63 | 64 | - (void)endProcessing 65 | { 66 | } 67 | 68 | - (BOOL)shouldIgnoreUpdatesToThisTarget; 69 | { 70 | return NO; 71 | } 72 | 73 | - (BOOL)wantsMonochromeInput; 74 | { 75 | return NO; 76 | } 77 | 78 | - (void)setCurrentlyReceivingMonochromeInput:(BOOL)newValue; 79 | { 80 | 81 | } 82 | 83 | @end 84 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageThreeInputFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | extern NSString *const kGPUImageThreeInputTextureVertexShaderString; 4 | 5 | @interface GPUImageThreeInputFilter : GPUImageTwoInputFilter 6 | { 7 | GPUImageFramebuffer *thirdInputFramebuffer; 8 | 9 | GLint filterThirdTextureCoordinateAttribute; 10 | GLint filterInputTextureUniform3; 11 | GPUImageRotationMode inputRotation3; 12 | GLuint filterSourceTexture3; 13 | CMTime thirdFrameTime; 14 | 15 | BOOL hasSetSecondTexture, hasReceivedThirdFrame, thirdFrameWasVideo; 16 | BOOL thirdFrameCheckDisabled; 17 | } 18 | 19 | - (void)disableThirdFrameCheck; 20 | 21 | @end 22 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageThresholdEdgeDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSobelEdgeDetectionFilter.h" 2 | 3 | @interface GPUImageThresholdEdgeDetectionFilter : GPUImageSobelEdgeDetectionFilter 4 | { 5 | GLint thresholdUniform; 6 | } 7 | 8 | /** Any edge above this threshold will be black, and anything below white. Ranges from 0.0 to 1.0, with 0.8 as the default 9 | */ 10 | @property(readwrite, nonatomic) CGFloat threshold; 11 | 12 | @end 13 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageThresholdSketchFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageThresholdEdgeDetectionFilter.h" 2 | 3 | @interface GPUImageThresholdSketchFilter : GPUImageThresholdEdgeDetectionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageThresholdedNonMaximumSuppressionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageThresholdedNonMaximumSuppressionFilter : GPUImage3x3TextureSamplingFilter 4 | { 5 | GLint thresholdUniform; 6 | } 7 | 8 | /** Any local maximum above this threshold will be white, and anything below black. Ranges from 0.0 to 1.0, with 0.8 as the default 9 | */ 10 | @property(readwrite, nonatomic) CGFloat threshold; 11 | 12 | - (id)initWithPackedColorspace:(BOOL)inputUsesPackedColorspace; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTiltShiftFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageGaussianBlurFilter; 4 | 5 | /// A simulated tilt shift lens effect 6 | @interface GPUImageTiltShiftFilter : GPUImageFilterGroup 7 | { 8 | GPUImageGaussianBlurFilter *blurFilter; 9 | GPUImageFilter *tiltShiftFilter; 10 | } 11 | 12 | /// The radius of the underlying blur, in pixels. This is 7.0 by default. 13 | @property(readwrite, nonatomic) CGFloat blurRadiusInPixels; 14 | 15 | /// The normalized location of the top of the in-focus area in the image, this value should be lower than bottomFocusLevel, default 0.4 16 | @property(readwrite, nonatomic) CGFloat topFocusLevel; 17 | 18 | /// The normalized location of the bottom of the in-focus area in the image, this value should be higher than topFocusLevel, default 0.6 19 | @property(readwrite, nonatomic) CGFloat bottomFocusLevel; 20 | 21 | /// The rate at which the image gets blurry away from the in-focus region, default 0.2 22 | @property(readwrite, nonatomic) CGFloat focusFallOffRate; 23 | 24 | @end 25 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageToneCurveFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageToneCurveFilter : GPUImageFilter 4 | 5 | @property(readwrite, nonatomic, copy) NSArray *redControlPoints; 6 | @property(readwrite, nonatomic, copy) NSArray *greenControlPoints; 7 | @property(readwrite, nonatomic, copy) NSArray *blueControlPoints; 8 | @property(readwrite, nonatomic, copy) NSArray *rgbCompositeControlPoints; 9 | 10 | // Initialization and teardown 11 | - (id)initWithACVData:(NSData*)data; 12 | 13 | - (id)initWithACV:(NSString*)curveFilename; 14 | - (id)initWithACVURL:(NSURL*)curveFileURL; 15 | 16 | // This lets you set all three red, green, and blue tone curves at once. 17 | // NOTE: Deprecated this function because this effect can be accomplished 18 | // using the rgbComposite channel rather then setting all 3 R, G, and B channels. 19 | - (void)setRGBControlPoints:(NSArray *)points DEPRECATED_ATTRIBUTE; 20 | 21 | - (void)setPointsWithACV:(NSString*)curveFilename; 22 | - (void)setPointsWithACVURL:(NSURL*)curveFileURL; 23 | 24 | // Curve calculation 25 | - (NSMutableArray *)getPreparedSplineCurve:(NSArray *)points; 26 | - (NSMutableArray *)splineCurve:(NSArray *)points; 27 | - (NSMutableArray *)secondDerivative:(NSArray *)cgPoints; 28 | - (void)updateToneCurveTexture; 29 | 30 | @end 31 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageToonFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | /** This uses Sobel edge detection to place a black border around objects, 4 | and then it quantizes the colors present in the image to give a cartoon-like quality to the image. 5 | */ 6 | @interface GPUImageToonFilter : GPUImage3x3TextureSamplingFilter 7 | { 8 | GLint thresholdUniform, quantizationLevelsUniform; 9 | } 10 | 11 | /** The threshold at which to apply the edges, default of 0.2 12 | */ 13 | @property(readwrite, nonatomic) CGFloat threshold; 14 | 15 | /** The levels of quantization for the posterization of colors within the scene, with a default of 10.0 16 | */ 17 | @property(readwrite, nonatomic) CGFloat quantizationLevels; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTransformFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageTransformFilter : GPUImageFilter 4 | { 5 | GLint transformMatrixUniform, orthographicMatrixUniform; 6 | GPUMatrix4x4 orthographicMatrix; 7 | } 8 | 9 | // You can either set the transform to apply to be a 2-D affine transform or a 3-D transform. The default is the identity transform (the output image is identical to the input). 10 | @property(readwrite, nonatomic) CGAffineTransform affineTransform; 11 | @property(readwrite, nonatomic) CATransform3D transform3D; 12 | 13 | // This applies the transform to the raw frame data if set to YES, the default of NO takes the aspect ratio of the image input into account when rotating 14 | @property(readwrite, nonatomic) BOOL ignoreAspectRatio; 15 | 16 | // sets the anchor point to top left corner 17 | @property(readwrite, nonatomic) BOOL anchorTopLeft; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTwoInputCrossTextureSamplingFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageTwoInputCrossTextureSamplingFilter : GPUImageTwoInputFilter 4 | { 5 | GLint texelWidthUniform, texelHeightUniform; 6 | 7 | CGFloat texelWidth, texelHeight; 8 | BOOL hasOverriddenImageSizeFactor; 9 | } 10 | 11 | // The texel width and height determines how far out to sample from this texel. By default, this is the normalized width of a pixel, but this can be overridden for different effects. 12 | @property(readwrite, nonatomic) CGFloat texelWidth; 13 | @property(readwrite, nonatomic) CGFloat texelHeight; 14 | 15 | @end 16 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTwoInputFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | extern NSString *const kGPUImageTwoInputTextureVertexShaderString; 4 | 5 | @interface GPUImageTwoInputFilter : GPUImageFilter 6 | { 7 | GPUImageFramebuffer *secondInputFramebuffer; 8 | 9 | GLint filterSecondTextureCoordinateAttribute; 10 | GLint filterInputTextureUniform2; 11 | GPUImageRotationMode inputRotation2; 12 | CMTime firstFrameTime, secondFrameTime; 13 | 14 | BOOL hasSetFirstTexture, hasReceivedFirstFrame, hasReceivedSecondFrame, firstFrameWasVideo, secondFrameWasVideo; 15 | BOOL firstFrameCheckDisabled, secondFrameCheckDisabled; 16 | } 17 | 18 | - (void)disableFirstFrameCheck; 19 | - (void)disableSecondFrameCheck; 20 | 21 | @end 22 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTwoPassFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageTwoPassFilter : GPUImageFilter 4 | { 5 | GPUImageFramebuffer *secondOutputFramebuffer; 6 | 7 | GLProgram *secondFilterProgram; 8 | GLint secondFilterPositionAttribute, secondFilterTextureCoordinateAttribute; 9 | GLint secondFilterInputTextureUniform, secondFilterInputTextureUniform2; 10 | 11 | NSMutableDictionary *secondProgramUniformStateRestorationBlocks; 12 | } 13 | 14 | // Initialization and teardown 15 | - (id)initWithFirstStageVertexShaderFromString:(NSString *)firstStageVertexShaderString firstStageFragmentShaderFromString:(NSString *)firstStageFragmentShaderString secondStageVertexShaderFromString:(NSString *)secondStageVertexShaderString secondStageFragmentShaderFromString:(NSString *)secondStageFragmentShaderString; 16 | - (id)initWithFirstStageFragmentShaderFromString:(NSString *)firstStageFragmentShaderString secondStageFragmentShaderFromString:(NSString *)secondStageFragmentShaderString; 17 | - (void)initializeSecondaryAttributes; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageTwoPassTextureSamplingFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassFilter.h" 2 | 3 | @interface GPUImageTwoPassTextureSamplingFilter : GPUImageTwoPassFilter 4 | { 5 | GLint verticalPassTexelWidthOffsetUniform, verticalPassTexelHeightOffsetUniform, horizontalPassTexelWidthOffsetUniform, horizontalPassTexelHeightOffsetUniform; 6 | GLfloat verticalPassTexelWidthOffset, verticalPassTexelHeightOffset, horizontalPassTexelWidthOffset, horizontalPassTexelHeightOffset; 7 | CGFloat _verticalTexelSpacing, _horizontalTexelSpacing; 8 | } 9 | 10 | // This sets the spacing between texels (in pixels) when sampling for the first. By default, this is 1.0 11 | @property(readwrite, nonatomic) CGFloat verticalTexelSpacing, horizontalTexelSpacing; 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageUIElement.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageOutput.h" 2 | 3 | @interface GPUImageUIElement : GPUImageOutput 4 | 5 | // Initialization and teardown 6 | - (id)initWithView:(UIView *)inputView; 7 | - (id)initWithLayer:(CALayer *)inputLayer; 8 | 9 | // Layer management 10 | - (CGSize)layerSizeInPixels; 11 | - (void)update; 12 | - (void)updateUsingCurrentTime; 13 | - (void)updateWithTimestamp:(CMTime)frameTime; 14 | 15 | @end 16 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageUnsharpMaskFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageGaussianBlurFilter; 4 | 5 | @interface GPUImageUnsharpMaskFilter : GPUImageFilterGroup 6 | { 7 | GPUImageGaussianBlurFilter *blurFilter; 8 | GPUImageFilter *unsharpMaskFilter; 9 | } 10 | // The blur radius of the underlying Gaussian blur. The default is 4.0. 11 | @property (readwrite, nonatomic) CGFloat blurRadiusInPixels; 12 | 13 | // The strength of the sharpening, from 0.0 on up, with a default of 1.0 14 | @property(readwrite, nonatomic) CGFloat intensity; 15 | 16 | @end 17 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageVignetteFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Performs a vignetting effect, fading out the image at the edges 4 | */ 5 | @interface GPUImageVignetteFilter : GPUImageFilter 6 | { 7 | GLint vignetteCenterUniform, vignetteColorUniform, vignetteStartUniform, vignetteEndUniform; 8 | } 9 | 10 | // the center for the vignette in tex coords (defaults to 0.5, 0.5) 11 | @property (nonatomic, readwrite) CGPoint vignetteCenter; 12 | 13 | // The color to use for the Vignette (defaults to black) 14 | @property (nonatomic, readwrite) GPUVector3 vignetteColor; 15 | 16 | // The normalized distance from the center where the vignette effect starts. Default of 0.5. 17 | @property (nonatomic, readwrite) CGFloat vignetteStart; 18 | 19 | // The normalized distance from the center where the vignette effect ends. Default of 0.75. 20 | @property (nonatomic, readwrite) CGFloat vignetteEnd; 21 | 22 | @end 23 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageVoronoiConsumerFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageVoronoiConsumerFilter : GPUImageTwoInputFilter 4 | { 5 | GLint sizeUniform; 6 | } 7 | 8 | @property (nonatomic, readwrite) CGSize sizeInPixels; 9 | 10 | @end 11 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageWeakPixelInclusionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageWeakPixelInclusionFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageWhiteBalanceFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | /** 3 | * Created by Alaric Cole 4 | * Allows adjustment of color temperature in terms of what an image was effectively shot in. This means higher Kelvin values will warm the image, while lower values will cool it. 5 | 6 | */ 7 | @interface GPUImageWhiteBalanceFilter : GPUImageFilter 8 | { 9 | GLint temperatureUniform, tintUniform; 10 | } 11 | //choose color temperature, in degrees Kelvin 12 | @property(readwrite, nonatomic) CGFloat temperature; 13 | 14 | //adjust tint to compensate 15 | @property(readwrite, nonatomic) CGFloat tint; 16 | 17 | @end 18 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageXYDerivativeFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSobelEdgeDetectionFilter.h" 2 | 3 | @interface GPUImageXYDerivativeFilter : GPUImageSobelEdgeDetectionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageZoomBlurFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageZoomBlurFilter : GPUImageFilter 4 | 5 | /** A multiplier for the blur size, ranging from 0.0 on up, with a default of 1.0 6 | */ 7 | @property (readwrite, nonatomic) CGFloat blurSize; 8 | 9 | /** The normalized center of the blur. (0.5, 0.5) by default 10 | */ 11 | @property (readwrite, nonatomic) CGPoint blurCenter; 12 | 13 | @end 14 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/GPUImageiOSBlurFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilterGroup.h" 2 | 3 | @class GPUImageSaturationFilter; 4 | @class GPUImageGaussianBlurFilter; 5 | @class GPUImageLuminanceRangeFilter; 6 | 7 | @interface GPUImageiOSBlurFilter : GPUImageFilterGroup 8 | { 9 | GPUImageSaturationFilter *saturationFilter; 10 | GPUImageGaussianBlurFilter *blurFilter; 11 | GPUImageLuminanceRangeFilter *luminanceRangeFilter; 12 | } 13 | 14 | /** A radius in pixels to use for the blur, with a default of 12.0. This adjusts the sigma variable in the Gaussian distribution function. 15 | */ 16 | @property (readwrite, nonatomic) CGFloat blurRadiusInPixels; 17 | 18 | /** Saturation ranges from 0.0 (fully desaturated) to 2.0 (max saturation), with 0.8 as the normal level 19 | */ 20 | @property (readwrite, nonatomic) CGFloat saturation; 21 | 22 | /** The degree to which to downsample, then upsample the incoming image to minimize computations within the Gaussian blur, default of 4.0 23 | */ 24 | @property (readwrite, nonatomic) CGFloat downsampling; 25 | 26 | 27 | /** The degree to reduce the luminance range, from 0.0 to 1.0. Default is 0.6. 28 | */ 29 | @property (readwrite, nonatomic) CGFloat rangeReductionFactor; 30 | 31 | @end 32 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/iOS/GPUImagePicture+TextureSubimage.h: -------------------------------------------------------------------------------- 1 | // 2 | // GPUImagePicture+TextureSubimage.h 3 | // GPUImage 4 | // 5 | // Created by Jack Wu on 2014-05-28. 6 | // Copyright (c) 2014 Brad Larson. All rights reserved. 7 | // 8 | 9 | #import "GPUImagePicture.h" 10 | 11 | @interface GPUImagePicture (TextureSubimage) 12 | 13 | - (void)replaceTextureWithSubimage:(UIImage*)subimage; 14 | - (void)replaceTextureWithSubCGImage:(CGImageRef)subimageSource; 15 | 16 | - (void)replaceTextureWithSubimage:(UIImage*)subimage inRect:(CGRect)subRect; 17 | - (void)replaceTextureWithSubCGImage:(CGImageRef)subimageSource inRect:(CGRect)subRect; 18 | 19 | @end 20 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/iOS/GPUImagePicture.h: -------------------------------------------------------------------------------- 1 | #import 2 | #import "GPUImageOutput.h" 3 | 4 | 5 | @interface GPUImagePicture : GPUImageOutput 6 | { 7 | CGSize pixelSizeOfImage; 8 | BOOL hasProcessedImage; 9 | 10 | dispatch_semaphore_t imageUpdateSemaphore; 11 | } 12 | 13 | // Initialization and teardown 14 | - (id)initWithURL:(NSURL *)url; 15 | - (id)initWithImage:(UIImage *)newImageSource; 16 | - (id)initWithCGImage:(CGImageRef)newImageSource; 17 | - (id)initWithImage:(UIImage *)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput; 18 | - (id)initWithCGImage:(CGImageRef)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput; 19 | 20 | // Image rendering 21 | - (void)processImage; 22 | - (CGSize)outputImageSize; 23 | 24 | /** 25 | * Process image with all targets and filters asynchronously 26 | * The completion handler is called after processing finished in the 27 | * GPU's dispatch queue - and only if this method did not return NO. 28 | * 29 | * @returns NO if resource is blocked and processing is discarded, YES otherwise 30 | */ 31 | - (BOOL)processImageWithCompletionHandler:(void (^)(void))completion; 32 | - (void)processImageUpToFilter:(GPUImageOutput *)finalFilterInChain withCompletionHandler:(void (^)(UIImage *processedImage))block; 33 | 34 | @end 35 | -------------------------------------------------------------------------------- /Lib/GPUImage/framework/Source/iOS/GPUImageView.h: -------------------------------------------------------------------------------- 1 | #import 2 | #import "GPUImageContext.h" 3 | 4 | typedef enum { 5 | kGPUImageFillModeStretch, // Stretch to fill the full view, which may distort the image outside of its normal aspect ratio 6 | kGPUImageFillModePreserveAspectRatio, // Maintains the aspect ratio of the source image, adding bars of the specified background color 7 | kGPUImageFillModePreserveAspectRatioAndFill // Maintains the aspect ratio of the source image, zooming in on its center to fill the view 8 | } GPUImageFillModeType; 9 | 10 | /** 11 | UIView subclass to use as an endpoint for displaying GPUImage outputs 12 | */ 13 | @interface GPUImageView : UIView 14 | { 15 | GPUImageRotationMode inputRotation; 16 | } 17 | 18 | /** The fill mode dictates how images are fit in the view, with the default being kGPUImageFillModePreserveAspectRatio 19 | */ 20 | @property(readwrite, nonatomic) GPUImageFillModeType fillMode; 21 | 22 | /** This calculates the current display size, in pixels, taking into account Retina scaling factors 23 | */ 24 | @property(readonly, nonatomic) CGSize sizeInPixels; 25 | 26 | @property(nonatomic) BOOL enabled; 27 | 28 | /** Handling fill mode 29 | 30 | @param redComponent Red component for background color 31 | @param greenComponent Green component for background color 32 | @param blueComponent Blue component for background color 33 | @param alphaComponent Alpha component for background color 34 | */ 35 | - (void)setBackgroundColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent alpha:(GLfloat)alphaComponent; 36 | 37 | - (void)setCurrentlyReceivingMonochromeInput:(BOOL)newValue; 38 | 39 | @end 40 | -------------------------------------------------------------------------------- /Lib/MBProgressHUD/LICENSE: -------------------------------------------------------------------------------- 1 | Copyright (c) 2009-2015 Matej Bukovinski 2 | 3 | Permission is hereby granted, free of charge, to any person obtaining a copy 4 | of this software and associated documentation files (the "Software"), to deal 5 | in the Software without restriction, including without limitation the rights 6 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 7 | copies of the Software, and to permit persons to whom the Software is 8 | furnished to do so, subject to the following conditions: 9 | 10 | The above copyright notice and this permission notice shall be included in 11 | all copies or substantial portions of the Software. 12 | 13 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 14 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 15 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 16 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 17 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 18 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 19 | THE SOFTWARE. -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # SEVideoSDK 2 | SEVideoSDK 为开发者提供短视频拍摄功能,支持断点续拍、美颜。 3 | 4 | 录制视频 5 | ==== 6 | 在头部导入#import "SERecordViewController.h",#import "SEParameterModel.h",创建实例,并设置代理。 7 | 8 | ``` 9 | SEParameterModel *model =[[SEParameterModel alloc] init];; 10 | model.enableBeauty = YES; 11 | model.cameraPosition = SESDKCameraPositionFront; 12 | model.minDuration = 3; 13 | model.maxDuration = 23; 14 | model.savePhotoAlbum=YES; 15 | 16 | ``` 17 | 1.)可选设置需要在创建控制器前设置方可生效。如无需要,可以不用设置。目前支持的个性化设置如下: 18 | 19 | ``` 20 | @property (nonatomic, assign) BOOL enableBeauty; /* 是否开启美颜效果,默认开启 */ 21 | @property(nonatomic,assign)SESDKCameraPosition secameraPosition; /* 摄像头位置,默认为前摄像头 */ 22 | @property(nonatomic,assign)CGFloat minDuration; /* 最短录制时间 默认2s(0-10之间)*/ 23 | @property(nonatomic,assign)CGFloat maxDuration; /* 最长录制时间 默认15s(最长60)*/ 24 | @property(nonatomic,assign)BOOL savePhotoAlbum; /* 是否保存到相册 默认YES*/ 25 | ``` 26 | 27 | 28 | 2.)直接跳转控制器 29 | 30 | ``` 31 | SERecordViewController *s =[[SERecordViewController alloc] initWithParameter:model]; 32 | s.recordDelegate = self; 33 | [self presentViewController:s animated:YES completion:nil]; 34 | ``` 35 | 3.)结束录制 36 | 录制完成会触发代理方法: 37 | ``` 38 | - (void)compeleteVideoPath:(NSURL *)videoPath thumbnailPath:(UIImage *)thumbnailPath savePhotoAlbum:(BOOL)save 39 | ``` 40 | 其中,videoPath 为最终合成的视频地址 ,thumbnailImage为最终合成视频的缩略图 ,如果保存到相册save 为yes。 41 | 42 | 问题 43 | ==== 44 | 如果你在使用过程中,出现了问题: 45 |
请疯狂issue我 46 |
也可以通过邮件: 18580228790@163.com 联系我 47 | 48 | 更新记录 49 | ===== 50 | 2017.05.24 ---bug:解决切换美颜之后,录制的偶尔崩溃问题。。 优化:增加切换摄像头高斯模糊,在切换瞬间无卡顿现象。 51 | 52 | -------------------------------------------------------------------------------- /SESDK.bundle/banFlash@2x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/SESDK.bundle/banFlash@2x.png -------------------------------------------------------------------------------- /SESDK.bundle/banFlash@3x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/SESDK.bundle/banFlash@3x.png -------------------------------------------------------------------------------- /SESDK.bundle/beautifulBtn@2x.png: -------------------------------------------------------------------------------- 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/SEVideoSDK.xcodeproj/project.xcworkspace/xcuserdata/lskt.xcuserdatad/UserInterfaceState.xcuserstate: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/SEVideoSDK.xcodeproj/project.xcworkspace/xcuserdata/lskt.xcuserdatad/UserInterfaceState.xcuserstate -------------------------------------------------------------------------------- /SEVideoSDK.xcodeproj/xcuserdata/lskt.xcuserdatad/xcdebugger/Breakpoints_v2.xcbkptlist: -------------------------------------------------------------------------------- 1 | 2 | 5 | 6 | -------------------------------------------------------------------------------- /SEVideoSDK.xcodeproj/xcuserdata/lskt.xcuserdatad/xcschemes/xcschememanagement.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | SchemeUserState 6 | 7 | SEVideoSDK.xcscheme 8 | 9 | orderHint 10 | 0 11 | 12 | 13 | SuppressBuildableAutocreation 14 | 15 | E86023041ECEAD720039D161 16 | 17 | primary 18 | 19 | 20 | E860231D1ECEAD720039D161 21 | 22 | primary 23 | 24 | 25 | E86023281ECEAD720039D161 26 | 27 | primary 28 | 29 | 30 | 31 | 32 | 33 | -------------------------------------------------------------------------------- /SEVideoSDK/.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/SEVideoSDK/.DS_Store -------------------------------------------------------------------------------- /SEVideoSDK/AppDelegate.h: -------------------------------------------------------------------------------- 1 | // 2 | // AppDelegate.h 3 | // SEVideoSDK 4 | // 5 | // Created by lskt on 2017/5/19. 6 | // Copyright © 2017年 SEVideo. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface AppDelegate : UIResponder 12 | 13 | @property (strong, nonatomic) UIWindow *window; 14 | 15 | 16 | @end 17 | 18 | -------------------------------------------------------------------------------- /SEVideoSDK/AppDelegate.m: -------------------------------------------------------------------------------- 1 | // 2 | // AppDelegate.m 3 | // SEVideoSDK 4 | // 5 | // Created by lskt on 2017/5/19. 6 | // Copyright © 2017年 SEVideo. All rights reserved. 7 | // 8 | 9 | #import "AppDelegate.h" 10 | 11 | @interface AppDelegate () 12 | 13 | @end 14 | 15 | @implementation AppDelegate 16 | 17 | 18 | - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { 19 | // Override point for customization after application launch. 20 | return YES; 21 | } 22 | 23 | 24 | - (void)applicationWillResignActive:(UIApplication *)application { 25 | // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. 26 | // Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game. 27 | } 28 | 29 | 30 | - (void)applicationDidEnterBackground:(UIApplication *)application { 31 | // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later. 32 | // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits. 33 | } 34 | 35 | 36 | - (void)applicationWillEnterForeground:(UIApplication *)application { 37 | // Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background. 38 | } 39 | 40 | 41 | - (void)applicationDidBecomeActive:(UIApplication *)application { 42 | // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface. 43 | } 44 | 45 | 46 | - (void)applicationWillTerminate:(UIApplication *)application { 47 | // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:. 48 | } 49 | 50 | 51 | @end 52 | -------------------------------------------------------------------------------- /SEVideoSDK/Assets.xcassets/.DS_Store: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IOSzhangwei/SEVideoSDK/9edad26f45b6fc216fd572ad954938b40ce53612/SEVideoSDK/Assets.xcassets/.DS_Store -------------------------------------------------------------------------------- /SEVideoSDK/Assets.xcassets/AppIcon.appiconset/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "images" : [ 3 | { 4 | "idiom" : "iphone", 5 | "size" : "29x29", 6 | "scale" : "2x" 7 | }, 8 | { 9 | "idiom" : "iphone", 10 | "size" : "29x29", 11 | "scale" : "3x" 12 | }, 13 | { 14 | "idiom" : "iphone", 15 | "size" : "40x40", 16 | "scale" : "2x" 17 | }, 18 | { 19 | "idiom" : "iphone", 20 | "size" : "40x40", 21 | "scale" : "3x" 22 | }, 23 | { 24 | "idiom" : "iphone", 25 | "size" : "60x60", 26 | "scale" : "2x" 27 | }, 28 | { 29 | "idiom" : "iphone", 30 | "size" : "60x60", 31 | "scale" : "3x" 32 | }, 33 | { 34 | "idiom" : "ipad", 35 | "size" : "29x29", 36 | "scale" : "1x" 37 | }, 38 | { 39 | "idiom" : "ipad", 40 | "size" : "29x29", 41 | "scale" : "2x" 42 | }, 43 | { 44 | "idiom" : "ipad", 45 | "size" : "40x40", 46 | "scale" : "1x" 47 | }, 48 | { 49 | "idiom" : "ipad", 50 | "size" : "40x40", 51 | "scale" : "2x" 52 | }, 53 | { 54 | "idiom" : "ipad", 55 | "size" : "76x76", 56 | "scale" : "1x" 57 | }, 58 | { 59 | "idiom" : "ipad", 60 | "size" : "76x76", 61 | "scale" : "2x" 62 | } 63 | ], 64 | "info" : { 65 | "version" : 1, 66 | "author" : "xcode" 67 | } 68 | } -------------------------------------------------------------------------------- /SEVideoSDK/Base.lproj/LaunchScreen.storyboard: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | -------------------------------------------------------------------------------- /SEVideoSDK/Info.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleDevelopmentRegion 6 | en 7 | CFBundleExecutable 8 | $(EXECUTABLE_NAME) 9 | CFBundleIdentifier 10 | $(PRODUCT_BUNDLE_IDENTIFIER) 11 | CFBundleInfoDictionaryVersion 12 | 6.0 13 | CFBundleName 14 | $(PRODUCT_NAME) 15 | CFBundlePackageType 16 | APPL 17 | CFBundleShortVersionString 18 | 1.0 19 | CFBundleVersion 20 | 1 21 | LSRequiresIPhoneOS 22 | 23 | NSCameraUsageDescription 24 | ss 25 | NSMicrophoneUsageDescription 26 | ss 27 | NSPhotoLibraryUsageDescription 28 | s 29 | UILaunchStoryboardName 30 | LaunchScreen 31 | UIMainStoryboardFile 32 | Main 33 | UIRequiredDeviceCapabilities 34 | 35 | armv7 36 | 37 | UISupportedInterfaceOrientations 38 | 39 | UIInterfaceOrientationPortrait 40 | UIInterfaceOrientationLandscapeLeft 41 | UIInterfaceOrientationLandscapeRight 42 | 43 | UISupportedInterfaceOrientations~ipad 44 | 45 | UIInterfaceOrientationPortrait 46 | UIInterfaceOrientationPortraitUpsideDown 47 | UIInterfaceOrientationLandscapeLeft 48 | UIInterfaceOrientationLandscapeRight 49 | 50 | 51 | 52 | -------------------------------------------------------------------------------- /SEVideoSDK/ViewController.h: -------------------------------------------------------------------------------- 1 | // 2 | // ViewController.h 3 | // SEVideoSDK 4 | // 5 | // Created by lskt on 2017/5/19. 6 | // Copyright © 2017年 SEVideo. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface ViewController : UIViewController 12 | 13 | 14 | @end 15 | 16 | -------------------------------------------------------------------------------- /SEVideoSDK/ViewController.m: -------------------------------------------------------------------------------- 1 | // 2 | // ViewController.m 3 | // ssss 4 | // 5 | // Created by lskt on 2017/5/18. 6 | // Copyright © 2017年 ZWSE. All rights reserved. 7 | // 8 | 9 | #import "ViewController.h" 10 | #import "SERecordViewController.h" 11 | #import "SEParameterModel.h" 12 | @interface ViewController (){ 13 | 14 | } 15 | 16 | @end 17 | 18 | @implementation ViewController 19 | 20 | - (void)viewDidLoad { 21 | [super viewDidLoad]; 22 | // Do any additional setup after loading the view, typically from a nib. 23 | 24 | } 25 | 26 | - (IBAction)sender:(id)sender { 27 | 28 | SEParameterModel *model =[[SEParameterModel alloc] init];; 29 | model.enableBeauty = YES; 30 | model.cameraPosition = SESDKCameraPositionFront; 31 | model.minDuration = 3; 32 | model.maxDuration = 23; 33 | model.savePhotoAlbum=YES; 34 | 35 | SERecordViewController *s =[[SERecordViewController alloc] initWithParameter:model]; 36 | s.recordDelegate = self; 37 | [self presentViewController:s animated:YES completion:nil]; 38 | 39 | } 40 | 41 | 42 | - (void)compeleteVideoPath:(NSURL *)videoPath thumbnailPath:(UIImage *)thumbnailPath savePhotoAlbum:(BOOL)save{ 43 | NSLog(@"保存的视频路径为====%@",videoPath); 44 | } 45 | 46 | 47 | 48 | @end 49 | -------------------------------------------------------------------------------- /SEVideoSDK/main.m: -------------------------------------------------------------------------------- 1 | // 2 | // main.m 3 | // SEVideoSDK 4 | // 5 | // Created by lskt on 2017/5/19. 6 | // Copyright © 2017年 SEVideo. All rights reserved. 7 | // 8 | 9 | #import 10 | #import "AppDelegate.h" 11 | 12 | int main(int argc, char * argv[]) { 13 | @autoreleasepool { 14 | return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /SEVideoSDKTests/Info.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleDevelopmentRegion 6 | en 7 | CFBundleExecutable 8 | $(EXECUTABLE_NAME) 9 | CFBundleIdentifier 10 | $(PRODUCT_BUNDLE_IDENTIFIER) 11 | CFBundleInfoDictionaryVersion 12 | 6.0 13 | CFBundleName 14 | $(PRODUCT_NAME) 15 | CFBundlePackageType 16 | BNDL 17 | CFBundleShortVersionString 18 | 1.0 19 | CFBundleVersion 20 | 1 21 | 22 | 23 | -------------------------------------------------------------------------------- /SEVideoSDKTests/SEVideoSDKTests.m: -------------------------------------------------------------------------------- 1 | // 2 | // SEVideoSDKTests.m 3 | // SEVideoSDKTests 4 | // 5 | // Created by lskt on 2017/5/19. 6 | // Copyright © 2017年 SEVideo. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface SEVideoSDKTests : XCTestCase 12 | 13 | @end 14 | 15 | @implementation SEVideoSDKTests 16 | 17 | - (void)setUp { 18 | [super setUp]; 19 | // Put setup code here. This method is called before the invocation of each test method in the class. 20 | } 21 | 22 | - (void)tearDown { 23 | // Put teardown code here. This method is called after the invocation of each test method in the class. 24 | [super tearDown]; 25 | } 26 | 27 | - (void)testExample { 28 | // This is an example of a functional test case. 29 | // Use XCTAssert and related functions to verify your tests produce the correct results. 30 | } 31 | 32 | - (void)testPerformanceExample { 33 | // This is an example of a performance test case. 34 | [self measureBlock:^{ 35 | // Put the code you want to measure the time of here. 36 | }]; 37 | } 38 | 39 | @end 40 | -------------------------------------------------------------------------------- /SEVideoSDKUITests/Info.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleDevelopmentRegion 6 | en 7 | CFBundleExecutable 8 | $(EXECUTABLE_NAME) 9 | CFBundleIdentifier 10 | $(PRODUCT_BUNDLE_IDENTIFIER) 11 | CFBundleInfoDictionaryVersion 12 | 6.0 13 | CFBundleName 14 | $(PRODUCT_NAME) 15 | CFBundlePackageType 16 | BNDL 17 | CFBundleShortVersionString 18 | 1.0 19 | CFBundleVersion 20 | 1 21 | 22 | 23 | -------------------------------------------------------------------------------- /SEVideoSDKUITests/SEVideoSDKUITests.m: -------------------------------------------------------------------------------- 1 | // 2 | // SEVideoSDKUITests.m 3 | // SEVideoSDKUITests 4 | // 5 | // Created by lskt on 2017/5/19. 6 | // Copyright © 2017年 SEVideo. All rights reserved. 7 | // 8 | 9 | #import 10 | 11 | @interface SEVideoSDKUITests : XCTestCase 12 | 13 | @end 14 | 15 | @implementation SEVideoSDKUITests 16 | 17 | - (void)setUp { 18 | [super setUp]; 19 | 20 | // Put setup code here. This method is called before the invocation of each test method in the class. 21 | 22 | // In UI tests it is usually best to stop immediately when a failure occurs. 23 | self.continueAfterFailure = NO; 24 | // UI tests must launch the application that they test. Doing this in setup will make sure it happens for each test method. 25 | [[[XCUIApplication alloc] init] launch]; 26 | 27 | // In UI tests it’s important to set the initial state - such as interface orientation - required for your tests before they run. The setUp method is a good place to do this. 28 | } 29 | 30 | - (void)tearDown { 31 | // Put teardown code here. This method is called after the invocation of each test method in the class. 32 | [super tearDown]; 33 | } 34 | 35 | - (void)testExample { 36 | // Use recording to get started writing UI tests. 37 | // Use XCTAssert and related functions to verify your tests produce the correct results. 38 | } 39 | 40 | @end 41 | --------------------------------------------------------------------------------