├── .gitignore
├── MagicCamera.xcodeproj
├── project.pbxproj
├── project.xcworkspace
│ └── contents.xcworkspacedata
└── xcuserdata
│ └── songwentong.xcuserdatad
│ └── xcschemes
│ ├── MagicCamera.xcscheme
│ └── xcschememanagement.plist
├── MagicCamera
├── AppDelegate.h
├── AppDelegate.m
├── Assets.xcassets
│ ├── AppIcon.appiconset
│ │ └── Contents.json
│ ├── Contents.json
│ ├── Image.imageset
│ │ ├── 6c626d786c371227e1d128.jpg
│ │ └── Contents.json
│ ├── filter
│ │ ├── Contents.json
│ │ ├── WID-small.imageset
│ │ │ ├── Contents.json
│ │ │ └── WID-small.jpg
│ │ ├── checked.imageset
│ │ │ ├── Contents.json
│ │ │ └── checked.png
│ │ ├── sample1.imageset
│ │ │ ├── Contents.json
│ │ │ └── sample1.jpg
│ │ └── unchecked.imageset
│ │ │ ├── Contents.json
│ │ │ └── unchecked.png
│ └── frame
│ │ ├── Contents.json
│ │ └── meituframe1.imageset
│ │ ├── Contents.json
│ │ └── cc.png
├── Base.lproj
│ ├── LaunchScreen.storyboard
│ └── Main.storyboard
├── CIEnhanceViewController.h
├── CIEnhanceViewController.m
├── CIModel.h
├── CIModel.m
├── ChromaKey.m
├── CustomFilterVC.h
├── CustomFilterVC.m
├── DistortionsDemo.m
├── EditImageViewController.h
├── EditImageViewController.m
├── EnhaceModel.h
├── EnhaceModel.m
├── EnhanceViewController.h
├── EnhanceViewController.m
├── FilterViewController.h
├── FilterViewController.m
├── FrameViewController.h
├── FrameViewController.m
├── Info.plist
├── MagicCamera.xcdatamodeld
│ ├── .xccurrentversion
│ └── MagicCamera.xcdatamodel
│ │ └── contents
├── Masonry.framework
│ ├── Headers
│ │ ├── MASCompositeConstraint.h
│ │ ├── MASConstraint.h
│ │ ├── MASConstraintMaker.h
│ │ ├── MASLayoutConstraint.h
│ │ ├── MASUtilities.h
│ │ ├── MASViewAttribute.h
│ │ ├── MASViewConstraint.h
│ │ ├── Masonry.h
│ │ ├── NSArray+MASAdditions.h
│ │ ├── NSArray+MASShorthandAdditions.h
│ │ ├── NSLayoutConstraint+MASDebugAdditions.h
│ │ ├── View+MASAdditions.h
│ │ ├── View+MASShorthandAdditions.h
│ │ └── ViewController+MASAdditions.h
│ ├── Info.plist
│ ├── Masonry
│ ├── Modules
│ │ └── module.modulemap
│ ├── PrivateHeaders
│ │ └── MASConstraint+Private.h
│ └── _CodeSignature
│ │ ├── CodeDirectory
│ │ ├── CodeRequirements
│ │ ├── CodeResources
│ │ └── CodeSignature
├── MosaicView.h
├── MosaicView.m
├── MosaicViewController.h
├── MosaicViewController.m
├── MyFilter.h
├── MyFilter.m
├── OldeFilm.m
├── PPCollectionViewCell.h
├── PPCollectionViewCell.m
├── PPCollectionViewCell.xib
├── PewviewView.h
├── PewviewView.m
├── PixellateTransition.m
├── PixellatedPeople.m
├── ResultDisplayViewController.h
├── ResultDisplayViewController.m
├── RippleModel.h
├── RippleModel.m
├── RippleViewController.h
├── RippleViewController.m
├── Shader.fsh
├── Shader.vsh
├── ShowcaseFilterListController.h
├── ShowcaseFilterListController.m
├── ShowcaseFilterViewController.h
├── ShowcaseFilterViewController.m
├── ShowcaseFilterViewController.xib
├── Sobel.m
├── TiltShift.m
├── Venders
│ └── GPUImage
│ │ ├── 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
│ │ ├── GPUImageColorConversion.h
│ │ ├── GPUImageColorConversion.m
│ │ ├── GPUImageColorDodgeBlendFilter.h
│ │ ├── GPUImageColorDodgeBlendFilter.m
│ │ ├── GPUImageColorInvertFilter.h
│ │ ├── GPUImageColorInvertFilter.m
│ │ ├── GPUImageColorLocalBinaryPatternFilter.h
│ │ ├── GPUImageColorLocalBinaryPatternFilter.m
│ │ ├── GPUImageColorMatrixFilter.h
│ │ ├── GPUImageColorMatrixFilter.m
│ │ ├── GPUImageColorPackingFilter.h
│ │ ├── GPUImageColorPackingFilter.m
│ │ ├── GPUImageColourFASTFeatureDetector.h
│ │ ├── GPUImageColourFASTFeatureDetector.m
│ │ ├── GPUImageColourFASTSamplingOperation.h
│ │ ├── GPUImageColourFASTSamplingOperation.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
│ │ ├── GPUImageFourInputFilter.h
│ │ ├── GPUImageFourInputFilter.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
│ │ ├── GPUImageHighlightShadowTintFilter.h
│ │ ├── GPUImageHighlightShadowTintFilter.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
│ │ ├── GPUImageSkinToneFilter.h
│ │ ├── GPUImageSkinToneFilter.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
│ │ ├── GPUImageVibranceFilter.h
│ │ ├── GPUImageVibranceFilter.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
│ │ ├── GPUImage-Prefix.pch
│ │ ├── GPUImageContext.h
│ │ ├── GPUImageContext.m
│ │ ├── GPUImageMovieWriter.h
│ │ ├── GPUImageMovieWriter.m
│ │ ├── GPUImagePicture+TextureSubimage.h
│ │ ├── GPUImagePicture+TextureSubimage.m
│ │ ├── GPUImagePicture.h
│ │ ├── GPUImagePicture.m
│ │ ├── GPUImageView.h
│ │ └── GPUImageView.m
├── VideoCaptureVC.h
├── VideoCaptureVC.m
├── ViewController.h
├── ViewController.m
├── WID-small.jpg
├── WTKit
│ ├── NSArray+Sort.h
│ ├── NSArray+Sort.m
│ ├── NSJSONSerialization+Nice.h
│ ├── NSJSONSerialization+Nice.m
│ ├── NSOperationQueue+Nice.h
│ ├── NSOperationQueue+Nice.m
│ ├── UIAlertView+WTRequestCenter.h
│ ├── UIAlertView+WTRequestCenter.m
│ ├── UIButton+WTRequestCenter.h
│ ├── UIButton+WTRequestCenter.m
│ ├── UIColor+WTRequestCenter.h
│ ├── UIColor+WTRequestCenter.m
│ ├── UIDevice+WTRequestCenter.h
│ ├── UIDevice+WTRequestCenter.m
│ ├── UIImage+ImageCache.h
│ ├── UIImage+ImageCache.m
│ ├── UIImageView+WTRequestCenter.h
│ ├── UIImageView+WTRequestCenter.m
│ ├── UINavigationController+Nice.h
│ ├── UINavigationController+Nice.m
│ ├── UIScreen+WTRequestCenter.h
│ ├── UIScreen+WTRequestCenter.m
│ ├── UIViewController+Nice.h
│ ├── UIViewController+Nice.m
│ ├── WTCycleScrollView.h
│ ├── WTCycleScrollView.m
│ ├── WTDataSaver.h
│ ├── WTDataSaver.m
│ ├── WTImageViewer.h
│ ├── WTImageViewer.m
│ ├── WTKit.h
│ ├── WTNetWorkManager.h
│ ├── WTNetWorkManager.m
│ ├── WTNetworkActivityIndicatorManager.h
│ ├── WTNetworkActivityIndicatorManager.m
│ ├── WTNumberLabel.h
│ └── WTNumberLabel.m
├── main.m
├── ppFIleter
│ ├── IFImageFilter.h
│ ├── IFImageFilter.m
│ ├── IFInkwellFilter.h
│ └── IFInkwellFilter.m
├── sample1.jpg
├── unchecked.png
└── vidieo Edite
│ ├── AVSEAddMusicCommand.h
│ ├── AVSEAddMusicCommand.m
│ ├── AVSEAddWatermarkCommand.h
│ ├── AVSEAddWatermarkCommand.m
│ ├── AVSECommand.h
│ ├── AVSECommand.m
│ ├── AVSECropCommand.h
│ ├── AVSECropCommand.m
│ ├── AVSEExportCommand.h
│ ├── AVSEExportCommand.m
│ ├── AVSERotateCommand.h
│ ├── AVSERotateCommand.m
│ ├── AVSETrimCommand.h
│ ├── AVSETrimCommand.m
│ ├── AVSEViewController.h
│ ├── AVSEViewController.m
│ ├── AVSEViewController_iPad.xib
│ ├── Music.m4a
│ └── war3end.m4v
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # Xcode
2 | #
3 | # gitignore contributors: remember to update Global/Xcode.gitignore, Objective-C.gitignore & Swift.gitignore
4 |
5 | ## Build generated
6 | build/
7 | DerivedData
8 |
9 | ## Various settings
10 | *.pbxuser
11 | !default.pbxuser
12 | *.mode1v3
13 | !default.mode1v3
14 | *.mode2v3
15 | !default.mode2v3
16 | *.perspectivev3
17 | !default.perspectivev3
18 | xcuserdata
19 |
20 | ## Other
21 | *.xccheckout
22 | *.moved-aside
23 | *.xcuserstate
24 | *.xcscmblueprint
25 |
26 | ## Obj-C/Swift specific
27 | *.hmap
28 | *.ipa
29 |
30 | # CocoaPods
31 | #
32 | # We recommend against adding the Pods directory to your .gitignore. However
33 | # you should judge for yourself, the pros and cons are mentioned at:
34 | # https://guides.cocoapods.org/using/using-cocoapods.html#should-i-check-the-pods-directory-into-source-control
35 | #
36 | # Pods/
37 |
38 | # Carthage
39 | #
40 | # Add this line if you want to avoid checking in source code from Carthage dependencies.
41 | # Carthage/Checkouts
42 |
43 | Carthage/Build
44 |
45 | # fastlane
46 | #
47 | # It is recommended to not store the screenshots in the git repo. Instead, use fastlane to re-generate the
48 | # screenshots whenever they are needed.
49 | # For more information about the recommended setup visit:
50 | # https://github.com/fastlane/fastlane/blob/master/docs/Gitignore.md
51 |
52 | fastlane/report.xml
53 | fastlane/screenshots
54 |
55 | MagicCamera.xcodeproj/project.xcworkspace/xcuserdata/songwentong.xcuserdatad/UserInterfaceState.xcuserstate
56 |
57 | MagicCamera.xcodeproj/xcuserdata/songwentong.xcuserdatad/xcdebugger/Breakpoints_v2.xcbkptlist
58 |
--------------------------------------------------------------------------------
/MagicCamera.xcodeproj/project.xcworkspace/contents.xcworkspacedata:
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1 |
2 |
4 |
6 |
7 |
8 |
--------------------------------------------------------------------------------
/MagicCamera.xcodeproj/xcuserdata/songwentong.xcuserdatad/xcschemes/xcschememanagement.plist:
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1 |
2 |
3 |
4 |
5 | SchemeUserState
6 |
7 | MagicCamera.xcscheme
8 |
9 | orderHint
10 | 0
11 |
12 |
13 | SuppressBuildableAutocreation
14 |
15 | E186D9861C71711C00392C5B
16 |
17 | primary
18 |
19 |
20 |
21 |
22 |
23 |
--------------------------------------------------------------------------------
/MagicCamera/AppDelegate.h:
--------------------------------------------------------------------------------
1 | //
2 | // AppDelegate.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/15/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | #import
11 |
12 | @interface AppDelegate : UIResponder
13 |
14 | @property (strong, nonatomic) UIWindow *window;
15 |
16 | @property (readonly, strong, nonatomic) NSManagedObjectContext *managedObjectContext;
17 | @property (readonly, strong, nonatomic) NSManagedObjectModel *managedObjectModel;
18 | @property (readonly, strong, nonatomic) NSPersistentStoreCoordinator *persistentStoreCoordinator;
19 |
20 | - (void)saveContext;
21 | - (NSURL *)applicationDocumentsDirectory;
22 |
23 |
24 | @end
25 |
26 |
--------------------------------------------------------------------------------
/MagicCamera/Assets.xcassets/AppIcon.appiconset/Contents.json:
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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 | "idiom" : "ipad",
65 | "size" : "83.5x83.5",
66 | "scale" : "2x"
67 | }
68 | ],
69 | "info" : {
70 | "version" : 1,
71 | "author" : "xcode"
72 | }
73 | }
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/MagicCamera/Assets.xcassets/Contents.json:
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1 | {
2 | "info" : {
3 | "version" : 1,
4 | "author" : "xcode"
5 | }
6 | }
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1 | {
2 | "images" : [
3 | {
4 | "idiom" : "universal",
5 | "filename" : "6c626d786c371227e1d128.jpg",
6 | "scale" : "1x"
7 | },
8 | {
9 | "idiom" : "universal",
10 | "scale" : "2x"
11 | },
12 | {
13 | "idiom" : "universal",
14 | "scale" : "3x"
15 | }
16 | ],
17 | "info" : {
18 | "version" : 1,
19 | "author" : "xcode"
20 | }
21 | }
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1 | {
2 | "info" : {
3 | "version" : 1,
4 | "author" : "xcode"
5 | }
6 | }
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1 | {
2 | "images" : [
3 | {
4 | "idiom" : "universal",
5 | "filename" : "WID-small.jpg",
6 | "scale" : "1x"
7 | },
8 | {
9 | "idiom" : "universal",
10 | "scale" : "2x"
11 | },
12 | {
13 | "idiom" : "universal",
14 | "scale" : "3x"
15 | }
16 | ],
17 | "info" : {
18 | "version" : 1,
19 | "author" : "xcode"
20 | }
21 | }
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1 | {
2 | "images" : [
3 | {
4 | "idiom" : "universal",
5 | "filename" : "checked.png",
6 | "scale" : "1x"
7 | },
8 | {
9 | "idiom" : "universal",
10 | "scale" : "2x"
11 | },
12 | {
13 | "idiom" : "universal",
14 | "scale" : "3x"
15 | }
16 | ],
17 | "info" : {
18 | "version" : 1,
19 | "author" : "xcode"
20 | }
21 | }
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1 | {
2 | "images" : [
3 | {
4 | "idiom" : "universal",
5 | "filename" : "sample1.jpg",
6 | "scale" : "1x"
7 | },
8 | {
9 | "idiom" : "universal",
10 | "scale" : "2x"
11 | },
12 | {
13 | "idiom" : "universal",
14 | "scale" : "3x"
15 | }
16 | ],
17 | "info" : {
18 | "version" : 1,
19 | "author" : "xcode"
20 | }
21 | }
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1 | {
2 | "images" : [
3 | {
4 | "idiom" : "universal",
5 | "filename" : "unchecked.png",
6 | "scale" : "1x"
7 | },
8 | {
9 | "idiom" : "universal",
10 | "scale" : "2x"
11 | },
12 | {
13 | "idiom" : "universal",
14 | "scale" : "3x"
15 | }
16 | ],
17 | "info" : {
18 | "version" : 1,
19 | "author" : "xcode"
20 | }
21 | }
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1 | {
2 | "info" : {
3 | "version" : 1,
4 | "author" : "xcode"
5 | }
6 | }
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/MagicCamera/Assets.xcassets/frame/meituframe1.imageset/Contents.json:
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1 | {
2 | "images" : [
3 | {
4 | "idiom" : "universal",
5 | "scale" : "1x"
6 | },
7 | {
8 | "idiom" : "universal",
9 | "filename" : "cc.png",
10 | "scale" : "2x"
11 | },
12 | {
13 | "idiom" : "universal",
14 | "scale" : "3x"
15 | }
16 | ],
17 | "info" : {
18 | "version" : 1,
19 | "author" : "xcode"
20 | }
21 | }
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/MagicCamera/CIEnhanceViewController.h:
--------------------------------------------------------------------------------
1 | //
2 | // CIEnhanceViewController.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 3/4/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | #import "EditImageViewController.h"
11 |
12 | //Core Image 使用的增强效果
13 | @interface CIEnhanceViewController : EditImageViewController
14 | {
15 |
16 | }
17 | @property (weak, nonatomic) IBOutlet UICollectionView *typeCollection;
18 |
19 | @end
20 |
--------------------------------------------------------------------------------
/MagicCamera/CIModel.h:
--------------------------------------------------------------------------------
1 | //
2 | // CIModel.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 3/4/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface CIModel : NSObject
12 | @property (nonatomic,strong) NSString *filterName;
13 | @property (nonatomic,strong) NSString *desc;
14 | @property (nonatomic,strong) NSMutableDictionary *inputs;
15 | @end
16 |
--------------------------------------------------------------------------------
/MagicCamera/CIModel.m:
--------------------------------------------------------------------------------
1 | //
2 | // CIModel.m
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 3/4/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import "CIModel.h"
10 |
11 | @implementation CIModel
12 |
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/CustomFilterVC.h:
--------------------------------------------------------------------------------
1 | //
2 | // AutoEnhanceVC.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 3/4/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | #import "EditImageViewController.h"
11 | @interface CustomFilterVC : EditImageViewController
12 |
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/EditImageViewController.h:
--------------------------------------------------------------------------------
1 | //
2 | // EditImageViewController.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/15/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface EditImageViewController : UIViewController
12 | @property (nonatomic,strong) UIImage *originalImage;
13 | @property (strong, nonatomic) UIScrollView *scrollView;
14 | @property (nonatomic,strong) UIImageView *imageView;
15 |
16 | @end
17 |
--------------------------------------------------------------------------------
/MagicCamera/EnhaceModel.h:
--------------------------------------------------------------------------------
1 | //
2 | // EnhaceModel.h
3 | // MagicCamera
4 | //
5 | // Created by lipnpn on 16/2/29.
6 | // Copyright © 2016年 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | @import UIKit;
11 | // dic = @{@"classname":@"GPUImageBrightnessFilter",@"selector":@"setBrightness:",@"showname":@"亮度",@"valueRange":@"-1,1"};
12 |
13 | @interface EnhaceModel : NSObject
14 | @property (nonatomic,strong)NSString *classname;
15 | @property (nonatomic,strong)NSString *selector;
16 | @property (nonatomic,strong)NSString *showname;
17 | @property (nonatomic,assign)CGFloat maxValue;
18 | @property (nonatomic,assign)CGFloat minValue;
19 | @end
20 |
--------------------------------------------------------------------------------
/MagicCamera/EnhaceModel.m:
--------------------------------------------------------------------------------
1 | //
2 | // EnhaceModel.m
3 | // MagicCamera
4 | //
5 | // Created by lipnpn on 16/2/29.
6 | // Copyright © 2016年 SongWentong. All rights reserved.
7 | //
8 |
9 | #import "EnhaceModel.h"
10 |
11 | @implementation EnhaceModel
12 |
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/EnhanceViewController.h:
--------------------------------------------------------------------------------
1 | //
2 | // EnhanceViewController.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/16/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | #import "EditImageViewController.h"
11 | //增强
12 | @interface EnhanceViewController : EditImageViewController
13 |
14 | @end
15 |
--------------------------------------------------------------------------------
/MagicCamera/FilterViewController.h:
--------------------------------------------------------------------------------
1 | //
2 | // FilterViewController.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/16/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | #import "EditImageViewController.h"
11 | @interface FilterViewController : EditImageViewController
12 |
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/FilterViewController.m:
--------------------------------------------------------------------------------
1 | //
2 | // FilterViewController.m
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/16/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import "FilterViewController.h"
10 | //dafsdfdsfsdfasdfdsfdsfs
11 | @interface FilterViewController ()
12 | //dasdas
13 | @end
14 |
15 | @implementation FilterViewController
16 |
17 | - (void)viewDidLoad {
18 | [super viewDidLoad];
19 | // Do any additional setup after loading the view.
20 | }
21 |
22 | - (void)didReceiveMemoryWarning {
23 | [super didReceiveMemoryWarning];
24 | // Dispose of any resources that can be recreated.
25 | }
26 |
27 | /*
28 | #pragma mark - Navigation
29 |
30 | // In a storyboard-based application, you will often want to do a little preparation before navigation
31 | - (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
32 | // Get the new view controller using [segue destinationViewController].
33 | // Pass the selected object to the new view controller.
34 | }
35 | */
36 |
37 | @end
38 |
--------------------------------------------------------------------------------
/MagicCamera/FrameViewController.h:
--------------------------------------------------------------------------------
1 | //
2 | // FrameViewController.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/16/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | //边框界面
11 | @interface FrameViewController : UIViewController
12 | @property (nonatomic,strong) UIImage *originalImage;
13 |
14 | //编辑的图片
15 | @property (nonatomic,strong) UIImageView *imageView;
16 |
17 | //相框的图片
18 | @property (nonatomic,strong) UIImageView *frameImageView;
19 |
20 | //背景视图
21 | @property (nonatomic,strong) UIImageView *backView;
22 | //包含图片的view
23 | @property (nonatomic,strong) UIView *containerView;
24 | //前景视图
25 | @property (nonatomic,strong) UIImageView *foreView;
26 |
27 | //风格
28 | @property (weak, nonatomic) IBOutlet UICollectionView *styleCollectionView;
29 |
30 | //类型
31 | @property (weak, nonatomic) IBOutlet UICollectionView *typeCollectionView;
32 | @end
33 |
--------------------------------------------------------------------------------
/MagicCamera/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 | CFBundleSignature
20 | ????
21 | CFBundleVersion
22 | 1
23 | LSRequiresIPhoneOS
24 |
25 | UILaunchStoryboardName
26 | LaunchScreen
27 | UIMainStoryboardFile
28 | Main
29 | UIRequiredDeviceCapabilities
30 |
31 | armv7
32 |
33 | UISupportedInterfaceOrientations
34 |
35 | UIInterfaceOrientationPortrait
36 | UIInterfaceOrientationLandscapeLeft
37 | UIInterfaceOrientationLandscapeRight
38 |
39 | UISupportedInterfaceOrientations~ipad
40 |
41 | UIInterfaceOrientationPortrait
42 | UIInterfaceOrientationPortraitUpsideDown
43 | UIInterfaceOrientationLandscapeLeft
44 | UIInterfaceOrientationLandscapeRight
45 |
46 |
47 |
48 |
--------------------------------------------------------------------------------
/MagicCamera/MagicCamera.xcdatamodeld/.xccurrentversion:
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1 |
2 |
3 |
4 |
5 | _XCCurrentVersionName
6 | MagicCamera.xcdatamodel
7 |
8 |
9 |
--------------------------------------------------------------------------------
/MagicCamera/MagicCamera.xcdatamodeld/MagicCamera.xcdatamodel/contents:
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1 |
2 |
3 |
4 |
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/MagicCamera/Masonry.framework/Headers/MASCompositeConstraint.h:
--------------------------------------------------------------------------------
1 | //
2 | // MASCompositeConstraint.h
3 | // Masonry
4 | //
5 | // Created by Jonas Budelmann on 21/07/13.
6 | // Copyright (c) 2013 cloudling. All rights reserved.
7 | //
8 |
9 | #import "MASConstraint.h"
10 | #import "MASUtilities.h"
11 |
12 | /**
13 | * A group of MASConstraint objects
14 | */
15 | @interface MASCompositeConstraint : MASConstraint
16 |
17 | /**
18 | * Creates a composite with a predefined array of children
19 | *
20 | * @param children child MASConstraints
21 | *
22 | * @return a composite constraint
23 | */
24 | - (id)initWithChildren:(NSArray *)children;
25 |
26 | @end
27 |
--------------------------------------------------------------------------------
/MagicCamera/Masonry.framework/Headers/MASLayoutConstraint.h:
--------------------------------------------------------------------------------
1 | //
2 | // MASLayoutConstraint.h
3 | // Masonry
4 | //
5 | // Created by Jonas Budelmann on 3/08/13.
6 | // Copyright (c) 2013 Jonas Budelmann. All rights reserved.
7 | //
8 |
9 | #import "MASUtilities.h"
10 |
11 | /**
12 | * When you are debugging or printing the constraints attached to a view this subclass
13 | * makes it easier to identify which constraints have been created via Masonry
14 | */
15 | @interface MASLayoutConstraint : NSLayoutConstraint
16 |
17 | /**
18 | * a key to associate with this constraint
19 | */
20 | @property (nonatomic, strong) id mas_key;
21 |
22 | @end
23 |
--------------------------------------------------------------------------------
/MagicCamera/Masonry.framework/Headers/MASViewAttribute.h:
--------------------------------------------------------------------------------
1 | //
2 | // MASAttribute.h
3 | // Masonry
4 | //
5 | // Created by Jonas Budelmann on 21/07/13.
6 | // Copyright (c) 2013 cloudling. All rights reserved.
7 | //
8 |
9 | #import "MASUtilities.h"
10 |
11 | /**
12 | * An immutable tuple which stores the view and the related NSLayoutAttribute.
13 | * Describes part of either the left or right hand side of a constraint equation
14 | */
15 | @interface MASViewAttribute : NSObject
16 |
17 | /**
18 | * The view which the reciever relates to. Can be nil if item is not a view.
19 | */
20 | @property (nonatomic, weak, readonly) MAS_VIEW *view;
21 |
22 | /**
23 | * The item which the reciever relates to.
24 | */
25 | @property (nonatomic, weak, readonly) id item;
26 |
27 | /**
28 | * The attribute which the reciever relates to
29 | */
30 | @property (nonatomic, assign, readonly) NSLayoutAttribute layoutAttribute;
31 |
32 | /**
33 | * Convenience initializer.
34 | */
35 | - (id)initWithView:(MAS_VIEW *)view layoutAttribute:(NSLayoutAttribute)layoutAttribute;
36 |
37 | /**
38 | * The designated initializer.
39 | */
40 | - (id)initWithView:(MAS_VIEW *)view item:(id)item layoutAttribute:(NSLayoutAttribute)layoutAttribute;
41 |
42 | /**
43 | * Determine whether the layoutAttribute is a size attribute
44 | *
45 | * @return YES if layoutAttribute is equal to NSLayoutAttributeWidth or NSLayoutAttributeHeight
46 | */
47 | - (BOOL)isSizeAttribute;
48 |
49 | @end
50 |
--------------------------------------------------------------------------------
/MagicCamera/Masonry.framework/Headers/MASViewConstraint.h:
--------------------------------------------------------------------------------
1 | //
2 | // MASConstraint.h
3 | // Masonry
4 | //
5 | // Created by Jonas Budelmann on 20/07/13.
6 | // Copyright (c) 2013 cloudling. All rights reserved.
7 | //
8 |
9 | #import "MASViewAttribute.h"
10 | #import "MASConstraint.h"
11 | #import "MASLayoutConstraint.h"
12 | #import "MASUtilities.h"
13 |
14 | /**
15 | * A single constraint.
16 | * Contains the attributes neccessary for creating a NSLayoutConstraint and adding it to the appropriate view
17 | */
18 | @interface MASViewConstraint : MASConstraint
19 |
20 | /**
21 | * First item/view and first attribute of the NSLayoutConstraint
22 | */
23 | @property (nonatomic, strong, readonly) MASViewAttribute *firstViewAttribute;
24 |
25 | /**
26 | * Second item/view and second attribute of the NSLayoutConstraint
27 | */
28 | @property (nonatomic, strong, readonly) MASViewAttribute *secondViewAttribute;
29 |
30 | /**
31 | * initialises the MASViewConstraint with the first part of the equation
32 | *
33 | * @param firstViewAttribute view.mas_left, view.mas_width etc.
34 | *
35 | * @return a new view constraint
36 | */
37 | - (id)initWithFirstViewAttribute:(MASViewAttribute *)firstViewAttribute;
38 |
39 | /**
40 | * Returns all MASViewConstraints installed with this view as a first item.
41 | *
42 | * @param view A view to retrieve constraints for.
43 | *
44 | * @return An array of MASViewConstraints.
45 | */
46 | + (NSArray *)installedConstraintsForView:(MAS_VIEW *)view;
47 |
48 | @end
49 |
--------------------------------------------------------------------------------
/MagicCamera/Masonry.framework/Headers/Masonry.h:
--------------------------------------------------------------------------------
1 | //
2 | // Masonry.h
3 | // Masonry
4 | //
5 | // Created by Jonas Budelmann on 20/07/13.
6 | // Copyright (c) 2013 cloudling. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | //! Project version number for Masonry.
12 | FOUNDATION_EXPORT double MasonryVersionNumber;
13 |
14 | //! Project version string for Masonry.
15 | FOUNDATION_EXPORT const unsigned char MasonryVersionString[];
16 |
17 | #import "MASUtilities.h"
18 | #import "View+MASAdditions.h"
19 | #import "View+MASShorthandAdditions.h"
20 | #import "ViewController+MASAdditions.h"
21 | #import "NSArray+MASAdditions.h"
22 | #import "NSArray+MASShorthandAdditions.h"
23 | #import "MASConstraint.h"
24 | #import "MASCompositeConstraint.h"
25 | #import "MASViewAttribute.h"
26 | #import "MASViewConstraint.h"
27 | #import "MASConstraintMaker.h"
28 | #import "MASLayoutConstraint.h"
29 | #import "NSLayoutConstraint+MASDebugAdditions.h"
30 |
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/MagicCamera/Masonry.framework/Headers/NSArray+MASShorthandAdditions.h:
--------------------------------------------------------------------------------
1 | //
2 | // NSArray+MASShorthandAdditions.h
3 | // Masonry
4 | //
5 | // Created by Jonas Budelmann on 22/07/13.
6 | // Copyright (c) 2013 Jonas Budelmann. All rights reserved.
7 | //
8 |
9 | #import "NSArray+MASAdditions.h"
10 |
11 | #ifdef MAS_SHORTHAND
12 |
13 | /**
14 | * Shorthand array additions without the 'mas_' prefixes,
15 | * only enabled if MAS_SHORTHAND is defined
16 | */
17 | @interface NSArray (MASShorthandAdditions)
18 |
19 | - (NSArray *)makeConstraints:(void(^)(MASConstraintMaker *make))block;
20 | - (NSArray *)updateConstraints:(void(^)(MASConstraintMaker *make))block;
21 | - (NSArray *)remakeConstraints:(void(^)(MASConstraintMaker *make))block;
22 |
23 | @end
24 |
25 | @implementation NSArray (MASShorthandAdditions)
26 |
27 | - (NSArray *)makeConstraints:(void(^)(MASConstraintMaker *))block {
28 | return [self mas_makeConstraints:block];
29 | }
30 |
31 | - (NSArray *)updateConstraints:(void(^)(MASConstraintMaker *))block {
32 | return [self mas_updateConstraints:block];
33 | }
34 |
35 | - (NSArray *)remakeConstraints:(void(^)(MASConstraintMaker *))block {
36 | return [self mas_remakeConstraints:block];
37 | }
38 |
39 | @end
40 |
41 | #endif
42 |
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/MagicCamera/Masonry.framework/Headers/NSLayoutConstraint+MASDebugAdditions.h:
--------------------------------------------------------------------------------
1 | //
2 | // NSLayoutConstraint+MASDebugAdditions.h
3 | // Masonry
4 | //
5 | // Created by Jonas Budelmann on 3/08/13.
6 | // Copyright (c) 2013 Jonas Budelmann. All rights reserved.
7 | //
8 |
9 | #import "MASUtilities.h"
10 |
11 | /**
12 | * makes debug and log output of NSLayoutConstraints more readable
13 | */
14 | @interface NSLayoutConstraint (MASDebugAdditions)
15 |
16 | @end
17 |
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/MagicCamera/Masonry.framework/Headers/ViewController+MASAdditions.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIViewController+MASAdditions.h
3 | // Masonry
4 | //
5 | // Created by Craig Siemens on 2015-06-23.
6 | //
7 | //
8 |
9 | #import "MASUtilities.h"
10 | #import "MASConstraintMaker.h"
11 | #import "MASViewAttribute.h"
12 |
13 | #ifdef MAS_VIEW_CONTROLLER
14 |
15 | @interface MAS_VIEW_CONTROLLER (MASAdditions)
16 |
17 | /**
18 | * following properties return a new MASViewAttribute with appropriate UILayoutGuide and NSLayoutAttribute
19 | */
20 | @property (nonatomic, strong, readonly) MASViewAttribute *mas_topLayoutGuide;
21 | @property (nonatomic, strong, readonly) MASViewAttribute *mas_bottomLayoutGuide;
22 | @property (nonatomic, strong, readonly) MASViewAttribute *mas_topLayoutGuideTop;
23 | @property (nonatomic, strong, readonly) MASViewAttribute *mas_topLayoutGuideBottom;
24 | @property (nonatomic, strong, readonly) MASViewAttribute *mas_bottomLayoutGuideTop;
25 | @property (nonatomic, strong, readonly) MASViewAttribute *mas_bottomLayoutGuideBottom;
26 |
27 |
28 | @end
29 |
30 | #endif
31 |
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/MagicCamera/Masonry.framework/Info.plist:
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https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/Info.plist
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/MagicCamera/Masonry.framework/Masonry:
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https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/Masonry
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/MagicCamera/Masonry.framework/Modules/module.modulemap:
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1 | framework module Masonry {
2 | umbrella header "Masonry.h"
3 |
4 | export *
5 | module * { export * }
6 | }
7 |
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/MagicCamera/Masonry.framework/_CodeSignature/CodeDirectory:
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https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/_CodeSignature/CodeDirectory
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/MagicCamera/Masonry.framework/_CodeSignature/CodeRequirements:
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https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/_CodeSignature/CodeRequirements
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/MagicCamera/Masonry.framework/_CodeSignature/CodeSignature:
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https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/_CodeSignature/CodeSignature
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/MagicCamera/MosaicView.h:
--------------------------------------------------------------------------------
1 | //
2 | // MosaicView.h
3 | // MagicCamera
4 | //
5 | // Created by xushuigen on 16/2/25.
6 | // Copyright © 2016年 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | typedef NS_ENUM(NSInteger,ImageOpertionType)
11 | {
12 | ImageOpertionType_Mosaic,
13 | ImageOpertionType_Clean,
14 | };
15 |
16 | @interface MosaicView : UIView
17 |
18 | @property(nonatomic) ImageOpertionType opertionType;
19 | @property(nonatomic) CGFloat mosaicLineWidth; //马赛克线宽
20 | @property(nonatomic) CGFloat cleanLineWidth; //清除线宽
21 |
22 | -(instancetype)initWithMosaicImage:(UIImage *)mosaicImage andFrame:(CGRect)frame;
23 |
24 | -(void)savePhoto;
25 |
26 | @end
27 |
--------------------------------------------------------------------------------
/MagicCamera/MosaicViewController.h:
--------------------------------------------------------------------------------
1 | //
2 | // MosaicViewController.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/16/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | #import "EditImageViewController.h"
11 | @interface MosaicViewController : EditImageViewController
12 |
13 | @end
14 |
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/MagicCamera/MyFilter.h:
--------------------------------------------------------------------------------
1 | //
2 | // MyFilter.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/29/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import "GPUImageTwoInputFilter.h"
10 |
11 | @interface MyFilter : GPUImageTwoInputFilter
12 | {
13 | GLint mixUniform;
14 | }
15 | @property(nonatomic) CGFloat texelWidthOffset;
16 | @property(nonatomic) CGFloat texelHeightOffset;
17 | @property(readwrite, nonatomic) CGFloat mix;
18 |
19 | @end
20 |
--------------------------------------------------------------------------------
/MagicCamera/MyFilter.m:
--------------------------------------------------------------------------------
1 | //
2 | // MyFilter.m
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/29/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import "MyFilter.h"
10 | /*
11 |
12 | */
13 |
14 |
15 | NSString *const kGPUImagemyfilter = SHADER_STRING
16 | (
17 | precision lowp float;
18 |
19 | varying highp vec2 textureCoordinate;
20 |
21 | uniform sampler2D inputImageTexture;
22 | uniform sampler2D inputImageTexture2;
23 |
24 | void main()
25 | {
26 |
27 | vec3 texel = texture2D(inputImageTexture, textureCoordinate).rgb;
28 |
29 | texel = vec3(
30 | texture2D(inputImageTexture2, vec2(texel.r, .16666)).r,
31 | texture2D(inputImageTexture2, vec2(texel.g, .5)).g,
32 | texture2D(inputImageTexture2, vec2(texel.b, .83333)).b);
33 |
34 | gl_FragColor = vec4(texel, 1.0);
35 | }
36 | );
37 | @implementation MyFilter
38 |
39 | @synthesize mix = _mix;
40 |
41 | - (id)init;
42 | {
43 | if (!(self = [super initWithFragmentShaderFromString:kGPUImagemyfilter]))
44 | {
45 | return nil;
46 | }
47 |
48 | mixUniform = [filterProgram uniformIndex:@"mixturePercent"];
49 | self.mix = 0.5;
50 |
51 | return self;
52 | }
53 |
54 |
55 | #pragma mark -
56 | #pragma mark Accessors
57 |
58 | - (void)setMix:(CGFloat)newValue;
59 | {
60 | _mix = newValue;
61 |
62 | [self setFloat:_mix forUniform:mixUniform program:filterProgram];
63 | }
64 |
65 |
66 | @end
67 |
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/MagicCamera/PPCollectionViewCell.h:
--------------------------------------------------------------------------------
1 | //
2 | // PPCollectionViewCell.h
3 | // MagicCamera
4 | //
5 | // Created by lipnpn on 16/2/17.
6 | // Copyright © 2016年 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface PPCollectionViewCell : UICollectionViewCell
12 | @property (weak, nonatomic) IBOutlet UILabel *nameLabel;
13 |
14 | @end
15 |
--------------------------------------------------------------------------------
/MagicCamera/PPCollectionViewCell.m:
--------------------------------------------------------------------------------
1 | //
2 | // PPCollectionViewCell.m
3 | // MagicCamera
4 | //
5 | // Created by lipnpn on 16/2/17.
6 | // Copyright © 2016年 SongWentong. All rights reserved.
7 | //
8 |
9 | #import "PPCollectionViewCell.h"
10 |
11 | @implementation PPCollectionViewCell
12 |
13 | - (void)awakeFromNib {
14 | // Initialization code
15 | }
16 |
17 | @end
18 |
--------------------------------------------------------------------------------
/MagicCamera/PewviewView.h:
--------------------------------------------------------------------------------
1 | //
2 | // PewviewView.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 3/9/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | @class AVCaptureSession;
11 | @interface PewviewView : UIView
12 | @property (nonatomic) AVCaptureSession *session;
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/PewviewView.m:
--------------------------------------------------------------------------------
1 | //
2 | // PewviewView.m
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 3/9/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import "PewviewView.h"
10 | @import AVFoundation;
11 | @implementation PewviewView
12 |
13 | + (Class)layerClass
14 | {
15 | return [AVCaptureVideoPreviewLayer class];
16 | }
17 |
18 | - (AVCaptureSession *)session
19 | {
20 | AVCaptureVideoPreviewLayer *previewLayer = (AVCaptureVideoPreviewLayer *)self.layer;
21 | return previewLayer.session;
22 | }
23 |
24 | - (void)setSession:(AVCaptureSession *)session
25 | {
26 | AVCaptureVideoPreviewLayer *previewLayer = (AVCaptureVideoPreviewLayer *)self.layer;
27 | previewLayer.session = session;
28 | }
29 |
30 | @end
31 |
--------------------------------------------------------------------------------
/MagicCamera/ResultDisplayViewController.h:
--------------------------------------------------------------------------------
1 | //
2 | // ResultDisplayViewController.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 3/2/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface ResultDisplayViewController : UIViewController
12 | @property (nonatomic,strong) UIImage *resultImage;
13 |
14 |
15 |
16 | @end
17 |
--------------------------------------------------------------------------------
/MagicCamera/ShowcaseFilterListController.h:
--------------------------------------------------------------------------------
1 | #import
2 |
3 | @interface ShowcaseFilterListController : UITableViewController
4 | {
5 | NSMutableArray *allCellArray,*segmentTextContent;
6 |
7 | UISegmentedControl *segmentedControl;
8 |
9 | BOOL isStatic;
10 | UIImage * stillImage;
11 | UIImagePickerController * imagePicker;
12 | //UIPopoverController *_accountBookPopSelectViewController;
13 |
14 | }
15 | @property(nonatomic, strong) NSMutableArray *allCellArray,*checkedArray,*checkedIndexArray,*segmentTextContent;
16 | @property(nonatomic, strong) UISegmentedControl *segmentedControl;
17 | @property(nonatomic, strong) UIImagePickerController * imagePicker;
18 | //@property(nonatomic, strong) UIPopoverController *_accountBookPopSelectViewController;
19 | @end
20 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageAddBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageAddBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageCGAColorspaceFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageFilter.h"
2 |
3 | @interface GPUImageCGAColorspaceFilter : GPUImageFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageColorBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageColorBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageColorConversion.h:
--------------------------------------------------------------------------------
1 | #ifndef GPUImageColorConversion_h
2 | #define GPUImageColorConversion_h
3 |
4 | extern GLfloat *kColorConversion601;
5 | extern GLfloat *kColorConversion601FullRange;
6 | extern GLfloat *kColorConversion709;
7 | extern NSString *const kGPUImageYUVVideoRangeConversionForRGFragmentShaderString;
8 | extern NSString *const kGPUImageYUVFullRangeConversionForLAFragmentShaderString;
9 | extern NSString *const kGPUImageYUVVideoRangeConversionForLAFragmentShaderString;
10 |
11 |
12 | #endif /* GPUImageColorConversion_h */
13 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageColorInvertFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageFilter.h"
2 |
3 | @interface GPUImageColorInvertFilter : GPUImageFilter
4 | {
5 | }
6 |
7 | @end
8 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageColorLocalBinaryPatternFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImage3x3TextureSamplingFilter.h"
2 |
3 | @interface GPUImageColorLocalBinaryPatternFilter : GPUImage3x3TextureSamplingFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageColourFASTFeatureDetector.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageFilterGroup.h"
2 |
3 | // This generates image-wide feature descriptors using the ColourFAST process, as developed and described in
4 | //
5 | // A. Ensor and S. Hall. ColourFAST: GPU-based feature point detection and tracking on mobile devices. 28th International Conference of Image and Vision Computing, New Zealand, 2013, p. 124-129.
6 | //
7 | // Seth Hall, "GPU accelerated feature algorithms for mobile devices", PhD thesis, School of Computing and Mathematical Sciences, Auckland University of Technology 2014.
8 | // http://aut.researchgateway.ac.nz/handle/10292/7991
9 |
10 | @class GPUImageColourFASTSamplingOperation;
11 | @class GPUImageBoxBlurFilter;
12 |
13 | @interface GPUImageColourFASTFeatureDetector : GPUImageFilterGroup
14 | {
15 | GPUImageBoxBlurFilter *blurFilter;
16 | GPUImageColourFASTSamplingOperation *colourFASTSamplingOperation;
17 | }
18 | // The blur radius of the underlying box blur. The default is 3.0.
19 | @property (readwrite, nonatomic) CGFloat blurRadiusInPixels;
20 |
21 | @end
22 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageColourFASTFeatureDetector.m:
--------------------------------------------------------------------------------
1 | #import "GPUImageColourFASTFeatureDetector.h"
2 | #import "GPUImageColourFASTSamplingOperation.h"
3 | #import "GPUImageBoxBlurFilter.h"
4 |
5 | @implementation GPUImageColourFASTFeatureDetector
6 |
7 | @synthesize blurRadiusInPixels;
8 |
9 | - (id)init;
10 | {
11 | if (!(self = [super init]))
12 | {
13 | return nil;
14 | }
15 |
16 | // First pass: apply a variable Gaussian blur
17 | blurFilter = [[GPUImageBoxBlurFilter alloc] init];
18 | [self addFilter:blurFilter];
19 |
20 | // Second pass: combine the blurred image with the original sharp one
21 | colourFASTSamplingOperation = [[GPUImageColourFASTSamplingOperation alloc] init];
22 | [self addFilter:colourFASTSamplingOperation];
23 |
24 | // Texture location 0 needs to be the sharp image for both the blur and the second stage processing
25 | [blurFilter addTarget:colourFASTSamplingOperation atTextureLocation:1];
26 |
27 | self.initialFilters = [NSArray arrayWithObjects:blurFilter, colourFASTSamplingOperation, nil];
28 | self.terminalFilter = colourFASTSamplingOperation;
29 |
30 | self.blurRadiusInPixels = 3.0;
31 |
32 | return self;
33 | }
34 |
35 | #pragma mark -
36 | #pragma mark Accessors
37 |
38 | - (void)setBlurRadiusInPixels:(CGFloat)newValue;
39 | {
40 | blurFilter.blurRadiusInPixels = newValue;
41 | }
42 |
43 | - (CGFloat)blurRadiusInPixels;
44 | {
45 | return blurFilter.blurRadiusInPixels;
46 | }
47 |
48 | @end
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageColourFASTSamplingOperation.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | // This is the feature extraction phase of the ColourFAST feature detector, as described in:
4 | //
5 | // A. Ensor and S. Hall. ColourFAST: GPU-based feature point detection and tracking on mobile devices. 28th International Conference of Image and Vision Computing, New Zealand, 2013, p. 124-129.
6 | //
7 | // Seth Hall, "GPU accelerated feature algorithms for mobile devices", PhD thesis, School of Computing and Mathematical Sciences, Auckland University of Technology 2014.
8 | // http://aut.researchgateway.ac.nz/handle/10292/7991
9 |
10 | @interface GPUImageColourFASTSamplingOperation : GPUImageTwoInputFilter
11 | {
12 | GLint texelWidthUniform, texelHeightUniform;
13 |
14 | CGFloat texelWidth, texelHeight;
15 | BOOL hasOverriddenImageSizeFactor;
16 | }
17 |
18 | // 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.
19 | @property(readwrite, nonatomic) CGFloat texelWidth;
20 | @property(readwrite, nonatomic) CGFloat texelHeight;
21 |
22 | @end
23 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageDarkenBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageDarkenBlendFilter : GPUImageTwoInputFilter
4 | {
5 | }
6 |
7 | @end
8 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageDifferenceBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageDifferenceBlendFilter : GPUImageTwoInputFilter
4 | {
5 | }
6 |
7 | @end
8 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageDirectionalSobelEdgeDetectionFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImage3x3TextureSamplingFilter.h"
2 |
3 | @interface GPUImageDirectionalSobelEdgeDetectionFilter : GPUImage3x3TextureSamplingFilter
4 |
5 | @end
6 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageDivideBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageDivideBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageExclusionBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageExclusionBlendFilter : GPUImageTwoInputFilter
4 | {
5 | }
6 |
7 | @end
8 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageFourInputFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageThreeInputFilter.h"
2 |
3 | extern NSString *const kGPUImageFourInputTextureVertexShaderString;
4 |
5 | @interface GPUImageFourInputFilter : GPUImageThreeInputFilter
6 | {
7 | GPUImageFramebuffer *fourthInputFramebuffer;
8 |
9 | GLint filterFourthTextureCoordinateAttribute;
10 | GLint filterInputTextureUniform4;
11 | GPUImageRotationMode inputRotation4;
12 | GLuint filterSourceTexture4;
13 | CMTime fourthFrameTime;
14 |
15 | BOOL hasSetThirdTexture, hasReceivedFourthFrame, fourthFrameWasVideo;
16 | BOOL fourthFrameCheckDisabled;
17 | }
18 |
19 | - (void)disableFourthFrameCheck;
20 |
21 | @end
22 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageGlassSphereFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageSphereRefractionFilter.h"
2 |
3 | @interface GPUImageGlassSphereFilter : GPUImageSphereRefractionFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageHalftoneFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImagePixellateFilter.h"
2 |
3 | @interface GPUImageHalftoneFilter : GPUImagePixellateFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageHardLightBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageHardLightBlendFilter : GPUImageTwoInputFilter
4 | {
5 | }
6 |
7 | @end
8 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageHighlightShadowTintFilter.h:
--------------------------------------------------------------------------------
1 | //
2 | // GPUImageHighlightShadowTintFilter.h
3 | //
4 | //
5 | // Created by github.com/r3mus on 8/14/15.
6 | //
7 | //
8 |
9 | #import "GPUImageFilter.h"
10 |
11 | @interface GPUImageHighlightShadowTintFilter : GPUImageFilter
12 | {
13 | GLint shadowTintIntensityUniform, highlightTintIntensityUniform, shadowTintColorUniform, highlightTintColorUniform;
14 | }
15 |
16 | // The shadowTint and highlightTint colors specify what colors replace the dark and light areas of the image, respectively. The defaults for shadows are black, highlighs white.
17 | @property(readwrite, nonatomic) GLfloat shadowTintIntensity;
18 | @property(readwrite, nonatomic) GPUVector4 shadowTintColor;
19 | @property(readwrite, nonatomic) GLfloat highlightTintIntensity;
20 | @property(readwrite, nonatomic) GPUVector4 highlightTintColor;
21 |
22 | - (void)setShadowTintColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent alpha:(GLfloat)alphaComponent;
23 | - (void)setHighlightTintColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent alpha:(GLfloat)alphaComponent;
24 |
25 | @end
26 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageHistogramGenerator.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageFilter.h"
2 |
3 | @interface GPUImageHistogramGenerator : GPUImageFilter
4 | {
5 | GLint backgroundColorUniform;
6 | }
7 |
8 | @end
9 |
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/MagicCamera/Venders/GPUImage/GPUImageHueBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageHueBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageKuwaharaRadius3Filter.h:
--------------------------------------------------------------------------------
1 | //
2 | // GPUImageKuwaharaRadius3Filter.h
3 |
4 | #import "GPUImageFilter.h"
5 |
6 | @interface GPUImageKuwaharaRadius3Filter : GPUImageFilter
7 |
8 | @end
9 |
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/MagicCamera/Venders/GPUImage/GPUImageLanczosResamplingFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoPassTextureSamplingFilter.h"
2 |
3 | @interface GPUImageLanczosResamplingFilter : GPUImageTwoPassTextureSamplingFilter
4 |
5 | @property(readwrite, nonatomic) CGSize originalImageSize;
6 |
7 | @end
8 |
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/MagicCamera/Venders/GPUImage/GPUImageLaplacianFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImage3x3ConvolutionFilter.h"
2 |
3 | @interface GPUImageLaplacianFilter : GPUImage3x3ConvolutionFilter
4 |
5 | @end
6 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageLinearBurnBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageLinearBurnBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageLocalBinaryPatternFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImage3x3TextureSamplingFilter.h"
2 |
3 | @interface GPUImageLocalBinaryPatternFilter : GPUImage3x3TextureSamplingFilter
4 |
5 | @end
6 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageLuminosityBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageLuminosityBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageMaskFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageMaskFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageMedianFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImage3x3TextureSamplingFilter.h"
2 |
3 | @interface GPUImageMedianFilter : GPUImage3x3TextureSamplingFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageMultiplyBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageMultiplyBlendFilter : GPUImageTwoInputFilter
4 | {
5 | }
6 |
7 | @end
8 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageNonMaximumSuppressionFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImage3x3TextureSamplingFilter.h"
2 |
3 | @interface GPUImageNonMaximumSuppressionFilter : GPUImage3x3TextureSamplingFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageOverlayBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageOverlayBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImagePrewittEdgeDetectionFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageSobelEdgeDetectionFilter.h"
2 |
3 | @interface GPUImagePrewittEdgeDetectionFilter : GPUImageSobelEdgeDetectionFilter
4 |
5 | @end
6 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageSaturationBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageSaturationBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageScreenBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageScreenBlendFilter : GPUImageTwoInputFilter
4 | {
5 | }
6 |
7 | @end
8 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageSepiaFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageColorMatrixFilter.h"
2 |
3 | /// Simple sepia tone filter
4 | @interface GPUImageSepiaFilter : GPUImageColorMatrixFilter
5 |
6 | @end
7 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageSkinToneFilter.h:
--------------------------------------------------------------------------------
1 | //
2 | // GPUImageSkinToneFilter.h
3 | //
4 | //
5 | // Created by github.com/r3mus on 8/14/15.
6 | //
7 | //
8 |
9 | #import "GPUImageTwoInputFilter.h"
10 |
11 | typedef NS_ENUM(NSUInteger, GPUImageSkinToneUpperColor) {
12 | GPUImageSkinToneUpperColorGreen,
13 |
14 | };
15 |
16 | extern NSString *const kGPUImageSkinToneFragmentShaderString;
17 |
18 | @interface GPUImageSkinToneFilter : GPUImageFilter
19 | {
20 | GLint skinToneAdjustUniform;
21 | GLint skinHueUniform;
22 | GLint skinHueThresholdUniform;
23 | GLint maxHueShiftUniform;
24 | GLint maxSaturationShiftUniform;
25 | GLint upperSkinToneColorUniform;
26 | }
27 |
28 | // The amount of effect to apply, between -1.0 (pink) and +1.0 (orange OR green). Default is 0.0.
29 | @property (nonatomic, readwrite) CGFloat skinToneAdjust;
30 |
31 | // The initial hue of skin to adjust. Default is 0.05 (a common skin red).
32 | @property (nonatomic, readwrite) CGFloat skinHue;
33 |
34 | // The bell curve "breadth" of the skin hue adjustment (i.e. how different from the original skinHue will the modifications effect).
35 | // Default is 40.0
36 | @property (nonatomic, readwrite) CGFloat skinHueThreshold;
37 |
38 | // The maximum amount of hue shift allowed in the adjustments that affect hue (pink, green). Default = 0.25.
39 | @property (nonatomic, readwrite) CGFloat maxHueShift;
40 |
41 | // The maximum amount of saturation shift allowed in the adjustments that affect saturation (orange). Default = 0.4.
42 | @property (nonatomic, readwrite) CGFloat maxSaturationShift;
43 |
44 | // Defines whether the upper range (> 0.0) will change the skin tone to green (hue) or orange (saturation)
45 | @property (nonatomic, readwrite) GPUImageSkinToneUpperColor upperSkinToneColor;
46 |
47 | @end
48 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageSoftLightBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageSoftLightBlendFilter : GPUImageTwoInputFilter
4 | {
5 | }
6 |
7 | @end
8 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageSourceOverBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageSourceOverBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/GPUImageSubtractBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageSubtractBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageThresholdSketchFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageThresholdEdgeDetectionFilter.h"
2 |
3 | @interface GPUImageThresholdSketchFilter : GPUImageThresholdEdgeDetectionFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
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/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageVibranceFilter.h:
--------------------------------------------------------------------------------
1 | //
2 | // GPUImageVibranceFilter.h
3 | //
4 | //
5 | // Created by github.com/r3mus on 8/14/15.
6 | //
7 | //
8 |
9 | #import "GPUImage.h"
10 |
11 | @interface GPUImageVibranceFilter : GPUImageFilter
12 | {
13 | GLint vibranceUniform;
14 | }
15 |
16 | // Modifies the saturation of desaturated colors, leaving saturated colors unmodified.
17 | // Value -1 to 1 (-1 is minimum vibrance, 0 is no change, and 1 is maximum vibrance)
18 | @property (readwrite, nonatomic) GLfloat vibrance;
19 |
20 | @end
21 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageWeakPixelInclusionFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImage3x3TextureSamplingFilter.h"
2 |
3 | @interface GPUImageWeakPixelInclusionFilter : GPUImage3x3TextureSamplingFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/GPUImageXYDerivativeFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageSobelEdgeDetectionFilter.h"
2 |
3 | @interface GPUImageXYDerivativeFilter : GPUImageSobelEdgeDetectionFilter
4 |
5 | @end
6 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/iOS/GPUImage-Prefix.pch:
--------------------------------------------------------------------------------
1 | //
2 | // Prefix header for all source files of the 'GPUImage' target in the 'GPUImage' project
3 | //
4 |
5 | #ifdef __OBJC__
6 | #import
7 | #endif
8 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 | - (id)initWithImage:(UIImage *)newImageSource removePremultiplication:(BOOL)removePremultiplication;
20 | - (id)initWithCGImage:(CGImageRef)newImageSource removePremultiplication:(BOOL)removePremultiplication;
21 | - (id)initWithImage:(UIImage *)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput removePremultiplication:(BOOL)removePremultiplication;
22 | - (id)initWithCGImage:(CGImageRef)newImageSource smoothlyScaleOutput:(BOOL)smoothlyScaleOutput removePremultiplication:(BOOL)removePremultiplication;
23 |
24 | // Image rendering
25 | - (void)processImage;
26 | - (CGSize)outputImageSize;
27 |
28 | /**
29 | * Process image with all targets and filters asynchronously
30 | * The completion handler is called after processing finished in the
31 | * GPU's dispatch queue - and only if this method did not return NO.
32 | *
33 | * @returns NO if resource is blocked and processing is discarded, YES otherwise
34 | */
35 | - (BOOL)processImageWithCompletionHandler:(void (^)(void))completion;
36 | - (void)processImageUpToFilter:(GPUImageOutput *)finalFilterInChain withCompletionHandler:(void (^)(UIImage *processedImage))block;
37 |
38 | @end
39 |
--------------------------------------------------------------------------------
/MagicCamera/Venders/GPUImage/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 |
--------------------------------------------------------------------------------
/MagicCamera/VideoCaptureVC.h:
--------------------------------------------------------------------------------
1 | //
2 | // VideoCaptureVC.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 3/9/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface VideoCaptureVC : UIViewController
12 |
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/ViewController.h:
--------------------------------------------------------------------------------
1 | //
2 | // ViewController.h
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/15/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 | /*
11 | 增强
12 | 滤镜
13 | 马赛克
14 | 边框
15 | */
16 | @interface ViewController : UIViewController
17 |
18 |
19 | @end
20 |
21 |
--------------------------------------------------------------------------------
/MagicCamera/WID-small.jpg:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/WID-small.jpg
--------------------------------------------------------------------------------
/MagicCamera/WTKit/NSArray+Sort.h:
--------------------------------------------------------------------------------
1 | //
2 | // NSArray+Sort.h
3 | // Test
4 | //
5 | // Created by SongWentong on 2/22/16.
6 | // Copyright © 2016 SongWentong. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface NSArray (Sort)
12 | /*!
13 | 失败的排序方法
14 | */
15 | - (NSArray*)WTSortedArrayUsingComparator:(NSComparisonResult(^)(id o1,id o2))comparator;
16 |
17 | /*!
18 | 速度是系统提供排序效率的千分之一,请指教
19 | */
20 | +(NSArray*)WTsortedArray2:(NSMutableArray*)array UsingComparator:(NSComparisonResult(^)(id o1,id o2))comparator;
21 | @end
22 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/NSJSONSerialization+Nice.h:
--------------------------------------------------------------------------------
1 | //
2 | // NSJSONSerialization+Nice.h
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 3/7/16.
6 | // Copyright © 2016 song. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface NSJSONSerialization (Nice)
12 | /*!
13 | 得到一个没有null的数据,防止objectOfrKey崩溃
14 | */
15 | +(id)niceJsonWithData:(NSData *)data;
16 | @end
17 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/NSOperationQueue+Nice.h:
--------------------------------------------------------------------------------
1 | //
2 | // NSOperationQueue+Nice.h
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 3/8/16.
6 | // Copyright © 2016 song. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface NSOperationQueue (Nice)
12 |
13 | //全局共享的queue
14 | +(instancetype)globalQueue;
15 | @end
16 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/NSOperationQueue+Nice.m:
--------------------------------------------------------------------------------
1 | //
2 | // NSOperationQueue+Nice.m
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 3/8/16.
6 | // Copyright © 2016 song. All rights reserved.
7 | //
8 |
9 | #import "NSOperationQueue+Nice.h"
10 |
11 | @implementation NSOperationQueue (Nice)
12 | static NSOperationQueue *globalQueue = nil;
13 | +(instancetype)globalQueue
14 | {
15 | static dispatch_once_t onceToken;
16 | dispatch_once(&onceToken, ^{
17 | globalQueue = [[NSOperationQueue alloc] init];
18 | [globalQueue setSuspended:NO];
19 | });
20 | return globalQueue;
21 | }
22 | @end
23 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIAlertView+WTRequestCenter.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIAlertView+WTRequestCenter.h
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 14-10-16.
6 | // Copyright (c) 2014年 song. All rights reserved.
7 | //
8 |
9 | @import UIKit;
10 |
11 | @interface UIAlertView (WTRequestCenter)
12 | +(void)showAlertWithMessage:(NSString*)message;
13 |
14 | +(void)showAlertWithTitle:(NSString*)title message:(NSString*)message duration:(NSTimeInterval)time;
15 | //显示一个提示框
16 | +(void)showAlertWithTitle:(NSString*)title message:(NSString*)message duration:(NSTimeInterval)time complectionHandler:(dispatch_block_t)block;
17 | @end
18 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIAlertView+WTRequestCenter.m:
--------------------------------------------------------------------------------
1 | //
2 | // UIAlertView+WTRequestCenter.m
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 14-10-16.
6 | // Copyright (c) 2014年 song. All rights reserved.
7 | //
8 |
9 | #import "UIAlertView+WTRequestCenter.h"
10 | #import "WTNetWorkManager.h"
11 | @implementation UIAlertView (WTRequestCenter)
12 | +(void)showAlertWithMessage:(NSString*)message
13 | {
14 | [self showAlertWithTitle:nil message:message duration:1.0];
15 | }
16 |
17 | +(void)showAlertWithTitle:(NSString*)title message:(NSString*)message duration:(NSTimeInterval)time
18 | {
19 | [self showAlertWithTitle:title message:message duration:time complectionHandler:nil];
20 | }
21 |
22 | +(void)showAlertWithTitle:(NSString*)title message:(NSString*)message duration:(NSTimeInterval)time complectionHandler:(dispatch_block_t)block
23 | {
24 | if (title || message ) {
25 | UIAlertView *alert = [[UIAlertView alloc] initWithTitle:title message:message delegate:nil cancelButtonTitle:nil otherButtonTitles: nil];
26 | [alert show];
27 |
28 | dispatch_block_t temp = ^{
29 | [alert dismissWithClickedButtonIndex:0 animated:YES];
30 | if (block) {
31 | block();
32 | }
33 | };
34 | [WTNetWorkManager performBlock:temp afterDelay:time];
35 | }
36 | }
37 |
38 | @end
39 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIButton+WTRequestCenter.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIButton+WTImageCache.h
3 | // WTRequestCenter
4 | //
5 | // Created by songwt on 14-7-30.
6 | // Copyright (c) Mike song(mailto:275712575@qq.com). All rights reserved.
7 | // site:https://github.com/swtlovewtt/WTRequestCenter
8 | /*
9 | 这是一个方便的缓存式网络请求的缓存库,在网络不好
10 | 或者没有网络的情况下方便读取缓存来看。
11 |
12 | 使用方法很简单,只需要传URL和参数就可以了。
13 |
14 | 还提供上传图片功能,下载图片功能,缓存图片功能
15 | 还有JSON解析功能,还提供来一个URL的表让你来填写
16 | 然后直接快捷取URL。
17 | 希望能帮到你,谢谢。
18 | 如果有任何问题可以在github上向我提出
19 | Mike
20 |
21 | */
22 |
23 | @import UIKit;
24 |
25 |
26 |
27 | /*
28 | 方便的图片缓存功能
29 | */
30 | @interface UIButton (WTImageCache)
31 |
32 |
33 | /*
34 | 设置图片
35 | */
36 | - (void)setImageForState:(UIControlState)state
37 | withURL:(NSString *)url;
38 |
39 | - (void)setImageForState:(UIControlState)state
40 | withURL:(NSString *)url
41 | placeholderImage:(UIImage *)placeholderImage;
42 |
43 |
44 |
45 | /*!
46 | 设置背景图
47 | */
48 | - (void)setBackgroundImage:(UIControlState)state
49 | withURL:(NSString *)url;
50 |
51 | - (void)setBackgroundImage:(UIControlState)state
52 | withURL:(NSString *)url
53 | placeholderImage:(UIImage *)placeholderImage;
54 | @end
55 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIColor+WTRequestCenter.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIColor+FastCreating.h
3 | // WTRequestCenter
4 | //
5 | // Created by songwt on 14-8-14.
6 | // Copyright (c) 2014年 song. All rights reserved.
7 | //
8 |
9 | @import UIKit;
10 |
11 | @interface UIColor (WTRequestCenter)
12 |
13 | /*!
14 | RGB一样的情况下,生成的颜色
15 | */
16 | + (UIColor*)WTcolorWithFloat:(CGFloat)number;
17 |
18 | /*!
19 | 根据RGB生成颜色,颜色为0-255
20 | */
21 | + (UIColor *)WTcolorWithRed:(CGFloat)red
22 | green:(CGFloat)green
23 | blue:(CGFloat)blue;
24 |
25 | /*!
26 | 根据RGBA生成颜色,颜色为0-255
27 | */
28 | + (UIColor *)WTcolorWithRed:(CGFloat)red
29 | green:(CGFloat)green
30 | blue:(CGFloat)blue
31 | alpha:(CGFloat)alpha;
32 |
33 | /*!
34 | 调用 WTcolorWithHexString: alpha方法,alpha为1
35 | */
36 | + (UIColor *)WTcolorWithHexString:(NSString *)str;
37 |
38 | /*!
39 | 根据hex字符串和alpha创建颜色
40 | 长度为1,2,3,6,7都可以解析
41 | 长度为1,会复制成6个字符来读取颜色
42 | 长度为2,会复制成三份一样的颜色来读取
43 | 长度为3,比如abc 会变成aabbcc
44 | 长度为6,标准读取
45 | 长度为7,去掉前面的井号读取
46 | */
47 | + (UIColor *)WTcolorWithHexString:(NSString *)hexString
48 | alpha:(CGFloat)alpha;
49 |
50 | /*!
51 | 随机得到一个颜色
52 | */
53 | +(UIColor*)WTRandomColor;
54 |
55 |
56 | /*!
57 | 取反色
58 | */
59 | +(UIColor*)WTAntiColor:(UIColor*)color withStride:(CGFloat)stride;
60 |
61 | /*!
62 | 取反色
63 | */
64 | -(UIColor*)WTAntiColorWithStride:(CGFloat)stride;
65 | @end
66 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIDevice+WTRequestCenter.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIDevice+WTRequestCenter.h
3 | // WTRequestCenter
4 | //
5 | // Created by songwt on 14-8-12.
6 | // Copyright (c) Mike song(mailto:275712575@qq.com). All rights reserved.
7 | // site:https://github.com/swtlovewtt/WTRequestCenter
8 | // install
9 | // git clone https://github.com/swtlovewtt/WTRequestCenter
10 | @import UIKit;
11 |
12 | @interface UIDevice (WTRequestCenter)
13 |
14 |
15 | //UUID 唯一标示符
16 | /*!
17 | 唯一标示符
18 | 注意:如果程序被删除了,然后在安装,这个数值会改变。
19 | 如果想要永久保证这个数字不变,需要使用Keychain来保存这个字符串
20 | */
21 | +(NSString*)WTUUID;
22 |
23 |
24 | /*!
25 | 系统版本
26 | */
27 | +(CGFloat)systemVersion;
28 |
29 | /*!
30 | 设备类型
31 | */
32 | +(NSString *)getDeviceType;
33 | @end
34 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIImage+ImageCache.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIImage+ImageCache.h
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 12/31/15.
6 | // Copyright © 2015 song. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface UIImage (ImageCache)
12 |
13 | //根据图片的URL给出一个operation对象,会返回一个图片和失败的装填
14 | +(NSBlockOperation*)imageOperationWithURL:(NSString*)url
15 | complection:(void(^)(UIImage *image,NSError *error))complection;
16 | //删除图片
17 | +(void)removeImageWithURL:(NSString*)url;
18 | //删除所有图片
19 | +(void)clearAllImages;
20 | @end
21 |
22 | @interface UIImage (Gif)
23 | + (UIImage *)animatedImageWithAnimatedGIFData:(NSData *)data;
24 | + (UIImage *)animatedImageWithAnimatedGIFURL:(NSURL *)url;
25 | +(void)gifImageWithURL:(NSString*)url
26 | completion:(void(^)(UIImage* image))completion;
27 | @end
28 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIImageView+WTRequestCenter.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIImageView+WTImageCache.h
3 | // WTRequestCenter
4 | //
5 | // Created by song on 14-7-19.
6 | // Copyright (c) Mike song(mailto:275712575@qq.com). All rights reserved.
7 | // site:https://github.com/swtlovewtt/WTRequestCenter
8 |
9 | /*
10 | 这是一个方便的缓存式网络请求的缓存库,在网络不好
11 | 或者没有网络的情况下方便读取缓存来看。
12 |
13 | 使用方法很简单,只需要传URL和参数就可以了。
14 |
15 | 还提供上传图片功能,下载图片功能,缓存图片功能
16 | 还有JSON解析功能,还提供来一个URL的表让你来填写
17 | 然后直接快捷取URL。
18 | 希望能帮到你,谢谢。
19 | 如果有任何问题可以在github上向我提出
20 | Mike
21 |
22 | */
23 |
24 | @import UIKit;
25 |
26 | /*
27 | 方便的图片缓存功能
28 | */
29 | @interface UIImageView (ImageCache)
30 |
31 | - (void)setImageWithURL:(NSString*)url;
32 | //下载图片+placeholder
33 | - (void)setImageWithURL:(NSString*)url
34 | placeholderImage:(UIImage *)placeholder;
35 |
36 | /*!
37 | 下载图片,用于table的cell重用不会产生问题
38 | */
39 | -(void)setImageWithURL:(NSString *)url placeholderImage:(UIImage *)placeholder finished:(dispatch_block_t)finished failed:(void(^)(NSError*error))failed;
40 |
41 |
42 |
43 | @end
44 |
45 | @interface UIImageView(highlightedImageCache)
46 | //设置高亮图
47 | -(void)setHighlightedImageWithURL:(NSString *)url;
48 |
49 | -(void)setHighlightedImageWithURL:(NSString *)url
50 | placeholderImage:(UIImage*)placeholderImage;
51 |
52 | -(void)setHighlightedImageWithURL:(NSString *)url
53 | placeholderImage:(UIImage*)placeholderImage
54 | finished:(dispatch_block_t)finished
55 | failed:(dispatch_block_t)failed;
56 | @end
57 | @interface UIImageView(Gif)
58 | -(void)setGifWithURL:(NSString*)url;
59 | @end
60 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UINavigationController+Nice.h:
--------------------------------------------------------------------------------
1 | //
2 | // UINavigationController+Nice.h
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 3/10/16.
6 | // Copyright © 2016 song. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface UINavigationController (Nice)
12 |
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UINavigationController+Nice.m:
--------------------------------------------------------------------------------
1 | //
2 | // UINavigationController+Nice.m
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 3/10/16.
6 | // Copyright © 2016 song. All rights reserved.
7 | //
8 |
9 | #import "UINavigationController+Nice.h"
10 |
11 | @implementation UINavigationController (Nice)
12 |
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIScreen+WTRequestCenter.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIScreen+WTRequestCenter.h
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 14/11/27.
6 | // Copyright (c) 2014年 song. All rights reserved.
7 | //
8 |
9 | @import UIKit;
10 |
11 | @interface UIScreen (WTRequestCenter)
12 | //屏幕宽度
13 | +(CGFloat)screenWidth;
14 |
15 | //屏幕高度
16 | +(CGFloat)screenHeight;
17 |
18 | //屏幕大小
19 | +(CGSize)screenSize;
20 |
21 |
22 | @end
23 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIScreen+WTRequestCenter.m:
--------------------------------------------------------------------------------
1 | //
2 | // UIScreen+WTRequestCenter.m
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 14/11/27.
6 | // Copyright (c) 2014年 song. All rights reserved.
7 | //
8 |
9 | #import "UIScreen+WTRequestCenter.h"
10 |
11 | @implementation UIScreen (WTRequestCenter)
12 | +(CGFloat)screenWidth
13 | {
14 | return CGRectGetWidth([UIScreen mainScreen].bounds);
15 | }
16 |
17 | +(CGFloat)screenHeight
18 | {
19 | return CGRectGetHeight([UIScreen mainScreen].bounds);
20 | }
21 |
22 | +(CGSize)screenSize
23 | {
24 | return [UIScreen mainScreen].bounds.size;
25 | }
26 |
27 | @end
28 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/UIViewController+Nice.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIViewController+Nice.h
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 3/2/16.
6 | // Copyright © 2016 song. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 |
12 | //iOS 8可用的alertcontroller
13 | @interface UIViewController (Alert)
14 | -(void)showAlertWithMessage:(NSString*)message;
15 | -(void)showAlertWithTitle:(NSString*)title message:(NSString*)message duration:(NSTimeInterval)time completion: (void (^)(void))completion;
16 | @end
17 |
18 | @interface UIViewController (Nice)
19 | /*!
20 | 如果不需要特殊的设置,不想import的时候可以调用
21 | */
22 | +(instancetype)instanceWithName:(NSString*)name;
23 | @end
24 |
25 |
26 | //快速创建来自storyboard的控制器
27 | @interface UIViewController (IBHelper)
28 | /*!
29 | 用于创建来自Main storyboard 下storyboard id和本类的名字一样的的控制器
30 | */
31 | +(instancetype)instanceFromIB;
32 | +(instancetype)instanceFromStoryBoardName:(NSString*)storyBoardName;
33 | +(instancetype)instanceFromStoryBoard:(UIStoryboard*)sb;
34 | +(instancetype)instanceFromStoryBoard:(UIStoryboard*)sb name:(NSString*)name;
35 | @end
36 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/WTCycleScrollView.h:
--------------------------------------------------------------------------------
1 | //
2 | // CycleScrollView.h
3 | // QuantGroup
4 | //
5 | // Created by SongWentong on 15/2/3.
6 | // Copyright (c) 2015年 Spritekit. All rights reserved.
7 | //
8 | @import UIKit;
9 | @class WTCycleScrollView;
10 | //数据源
11 | @protocol WTCycleScrollViewDataSource
12 |
13 | -(NSInteger)numberOfViewInCycleScrollView:(WTCycleScrollView*)view;
14 | -(UIView*)cycleScrollView:(WTCycleScrollView*)view viewForIndex:(NSInteger)index;
15 |
16 | @end
17 |
18 | //点击事件
19 | @protocol WTCycleScrollViewDelegate
20 | @optional
21 | -(void)wtCycleScrollView:(WTCycleScrollView*)view didPressWithIndex:(NSInteger)index;
22 |
23 |
24 | @end
25 |
26 | /*
27 | 可循环的视图
28 | 使用范围:轮播图
29 | */
30 | @interface WTCycleScrollView : UIView
31 | @property (weak, nonatomic) id dataSource;
32 | @property (weak, nonatomic) id delegate;
33 | -(void)reloadData;
34 |
35 |
36 | @end
37 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/WTImageViewer.h:
--------------------------------------------------------------------------------
1 | //
2 | // WTImageViewer.h
3 | // WTRequestCenter
4 | //
5 | // Created by song on 14/10/19.
6 | // Copyright (c) 2014年 song. All rights reserved.
7 | //
8 |
9 | @import UIKit;
10 | @interface WTImageScrollView : UIScrollView
11 | {
12 |
13 | }
14 |
15 | -(instancetype)initWithFrame:(CGRect)frame imageURL:(NSString*)url;
16 | @property (nonatomic,retain) UIButton *imageButton;
17 | @property (nonatomic,readonly,copy) NSString *imageURL;
18 | @end
19 | @class WTImageViewer;
20 | @protocol WTImageViewerDelegate
21 |
22 | -(void)WTImageViewer:(WTImageViewer*)viewer pressImageWithIndex:(NSInteger)index;
23 |
24 | @end
25 |
26 |
27 |
28 | //图片查看类
29 | @interface WTImageViewer : UIView
30 | {
31 | UIScrollView *myScrollView;
32 |
33 |
34 | NSMutableArray *imageViewArray;
35 |
36 |
37 | NSMutableArray *buttonArray;
38 |
39 | }
40 | @property (nonatomic) BOOL zoomEnable;
41 | @property (nonatomic,weak) id delegate;
42 | - (instancetype)initWithFrame:(CGRect)frame urls:(NSArray*)urls;
43 | @property (nonatomic,copy) NSArray *imageUrls;
44 | @property (NS_NONATOMIC_IOSONLY, readonly) NSUInteger currentPageIndex;
45 |
46 |
47 |
48 | @end
49 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/WTKit.h:
--------------------------------------------------------------------------------
1 | //
2 | // UIKit+WTRequestCenter.h
3 | // WTRequestCenter
4 | //
5 | // Created by songwt on 14-8-12.
6 | // Copyright (c) Mike song(mailto:275712575@qq.com). All rights reserved.
7 | // site:https://github.com/swtlovewtt/WTRequestCenter
8 | /*
9 | 这是一个方便的缓存式网络请求的缓存库,在网络不好
10 | 或者没有网络的情况下方便读取缓存来看。
11 |
12 | 使用方法很简单,只需要传URL和参数就可以了。
13 |
14 | 还提供上传图片功能,下载图片功能,缓存图片功能
15 | 还有JSON解析功能,还提供来一个URL的表让你来填写
16 | 然后直接快捷取URL。
17 | 希望能帮到你,谢谢。
18 | 如果有任何问题可以在github上向我提出
19 | Mike
20 |
21 | */
22 | /*
23 | 使用注意
24 | 使用gif图的时候需要import一个ImageIO.framework
25 | */
26 | //@import UIKit;
27 |
28 | #ifndef WTRequestCenter_UIKit_WTRequestCenter_h
29 | #define WTRequestCenter_UIKit_WTRequestCenter_h
30 | #import "WTNetWorkManager.h"
31 | #import "UIButton+WTRequestCenter.h"
32 | #import "UIImageView+WTRequestCenter.h"
33 | #import "UIColor+WTRequestCenter.h"
34 | #import "UIDevice+WTRequestCenter.h"
35 | #import "UIAlertView+WTRequestCenter.h"
36 | #import "WTImageViewer.h"
37 | #import "WTNetworkActivityIndicatorManager.h"
38 | #import "UIScreen+WTRequestCenter.h"
39 | #import "WTDataSaver.h"
40 | #import "WTNumberLabel.h"
41 | #import "WTCycleScrollView.h"
42 | #import "UIViewController+Nice.h"
43 | #import "NSArray+Sort.h"
44 | #import "NSJSONSerialization+Nice.h"
45 | #import "NSOperationQueue+Nice.h"
46 | #endif
47 |
48 |
49 |
50 |
51 | /*
52 | 常用库
53 | Reachability
54 | GBVersionTracking
55 | UICKeyChainStore
56 | MBProgressHUD
57 | */
58 |
59 |
60 | /*
61 | #ifdef DEBUG
62 | #define NSLog(s, ...) NSLog(@"[%@@%@:%d]\n%@", NSStringFromSelector(_cmd), [@__FILE__ lastPathComponent], __LINE__, [NSString stringWithFormat:(s), ##__VA_ARGS__]);
63 | #else
64 | #define NSLog(s, ...) do{}while(0)
65 | #endif
66 | */
67 |
68 |
69 |
70 |
71 |
72 |
73 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/WTNetworkActivityIndicatorManager.h:
--------------------------------------------------------------------------------
1 | //
2 | // WTNetworkActivityIndicatorManager.h
3 | // WTRequestCenter
4 | //
5 | // Created by song on 14/10/24.
6 | // Copyright (c) 2014年 song. All rights reserved.
7 |
8 |
9 | @import Foundation;
10 | @import UIKit;
11 |
12 |
13 | // 网络访问指示器,enable设置为YES后网络访问在状态栏有提示
14 | @interface WTNetworkActivityIndicatorManager : NSObject
15 |
16 | @property (nonatomic, assign, getter = isEnabled) BOOL enabled;
17 |
18 | @property (readonly, nonatomic, assign) BOOL isNetworkActivityIndicatorVisible;
19 |
20 | + (instancetype)sharedManager;
21 |
22 |
23 | - (void)incrementActivityCount;
24 |
25 | - (void)decrementActivityCount;
26 | @end
27 |
--------------------------------------------------------------------------------
/MagicCamera/WTKit/WTNumberLabel.h:
--------------------------------------------------------------------------------
1 | //
2 | // NumberLabel.h
3 | // WTRequestCenter
4 | //
5 | // Created by SongWentong on 15/2/3.
6 | // Copyright (c) 2015年 song. All rights reserved.
7 | //
8 |
9 | @import UIKit;
10 |
11 |
12 | @class WTNumberLabel;
13 | @protocol NumberLabelDataSource
14 |
15 | //当前数字
16 | -(CGFloat)currentValueOfNumberLabel:(WTNumberLabel*)label;
17 | //目标数字
18 | -(CGFloat)targetValueOfNumberLabel:(WTNumberLabel*)label;
19 |
20 | @optional
21 | //动画时间,默认3秒
22 | -(NSTimeInterval)animationTimeForNumberLabel:(WTNumberLabel*)label;
23 | //显示的文字个数,默认100
24 | -(NSUInteger)numberOfTextForNumberLabel:(WTNumberLabel*)label;
25 |
26 | @end
27 |
28 | //像余额宝一样的数字增长的label
29 | @interface WTNumberLabel : UILabel
30 |
31 | -(void)startAnimation;
32 | @property(nonatomic,weak) id dataSource;
33 | @end
34 |
--------------------------------------------------------------------------------
/MagicCamera/main.m:
--------------------------------------------------------------------------------
1 | //
2 | // main.m
3 | // MagicCamera
4 | //
5 | // Created by SongWentong on 2/15/16.
6 | // Copyright © 2016 SongWentong. 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 |
--------------------------------------------------------------------------------
/MagicCamera/ppFIleter/IFImageFilter.h:
--------------------------------------------------------------------------------
1 | //
2 | // IFImageFilter.h
3 | // InstaFilters
4 | //
5 | // Created by Di Wu on 2/28/12.
6 | // Copyright (c) 2012 twitter:@diwup. All rights reserved.
7 | //
8 |
9 | #import "GPUImageFilter.h"
10 |
11 | @interface IFImageFilter : GPUImageFilter {
12 | GLuint filterSourceTexture3, filterSourceTexture4, filterSourceTexture5, filterSourceTexture6;
13 | GLuint filterSourceTexture, filterSourceTexture2, filterOutputTexture;
14 | GLuint filterFramebuffer;
15 |
16 | }
17 |
18 | @end
19 |
--------------------------------------------------------------------------------
/MagicCamera/ppFIleter/IFInkwellFilter.h:
--------------------------------------------------------------------------------
1 | //
2 | // IFInkwellFilter.h
3 | // InstaFilters
4 | //
5 | // Created by Di Wu on 2/28/12.
6 | // Copyright (c) 2012 twitter:@diwup. All rights reserved.
7 | //
8 |
9 | #import "IFImageFilter.h"
10 |
11 | @interface IFInkwellFilter : IFImageFilter
12 |
13 | @end
14 |
--------------------------------------------------------------------------------
/MagicCamera/ppFIleter/IFInkwellFilter.m:
--------------------------------------------------------------------------------
1 | //
2 | // IFInkwellFilter.m
3 | // InstaFilters
4 | //
5 | // Created by Di Wu on 2/28/12.
6 | // Copyright (c) 2012 twitter:@diwup. All rights reserved.
7 | //
8 |
9 | #import "IFInkwellFilter.h"
10 |
11 | NSString *const kIFInkWellShaderString = SHADER_STRING
12 | (
13 | precision lowp float;
14 |
15 | varying highp vec2 textureCoordinate;
16 |
17 | uniform sampler2D inputImageTexture;
18 | uniform sampler2D inputImageTexture2;
19 |
20 | void main()
21 | {
22 | vec3 texel = texture2D(inputImageTexture, textureCoordinate).rgb;
23 | texel = vec3(dot(vec3(0.3, 0.6, 0.1), texel));
24 | texel = vec3(texture2D(inputImageTexture2, vec2(texel.r, .16666)).r);
25 | gl_FragColor = vec4(texel, 1.0);
26 | }
27 | );
28 |
29 | @implementation IFInkwellFilter
30 |
31 | - (id)init;
32 | {
33 | if (!(self = [super initWithFragmentShaderFromString:kIFInkWellShaderString]))
34 | {
35 | return nil;
36 | }
37 |
38 | return self;
39 | }
40 |
41 | @end
42 |
--------------------------------------------------------------------------------
/MagicCamera/sample1.jpg:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/sample1.jpg
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/MagicCamera/unchecked.png:
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https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/unchecked.png
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/MagicCamera/vidieo Edite/Music.m4a:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/vidieo Edite/Music.m4a
--------------------------------------------------------------------------------
/MagicCamera/vidieo Edite/war3end.m4v:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/vidieo Edite/war3end.m4v
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/README.md:
--------------------------------------------------------------------------------
1 | # MagicCamera
2 | 美颜相机
3 |
4 | # 功能
5 | - 裁剪
6 | - 全屏滤镜(多种风格)
7 | - 肤色(全屏滤镜)
8 | - 马赛克
--------------------------------------------------------------------------------