├── .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: -------------------------------------------------------------------------------- 1 | 2 | 4 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /MagicCamera.xcodeproj/xcuserdata/songwentong.xcuserdatad/xcschemes/xcschememanagement.plist: -------------------------------------------------------------------------------- 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: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "info" : { 3 | "version" : 1, 4 | "author" : "xcode" 5 | } 6 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/Image.imageset/6c626d786c371227e1d128.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Assets.xcassets/Image.imageset/6c626d786c371227e1d128.jpg -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/Image.imageset/Contents.json: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "info" : { 3 | "version" : 1, 4 | "author" : "xcode" 5 | } 6 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/WID-small.imageset/Contents.json: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/WID-small.imageset/WID-small.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Assets.xcassets/filter/WID-small.imageset/WID-small.jpg -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/checked.imageset/Contents.json: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/checked.imageset/checked.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Assets.xcassets/filter/checked.imageset/checked.png -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/sample1.imageset/Contents.json: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/sample1.imageset/sample1.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Assets.xcassets/filter/sample1.imageset/sample1.jpg -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/unchecked.imageset/Contents.json: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/filter/unchecked.imageset/unchecked.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Assets.xcassets/filter/unchecked.imageset/unchecked.png -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/frame/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "info" : { 3 | "version" : 1, 4 | "author" : "xcode" 5 | } 6 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/frame/meituframe1.imageset/Contents.json: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /MagicCamera/Assets.xcassets/frame/meituframe1.imageset/cc.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Assets.xcassets/frame/meituframe1.imageset/cc.png -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | _XCCurrentVersionName 6 | MagicCamera.xcdatamodel 7 | 8 | 9 | -------------------------------------------------------------------------------- /MagicCamera/MagicCamera.xcdatamodeld/MagicCamera.xcdatamodel/contents: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Masonry.framework/Info.plist: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/Info.plist -------------------------------------------------------------------------------- /MagicCamera/Masonry.framework/Masonry: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/Masonry -------------------------------------------------------------------------------- /MagicCamera/Masonry.framework/Modules/module.modulemap: -------------------------------------------------------------------------------- 1 | framework module Masonry { 2 | umbrella header "Masonry.h" 3 | 4 | export * 5 | module * { export * } 6 | } 7 | -------------------------------------------------------------------------------- /MagicCamera/Masonry.framework/_CodeSignature/CodeDirectory: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/_CodeSignature/CodeDirectory -------------------------------------------------------------------------------- /MagicCamera/Masonry.framework/_CodeSignature/CodeRequirements: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/_CodeSignature/CodeRequirements -------------------------------------------------------------------------------- /MagicCamera/Masonry.framework/_CodeSignature/CodeSignature: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/Masonry.framework/_CodeSignature/CodeSignature -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageDirectionalSobelEdgeDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageDirectionalSobelEdgeDetectionFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageDivideBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageDivideBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageExclusionBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageExclusionBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageHistogramGenerator.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageHistogramGenerator : GPUImageFilter 4 | { 5 | GLint backgroundColorUniform; 6 | } 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageHueBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageHueBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageKuwaharaRadius3Filter.h: -------------------------------------------------------------------------------- 1 | // 2 | // GPUImageKuwaharaRadius3Filter.h 3 | 4 | #import "GPUImageFilter.h" 5 | 6 | @interface GPUImageKuwaharaRadius3Filter : GPUImageFilter 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageLaplacianFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3ConvolutionFilter.h" 2 | 3 | @interface GPUImageLaplacianFilter : GPUImage3x3ConvolutionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageLocalBinaryPatternFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageLocalBinaryPatternFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageOverlayBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageOverlayBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImagePrewittEdgeDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSobelEdgeDetectionFilter.h" 2 | 3 | @interface GPUImagePrewittEdgeDetectionFilter : GPUImageSobelEdgeDetectionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /MagicCamera/Venders/GPUImage/GPUImageSoftLightBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSoftLightBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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 -------------------------------------------------------------------------------- /MagicCamera/unchecked.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/iOSMagic/MagicCamera/2f7fe7ffa00c294b47c9d351b42f8e26fcc73194/MagicCamera/unchecked.png -------------------------------------------------------------------------------- /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 -------------------------------------------------------------------------------- /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 --------------------------------------------------------------------------------