├── .gitignore ├── .npmignore ├── README.md ├── android ├── build.gradle └── src │ └── main │ ├── AndroidManifest.xml │ ├── java │ ├── cn │ │ └── reactnative │ │ │ └── modules │ │ │ └── gpuimage │ │ │ └── GPUImageViewPackage.java │ ├── com │ │ └── facebook │ │ │ └── react │ │ │ └── views │ │ │ └── image │ │ │ ├── RCTGPUImageView.java │ │ │ └── RCTGPUImageViewManager.java │ └── jp │ │ └── co │ │ └── cyberagent │ │ └── android │ │ └── gpuimage │ │ ├── IF1977Filter.java │ │ ├── IFAmaroFilter.java │ │ ├── IFBrannanFilter.java │ │ ├── IFEarlybirdFilter.java │ │ ├── IFHefeFilter.java │ │ ├── IFHudsonFilter.java │ │ ├── IFImageFilter.java │ │ ├── IFInkwellFilter.java │ │ ├── IFLomoFilter.java │ │ ├── IFLordKelvinFilter.java │ │ ├── IFNashvilleFilter.java │ │ ├── IFNormalFilter.java │ │ ├── IFRiseFilter.java │ │ ├── IFSierraFilter.java │ │ ├── IFSutroFilter.java │ │ ├── IFToasterFilter.java │ │ ├── IFValenciaFilter.java │ │ ├── IFWaldenFilter.java │ │ └── IFXprollFilter.java │ └── res │ ├── drawable-nodpi │ ├── amaro_map.png │ ├── blackboard.png │ ├── brannan_blowout.png │ ├── brannan_contrast.png │ ├── brannan_luma.png │ ├── brannan_process.png │ ├── brannan_screen.png │ ├── earlybird_blowout.png │ ├── earlybird_curves.png │ ├── earlybird_map.png │ ├── earlybird_overlay_map.png │ ├── edge_burn.png │ ├── hefe_gradient_map.png │ ├── hefe_map.png │ ├── hefe_metal.png │ ├── hefe_soft_light.png │ ├── hudson_background.png │ ├── hudson_map.png │ ├── inkwell_map.png │ ├── kelvin_map.png │ ├── lomo_map.png │ ├── lookup_amatorka.png │ ├── nashville_map.png │ ├── nblowout.png │ ├── nmap.png │ ├── overlay_map.png │ ├── rise_map.png │ ├── sierra_map.png │ ├── sierra_vignette.png │ ├── soft_light.png │ ├── sutro_curves.png │ ├── sutro_edge_burn.png │ ├── sutro_metal.png │ ├── toaster_color_shift.png │ ├── toaster_curves.png │ ├── toaster_metal.png │ ├── toaster_overlay_map_warm.png │ ├── toaster_soft_light.png │ ├── valencia_gradient_map.png │ ├── valencia_map.png │ ├── vignette_map.png │ ├── walden_map.png │ └── xpro_map.png │ └── values │ └── strings.xml ├── index.js ├── ios ├── RCTGPUImage.xcodeproj │ └── project.pbxproj └── RCTGPUImage │ ├── RCTGPUImageProcessor.h │ ├── RCTGPUImageProcessor.m │ ├── RCTGPUImageView.h │ ├── RCTGPUImageView.m │ ├── RCTGPUImageViewManager.h │ ├── RCTGPUImageViewManager.m │ └── framework │ ├── 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 │ ├── GPUImageSolarizeFilter.h │ ├── GPUImageSolarizeFilter.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 │ ├── Framework │ ├── GPUImageFramework.h │ ├── Info.plist │ └── module.modulemap │ ├── 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 └── package.json /.gitignore: -------------------------------------------------------------------------------- 1 | /.idea 2 | /node_modules 3 | /local-cli/lib 4 | /react-native-pushy-cli/node_modules 5 | /react-native-pushy-cli/lib 6 | /android/build 7 | *.iml 8 | /Example 9 | 10 | # OSX 11 | # 12 | .DS_Store 13 | 14 | # Xcode 15 | # 16 | build/ 17 | *.pbxuser 18 | !default.pbxuser 19 | *.mode1v3 20 | !default.mode1v3 21 | *.mode2v3 22 | !default.mode2v3 23 | *.perspectivev3 24 | !default.perspectivev3 25 | xcuserdata 26 | *.xccheckout 27 | *.moved-aside 28 | DerivedData 29 | *.hmap 30 | *.ipa 31 | *.xcuserstate 32 | project.xcworkspace 33 | 34 | # Android/IJ 35 | # 36 | .idea 37 | .gradle 38 | local.properties 39 | 40 | # node.js 41 | # 42 | node_modules/ 43 | npm-debug.log 44 | Example -------------------------------------------------------------------------------- /.npmignore: -------------------------------------------------------------------------------- 1 | /.idea 2 | /.babelrc 3 | /.npmignore 4 | /.eslintrc 5 | /.nvmrc 6 | /.travis.yml 7 | /local-cli/src 8 | /react-native-pushy-cli 9 | /Example 10 | /android/build 11 | 12 | # OSX 13 | # 14 | .DS_Store 15 | 16 | # Xcode 17 | # 18 | build/ 19 | *.pbxuser 20 | !default.pbxuser 21 | *.mode1v3 22 | !default.mode1v3 23 | *.mode2v3 24 | !default.mode2v3 25 | *.perspectivev3 26 | !default.perspectivev3 27 | xcuserdata 28 | *.xccheckout 29 | *.moved-aside 30 | DerivedData 31 | *.hmap 32 | *.ipa 33 | *.xcuserstate 34 | project.xcworkspace 35 | 36 | # Android/IJ 37 | # 38 | .idea 39 | .gradle 40 | local.properties 41 | 42 | # node.js 43 | # 44 | node_modules/ 45 | npm-debug.log 46 | Example -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # react-native-gpuimage -------------------------------------------------------------------------------- /android/build.gradle: -------------------------------------------------------------------------------- 1 | buildscript { 2 | repositories { 3 | jcenter() 4 | } 5 | 6 | dependencies { 7 | classpath 'com.android.tools.build:gradle:1.1.3' 8 | } 9 | } 10 | 11 | apply plugin: 'com.android.library' 12 | 13 | android { 14 | compileSdkVersion 23 15 | buildToolsVersion "23.0.1" 16 | 17 | defaultConfig { 18 | minSdkVersion 16 19 | targetSdkVersion 22 20 | versionCode 1 21 | versionName "1.0" 22 | } 23 | lintOptions { 24 | abortOnError false 25 | } 26 | } 27 | 28 | repositories { 29 | mavenCentral() 30 | jcenter() 31 | maven { 32 | // All of React Native (JS, Obj-C sources, Android binaries) is installed from npm 33 | url "$projectDir/../../../node_modules/react-native/android" 34 | } 35 | } 36 | 37 | dependencies { 38 | compile "com.facebook.react:react-native:+" 39 | compile 'jp.co.cyberagent.android.gpuimage:gpuimage-library:1.4.1' 40 | } 41 | -------------------------------------------------------------------------------- /android/src/main/AndroidManifest.xml: -------------------------------------------------------------------------------- 1 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | -------------------------------------------------------------------------------- /android/src/main/java/cn/reactnative/modules/gpuimage/GPUImageViewPackage.java: -------------------------------------------------------------------------------- 1 | package cn.reactnative.modules.gpuimage; 2 | 3 | import com.facebook.react.ReactPackage; 4 | import com.facebook.react.bridge.JavaScriptModule; 5 | import com.facebook.react.bridge.NativeModule; 6 | import com.facebook.react.bridge.ReactApplicationContext; 7 | import com.facebook.react.uimanager.ViewManager; 8 | import com.facebook.react.views.image.RCTGPUImageViewManager; 9 | 10 | import java.util.Arrays; 11 | import java.util.Collections; 12 | import java.util.List; 13 | 14 | /** 15 | * Created by lvbingru on 6/24/16. 16 | */ 17 | public class GPUImageViewPackage implements ReactPackage { 18 | @Override 19 | public List createNativeModules(ReactApplicationContext reactContext) { 20 | return Collections.emptyList(); 21 | } 22 | 23 | @Override 24 | public List> createJSModules() { 25 | return Collections.emptyList(); 26 | } 27 | 28 | @Override 29 | public List createViewManagers(ReactApplicationContext reactContext) { 30 | return Arrays.asList( 31 | new RCTGPUImageViewManager() 32 | ); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IF1977Filter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | 5 | import cn.reactnative.modules.gpuimage.R; 6 | 7 | /** 8 | * Created by sam on 14-8-9. 9 | */ 10 | public class IF1977Filter extends IFImageFilter { 11 | private static final String SHADER = "precision lowp float;\n" + 12 | " \n" + 13 | " varying highp vec2 textureCoordinate;\n" + 14 | " \n" + 15 | " uniform sampler2D inputImageTexture;\n" + 16 | " uniform sampler2D inputImageTexture2;\n" + 17 | " \n" + 18 | " void main()\n" + 19 | " {\n" + 20 | " \n" + 21 | " vec3 texel = texture2D(inputImageTexture, textureCoordinate).rgb;\n" + 22 | " \n" + 23 | " texel = vec3(\n" + 24 | " texture2D(inputImageTexture2, vec2(texel.r, .16666)).r,\n" + 25 | " texture2D(inputImageTexture2, vec2(texel.g, .5)).g,\n" + 26 | " texture2D(inputImageTexture2, vec2(texel.b, .83333)).b);\n" + 27 | " \n" + 28 | " gl_FragColor = vec4(texel, 1.0);\n" + 29 | " }\n"; 30 | 31 | public IF1977Filter(Context paramContext) { 32 | super(paramContext, SHADER); 33 | setRes(); 34 | } 35 | 36 | private void setRes() { 37 | addInputTexture(R.drawable.nmap); 38 | addInputTexture(R.drawable.nblowout); 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFAmaroFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | import cn.reactnative.modules.gpuimage.R; 5 | 6 | /** 7 | * Created by sam on 14-8-9. 8 | */ 9 | public class IFAmaroFilter extends IFImageFilter { 10 | private static final String SHADER = "\n precision lowp float;\n\n " + 11 | "varying highp vec2 textureCoordinate;\n\n " + 12 | "uniform sampler2D inputImageTexture;\n " + 13 | "uniform sampler2D inputImageTexture2;\n " + 14 | "uniform sampler2D inputImageTexture3;\n " + 15 | "uniform sampler2D inputImageTexture4;\n\n " + 16 | "void main()\n " + 17 | "{\n\n " + 18 | "vec4 texel = texture2D(inputImageTexture, textureCoordinate);\n " + 19 | "vec3 bbTexel = texture2D(inputImageTexture2, textureCoordinate).rgb;\n\n " + 20 | "texel.r = texture2D(inputImageTexture3, vec2(bbTexel.r, texel.r)).r;\n " + 21 | "texel.g = texture2D(inputImageTexture3, vec2(bbTexel.g, texel.g)).g;\n " + 22 | "texel.b = texture2D(inputImageTexture3, vec2(bbTexel.b, texel.b)).b;\n\n " + 23 | "vec4 mapped;\n mapped.r = texture2D(inputImageTexture4, vec2(texel.r, .16666)).r;\n " + 24 | "mapped.g = texture2D(inputImageTexture4, vec2(texel.g, .5)).g;\n " + 25 | "mapped.b = texture2D(inputImageTexture4, vec2(texel.b, .83333)).b;\n " + 26 | "mapped.a = 1.0;\n\n " + 27 | "gl_FragColor = mapped;\n }"; 28 | 29 | public IFAmaroFilter(Context context) { 30 | super(context, SHADER); 31 | setRes(); 32 | } 33 | 34 | private void setRes() { 35 | addInputTexture(R.drawable.blackboard); 36 | addInputTexture(R.drawable.overlay_map); 37 | addInputTexture(R.drawable.amaro_map); 38 | } 39 | } 40 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFHudsonFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | import cn.reactnative.modules.gpuimage.R; 5 | 6 | 7 | /** 8 | * Created by sam on 14-8-9. 9 | */ 10 | public class IFHudsonFilter extends IFImageFilter { 11 | private static final String SHADER = "precision lowp float;\n" + 12 | " \n" + 13 | " varying highp vec2 textureCoordinate;\n" + 14 | " \n" + 15 | " uniform sampler2D inputImageTexture;\n" + 16 | " uniform sampler2D inputImageTexture2; //blowout;\n" + 17 | " uniform sampler2D inputImageTexture3; //overlay;\n" + 18 | " uniform sampler2D inputImageTexture4; //map\n" + 19 | " \n" + 20 | " void main()\n" + 21 | " {\n" + 22 | " \n" + 23 | " vec4 texel = texture2D(inputImageTexture, textureCoordinate);\n" + 24 | " \n" + 25 | " vec3 bbTexel = texture2D(inputImageTexture2, textureCoordinate).rgb;\n" + 26 | " \n" + 27 | " texel.r = texture2D(inputImageTexture3, vec2(bbTexel.r, texel.r)).r;\n" + 28 | " texel.g = texture2D(inputImageTexture3, vec2(bbTexel.g, texel.g)).g;\n" + 29 | " texel.b = texture2D(inputImageTexture3, vec2(bbTexel.b, texel.b)).b;\n" + 30 | " \n" + 31 | " vec4 mapped;\n" + 32 | " mapped.r = texture2D(inputImageTexture4, vec2(texel.r, .16666)).r;\n" + 33 | " mapped.g = texture2D(inputImageTexture4, vec2(texel.g, .5)).g;\n" + 34 | " mapped.b = texture2D(inputImageTexture4, vec2(texel.b, .83333)).b;\n" + 35 | " mapped.a = 1.0;\n" + 36 | " gl_FragColor = mapped;\n" + 37 | " }\n"; 38 | 39 | public IFHudsonFilter(Context paramContext) { 40 | super(paramContext, SHADER); 41 | setRes(); 42 | } 43 | 44 | private void setRes() { 45 | addInputTexture(R.drawable.hudson_background); 46 | addInputTexture(R.drawable.overlay_map); 47 | addInputTexture(R.drawable.hudson_map); 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFInkwellFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | import cn.reactnative.modules.gpuimage.R; 5 | 6 | 7 | /** 8 | * Created by sam on 14-8-9. 9 | */ 10 | public class IFInkwellFilter extends IFImageFilter { 11 | private static final String SHADER = "precision lowp float;\n" + 12 | " \n" + 13 | " varying highp vec2 textureCoordinate;\n" + 14 | " \n" + 15 | " uniform sampler2D inputImageTexture;\n" + 16 | " uniform sampler2D inputImageTexture2;\n" + 17 | " \n" + 18 | " void main()\n" + 19 | " {\n" + 20 | " vec3 texel = texture2D(inputImageTexture, textureCoordinate).rgb;\n" + 21 | " texel = vec3(dot(vec3(0.3, 0.6, 0.1), texel));\n" + 22 | " texel = vec3(texture2D(inputImageTexture2, vec2(texel.r, .16666)).r);\n" + 23 | " gl_FragColor = vec4(texel, 1.0);\n" + 24 | " }\n"; 25 | 26 | public IFInkwellFilter(Context paramContext) { 27 | super(paramContext, SHADER); 28 | setRes(); 29 | } 30 | 31 | private void setRes() { 32 | addInputTexture(R.drawable.inkwell_map); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFLordKelvinFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | import cn.reactnative.modules.gpuimage.R; 5 | 6 | 7 | /** 8 | * Created by sam on 14-8-9. 9 | */ 10 | public class IFLordKelvinFilter extends IFImageFilter { 11 | private static final String SHADER = "precision lowp float;\n" + 12 | " \n" + 13 | " varying highp vec2 textureCoordinate;\n" + 14 | " \n" + 15 | " uniform sampler2D inputImageTexture;\n" + 16 | " uniform sampler2D inputImageTexture2;\n" + 17 | " \n" + 18 | " void main()\n" + 19 | " {\n" + 20 | " vec3 texel = texture2D(inputImageTexture, textureCoordinate).rgb;\n" + 21 | " \n" + 22 | " vec2 lookup;\n" + 23 | " lookup.y = .5;\n" + 24 | " \n" + 25 | " lookup.x = texel.r;\n" + 26 | " texel.r = texture2D(inputImageTexture2, lookup).r;\n" + 27 | " \n" + 28 | " lookup.x = texel.g;\n" + 29 | " texel.g = texture2D(inputImageTexture2, lookup).g;\n" + 30 | " \n" + 31 | " lookup.x = texel.b;\n" + 32 | " texel.b = texture2D(inputImageTexture2, lookup).b;\n" + 33 | " \n" + 34 | " gl_FragColor = vec4(texel, 1.0);\n" + 35 | " }\n"; 36 | 37 | public IFLordKelvinFilter(Context paramContext) { 38 | super(paramContext, SHADER); 39 | setRes(); 40 | } 41 | 42 | private void setRes() { 43 | addInputTexture(R.drawable.kelvin_map); 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFNashvilleFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | import cn.reactnative.modules.gpuimage.R; 5 | 6 | 7 | /** 8 | * Created by sam on 14-8-9. 9 | */ 10 | public class IFNashvilleFilter extends IFImageFilter { 11 | private static final String SHADER = "precision lowp float;\n" + 12 | " \n" + 13 | " varying highp vec2 textureCoordinate;\n" + 14 | " \n" + 15 | " uniform sampler2D inputImageTexture;\n" + 16 | " uniform sampler2D inputImageTexture2;\n" + 17 | " \n" + 18 | " void main()\n" + 19 | " {\n" + 20 | " vec3 texel = texture2D(inputImageTexture, textureCoordinate).rgb;\n" + 21 | " texel = vec3(\n" + 22 | " texture2D(inputImageTexture2, vec2(texel.r, .16666)).r,\n" + 23 | " texture2D(inputImageTexture2, vec2(texel.g, .5)).g,\n" + 24 | " texture2D(inputImageTexture2, vec2(texel.b, .83333)).b);\n" + 25 | " gl_FragColor = vec4(texel, 1.0);\n" + 26 | " }\n"; 27 | 28 | public IFNashvilleFilter(Context paramContext) { 29 | super(paramContext, SHADER); 30 | setRes(); 31 | } 32 | 33 | private void setRes() { 34 | addInputTexture(R.drawable.nashville_map); 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFNormalFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | /** 4 | * Created by lvbingru on 7/13/16. 5 | */ 6 | public class IFNormalFilter extends GPUImageFilter { 7 | } -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFRiseFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | import cn.reactnative.modules.gpuimage.R; 5 | 6 | 7 | /** 8 | * Created by sam on 14-8-9. 9 | */ 10 | public class IFRiseFilter extends IFImageFilter { 11 | private static final String SHADER = "\n precision lowp float;\n\n " + 12 | "varying highp vec2 textureCoordinate;\n\n " + 13 | "uniform sampler2D inputImageTexture;\n " + 14 | "uniform sampler2D inputImageTexture2;\n " + 15 | "uniform sampler2D inputImageTexture3;\n " + 16 | "uniform sampler2D inputImageTexture4;\n\n " + 17 | "void main()\n " + 18 | "{\n\n " + 19 | "vec4 texel = texture2D(inputImageTexture, textureCoordinate);\n " + 20 | "vec3 bbTexel = texture2D(inputImageTexture2, textureCoordinate).rgb;\n\n " + 21 | "texel.r = texture2D(inputImageTexture3, vec2(bbTexel.r, texel.r)).r;\n " + 22 | "texel.g = texture2D(inputImageTexture3, vec2(bbTexel.g, texel.g)).g;\n " + 23 | "texel.b = texture2D(inputImageTexture3, vec2(bbTexel.b, texel.b)).b;\n\n " + 24 | "vec4 mapped;\n mapped.r = texture2D(inputImageTexture4, vec2(texel.r, .16666)).r;\n " + 25 | "mapped.g = texture2D(inputImageTexture4, vec2(texel.g, .5)).g;\n " + 26 | "mapped.b = texture2D(inputImageTexture4, vec2(texel.b, .83333)).b;\n " + 27 | "mapped.a = 1.0;\n\n " + 28 | "gl_FragColor = mapped;\n }"; 29 | 30 | public IFRiseFilter(Context paramContext) { 31 | super(paramContext, SHADER); 32 | setRes(); 33 | } 34 | 35 | private void setRes() { 36 | addInputTexture(R.drawable.blackboard); 37 | addInputTexture(R.drawable.overlay_map); 38 | addInputTexture(R.drawable.rise_map); 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFSierraFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | import cn.reactnative.modules.gpuimage.R; 5 | 6 | 7 | /** 8 | * Created by sam on 14-8-9. 9 | */ 10 | public class IFSierraFilter extends IFImageFilter { 11 | private static final String SHADER = "precision lowp float;\n" + 12 | " \n" + 13 | " varying highp vec2 textureCoordinate;\n" + 14 | " \n" + 15 | " uniform sampler2D inputImageTexture;\n" + 16 | " uniform sampler2D inputImageTexture2; //blowout;\n" + 17 | " uniform sampler2D inputImageTexture3; //overlay;\n" + 18 | " uniform sampler2D inputImageTexture4; //map\n" + 19 | " \n" + 20 | " void main()\n" + 21 | " {\n" + 22 | " \n" + 23 | " vec4 texel = texture2D(inputImageTexture, textureCoordinate);\n" + 24 | " vec3 bbTexel = texture2D(inputImageTexture2, textureCoordinate).rgb;\n" + 25 | " \n" + 26 | " texel.r = texture2D(inputImageTexture3, vec2(bbTexel.r, texel.r)).r;\n" + 27 | " texel.g = texture2D(inputImageTexture3, vec2(bbTexel.g, texel.g)).g;\n" + 28 | " texel.b = texture2D(inputImageTexture3, vec2(bbTexel.b, texel.b)).b;\n" + 29 | " \n" + 30 | " vec4 mapped;\n" + 31 | " mapped.r = texture2D(inputImageTexture4, vec2(texel.r, .16666)).r;\n" + 32 | " mapped.g = texture2D(inputImageTexture4, vec2(texel.g, .5)).g;\n" + 33 | " mapped.b = texture2D(inputImageTexture4, vec2(texel.b, .83333)).b;\n" + 34 | " mapped.a = 1.0;\n" + 35 | " \n" + 36 | " gl_FragColor = mapped;\n" + 37 | " }\n"; 38 | 39 | public IFSierraFilter(Context paramContext) { 40 | super(paramContext, SHADER); 41 | setRes(); 42 | } 43 | 44 | private void setRes() { 45 | addInputTexture(R.drawable.sierra_vignette); 46 | addInputTexture(R.drawable.overlay_map); 47 | addInputTexture(R.drawable.sierra_map); 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /android/src/main/java/jp/co/cyberagent/android/gpuimage/IFWaldenFilter.java: -------------------------------------------------------------------------------- 1 | package jp.co.cyberagent.android.gpuimage; 2 | 3 | import android.content.Context; 4 | import cn.reactnative.modules.gpuimage.R; 5 | 6 | 7 | /** 8 | * Created by sam on 14-8-9. 9 | */ 10 | public class IFWaldenFilter extends IFImageFilter { 11 | private static final String SHADER = "precision lowp float;\n" + 12 | " \n" + 13 | " varying highp vec2 textureCoordinate;\n" + 14 | " \n" + 15 | " uniform sampler2D inputImageTexture;\n" + 16 | " uniform sampler2D inputImageTexture2; //map\n" + 17 | " uniform sampler2D inputImageTexture3; //vigMap\n" + 18 | " \n" + 19 | " void main()\n" + 20 | " {\n" + 21 | " \n" + 22 | " vec3 texel = texture2D(inputImageTexture, textureCoordinate).rgb;\n" + 23 | " \n" + 24 | " texel = vec3(\n" + 25 | " texture2D(inputImageTexture2, vec2(texel.r, .16666)).r,\n" + 26 | " texture2D(inputImageTexture2, vec2(texel.g, .5)).g,\n" + 27 | " texture2D(inputImageTexture2, vec2(texel.b, .83333)).b);\n" + 28 | " \n" + 29 | " vec2 tc = (2.0 * textureCoordinate) - 1.0;\n" + 30 | " float d = dot(tc, tc);\n" + 31 | " vec2 lookup = vec2(d, texel.r);\n" + 32 | " texel.r = texture2D(inputImageTexture3, lookup).r;\n" + 33 | " lookup.y = texel.g;\n" + 34 | " texel.g = texture2D(inputImageTexture3, lookup).g;\n" + 35 | " lookup.y = texel.b;\n" + 36 | " texel.b\t= texture2D(inputImageTexture3, lookup).b;\n" + 37 | " \n" + 38 | " gl_FragColor = vec4(texel, 1.0);\n" + 39 | " }\n"; 40 | 41 | public IFWaldenFilter(Context paramContext) { 42 | super(paramContext, SHADER); 43 | setRes(); 44 | } 45 | 46 | private void setRes() { 47 | addInputTexture(R.drawable.walden_map); 48 | addInputTexture(R.drawable.vignette_map); 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /android/src/main/res/drawable-nodpi/amaro_map.png: -------------------------------------------------------------------------------- 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/android/src/main/res/values/strings.xml: -------------------------------------------------------------------------------- 1 | 2 | ReactNativeGPUImage 3 | 4 | 5 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/RCTGPUImageProcessor.h: -------------------------------------------------------------------------------- 1 | // 2 | // RCTGPUImageProcessor.h 3 | // RCTGPUImage 4 | // 5 | // Created by LvBingru on 6/16/16. 6 | // Copyright © 2016 erica. All rights reserved. 7 | // 8 | 9 | #import 10 | #import "RCTBridgeModule.h" 11 | 12 | @interface RCTGPUImageProcessor : NSObject 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/RCTGPUImageProcessor.m: -------------------------------------------------------------------------------- 1 | // 2 | // RCTGPUImageProcessor.m 3 | // RCTGPUImage 4 | // 5 | // Created by LvBingru on 6/16/16. 6 | // Copyright © 2016 erica. All rights reserved. 7 | // 8 | 9 | #import "RCTGPUImageProcessor.h" 10 | #import "RCTConvert.h" 11 | #import "RCTImageLoader.h" 12 | #import "RCTLog.h" 13 | #import "RCTUtils.h" 14 | #import "RCTImageStoreManager.h" 15 | #import "GPUImage.h" 16 | 17 | @implementation RCTGPUImageProcessor 18 | 19 | RCT_EXPORT_MODULE() 20 | @synthesize bridge = _bridge; 21 | 22 | RCT_EXPORT_METHOD(processImage:(NSDictionary *)imageInfo 23 | resolve:(RCTPromiseResolveBlock)resolve 24 | reject:(RCTPromiseRejectBlock)reject) 25 | { 26 | NSString *imageTag = [RCTConvert NSString:imageInfo[@"image"]]; 27 | NSString *filter = [RCTConvert NSString:imageInfo[@"filter"]]; 28 | NSDictionary *params = [RCTConvert NSDictionary:imageInfo[@"params"]]; 29 | 30 | [self.bridge.imageLoader loadImageWithURLRequest:[RCTConvert NSURLRequest:imageTag] callback:^(NSError *error, UIImage *image) { 31 | if (error) { 32 | reject([NSString stringWithFormat:@"%d",(int)error.code],error.description,nil); 33 | return; 34 | } 35 | 36 | if (image) { 37 | Class filterClass = NSClassFromString(filter); 38 | id imageFilter = [filterClass new]; 39 | if ([imageFilter isKindOfClass:[GPUImageFilter class]]) { 40 | for (NSString *key in params.allKeys) { 41 | if ([imageFilter respondsToSelector:NSSelectorFromString(key)]) { 42 | [imageFilter setValue:params[key] forKeyPath:key]; 43 | } 44 | } 45 | UIImage *quickFilteredImage = [(GPUImageFilter *)imageFilter imageByFilteringImage:image]; 46 | [self.bridge.imageStoreManager storeImage:quickFilteredImage withBlock:^(NSString *imageTag) { 47 | resolve(imageTag); 48 | }]; 49 | } 50 | else { 51 | reject(@"-1", @"no such filter",nil); 52 | } 53 | } 54 | }]; 55 | 56 | } 57 | //GPUImageBrightnessFilter 58 | @end 59 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/RCTGPUImageView.h: -------------------------------------------------------------------------------- 1 | // 2 | // RCTGPUImageView.h 3 | // RCTGPUImage 4 | // 5 | // Created by LvBingru on 6/21/16. 6 | // Copyright © 2016 erica. All rights reserved. 7 | // 8 | 9 | #import 10 | #import "RCTImageView.h" 11 | #import "GPUImage.h" 12 | #import "RCTComponent.h" 13 | 14 | @interface RCTGPUImageView : RCTImageView 15 | 16 | @property (nonatomic, strong) NSArray *filters; 17 | @property (nonatomic, copy) RCTBubblingEventBlock onGetSize; 18 | 19 | - (UIImage *)captureImage; 20 | 21 | @end 22 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/RCTGPUImageViewManager.h: -------------------------------------------------------------------------------- 1 | // 2 | // RCTGPUImageViewManager.h 3 | // RCTGPUImage 4 | // 5 | // Created by LvBingru on 6/21/16. 6 | // Copyright © 2016 erica. All rights reserved. 7 | // 8 | 9 | #import 10 | #import "RCTViewManager.h" 11 | 12 | @interface RCTGPUImageViewManager : RCTViewManager 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageAddBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageAddBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageAlphaBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageAlphaBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageAlphaBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | uniform lowp float mixturePercent; 13 | 14 | void main() 15 | { 16 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 17 | lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 18 | 19 | gl_FragColor = vec4(mix(textureColor.rgb, textureColor2.rgb, textureColor2.a * mixturePercent), textureColor.a); 20 | } 21 | ); 22 | #else 23 | NSString *const kGPUImageAlphaBlendFragmentShaderString = SHADER_STRING 24 | ( 25 | varying vec2 textureCoordinate; 26 | varying vec2 textureCoordinate2; 27 | 28 | uniform sampler2D inputImageTexture; 29 | uniform sampler2D inputImageTexture2; 30 | 31 | uniform float mixturePercent; 32 | 33 | void main() 34 | { 35 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 36 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 37 | 38 | gl_FragColor = vec4(mix(textureColor.rgb, textureColor2.rgb, textureColor2.a * mixturePercent), textureColor.a); 39 | } 40 | ); 41 | #endif 42 | 43 | @implementation GPUImageAlphaBlendFilter 44 | 45 | @synthesize mix = _mix; 46 | 47 | - (id)init; 48 | { 49 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageAlphaBlendFragmentShaderString])) 50 | { 51 | return nil; 52 | } 53 | 54 | mixUniform = [filterProgram uniformIndex:@"mixturePercent"]; 55 | self.mix = 0.5; 56 | 57 | return self; 58 | } 59 | 60 | 61 | #pragma mark - 62 | #pragma mark Accessors 63 | 64 | - (void)setMix:(CGFloat)newValue; 65 | { 66 | _mix = newValue; 67 | 68 | [self setFloat:_mix forUniform:mixUniform program:filterProgram]; 69 | } 70 | 71 | 72 | @end 73 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageCGAColorspaceFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageCGAColorspaceFilter : GPUImageFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageColorBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageColorBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageColorInvertFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageColorInvertFilter : GPUImageFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageColorLocalBinaryPatternFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageColorLocalBinaryPatternFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageDarkenBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageDarkenBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageDifferenceBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageDifferenceBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageDirectionalSobelEdgeDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageDirectionalSobelEdgeDetectionFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageDissolveBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageDissolveBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageDissolveBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | uniform lowp float mixturePercent; 12 | 13 | void main() 14 | { 15 | lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 16 | lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 17 | 18 | gl_FragColor = mix(textureColor, textureColor2, mixturePercent); 19 | } 20 | ); 21 | #else 22 | NSString *const kGPUImageDissolveBlendFragmentShaderString = SHADER_STRING 23 | ( 24 | varying vec2 textureCoordinate; 25 | varying vec2 textureCoordinate2; 26 | 27 | uniform sampler2D inputImageTexture; 28 | uniform sampler2D inputImageTexture2; 29 | uniform float mixturePercent; 30 | 31 | void main() 32 | { 33 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 34 | vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2); 35 | 36 | gl_FragColor = mix(textureColor, textureColor2, mixturePercent); 37 | } 38 | ); 39 | #endif 40 | 41 | @implementation GPUImageDissolveBlendFilter 42 | 43 | @synthesize mix = _mix; 44 | 45 | #pragma mark - 46 | #pragma mark Initialization and teardown 47 | 48 | - (id)init; 49 | { 50 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageDissolveBlendFragmentShaderString])) 51 | { 52 | return nil; 53 | } 54 | 55 | mixUniform = [filterProgram uniformIndex:@"mixturePercent"]; 56 | self.mix = 0.5; 57 | 58 | return self; 59 | } 60 | 61 | #pragma mark - 62 | #pragma mark Accessors 63 | 64 | - (void)setMix:(CGFloat)newValue; 65 | { 66 | _mix = newValue; 67 | 68 | [self setFloat:_mix forUniform:mixUniform program:filterProgram]; 69 | } 70 | 71 | @end 72 | 73 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageDivideBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageDivideBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageExclusionBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageExclusionBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageExclusionBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageExclusionBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageExclusionBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | mediump vec4 base = texture2D(inputImageTexture, textureCoordinate); 15 | mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | // Dca = (Sca.Da + Dca.Sa - 2.Sca.Dca) + Sca.(1 - Da) + Dca.(1 - Sa) 18 | 19 | gl_FragColor = vec4((overlay.rgb * base.a + base.rgb * overlay.a - 2.0 * overlay.rgb * base.rgb) + overlay.rgb * (1.0 - base.a) + base.rgb * (1.0 - overlay.a), base.a); 20 | } 21 | ); 22 | #else 23 | NSString *const kGPUImageExclusionBlendFragmentShaderString = SHADER_STRING 24 | ( 25 | varying vec2 textureCoordinate; 26 | varying vec2 textureCoordinate2; 27 | 28 | uniform sampler2D inputImageTexture; 29 | uniform sampler2D inputImageTexture2; 30 | 31 | void main() 32 | { 33 | vec4 base = texture2D(inputImageTexture, textureCoordinate); 34 | vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2); 35 | 36 | // Dca = (Sca.Da + Dca.Sa - 2.Sca.Dca) + Sca.(1 - Da) + Dca.(1 - Sa) 37 | 38 | gl_FragColor = vec4((overlay.rgb * base.a + base.rgb * overlay.a - 2.0 * overlay.rgb * base.rgb) + overlay.rgb * (1.0 - base.a) + base.rgb * (1.0 - overlay.a), base.a); 39 | } 40 | ); 41 | #endif 42 | 43 | @implementation GPUImageExclusionBlendFilter 44 | 45 | - (id)init; 46 | { 47 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageExclusionBlendFragmentShaderString])) 48 | { 49 | return nil; 50 | } 51 | 52 | return self; 53 | } 54 | 55 | @end 56 | 57 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | - (CVPixelBufferRef)pixelBuffer; 58 | 59 | @end 60 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageGaussianBlurFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | /** A Gaussian blur filter 4 | Interpolated optimization based on Daniel Rákos' work at http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ 5 | */ 6 | 7 | @interface GPUImageGaussianBlurFilter : GPUImageTwoPassTextureSamplingFilter 8 | { 9 | BOOL shouldResizeBlurRadiusWithImageSize; 10 | CGFloat _blurRadiusInPixels; 11 | } 12 | 13 | /** A multiplier for the spacing between texels, ranging from 0.0 on up, with a default of 1.0. Adjusting this may slightly increase the blur strength, but will introduce artifacts in the result. 14 | */ 15 | @property (readwrite, nonatomic) CGFloat texelSpacingMultiplier; 16 | 17 | /** A radius in pixels to use for the blur, with a default of 2.0. This adjusts the sigma variable in the Gaussian distribution function. 18 | */ 19 | @property (readwrite, nonatomic) CGFloat blurRadiusInPixels; 20 | 21 | /** Setting these properties will allow the blur radius to scale with the size of the image. These properties are mutually exclusive; setting either will set the other to 0. 22 | */ 23 | @property (readwrite, nonatomic) CGFloat blurRadiusAsFractionOfImageWidth; 24 | @property (readwrite, nonatomic) CGFloat blurRadiusAsFractionOfImageHeight; 25 | 26 | /// The number of times to sequentially blur the incoming image. The more passes, the slower the filter. 27 | @property(readwrite, nonatomic) NSUInteger blurPasses; 28 | 29 | + (NSString *)vertexShaderForStandardBlurOfRadius:(NSUInteger)blurRadius sigma:(CGFloat)sigma; 30 | + (NSString *)fragmentShaderForStandardBlurOfRadius:(NSUInteger)blurRadius sigma:(CGFloat)sigma; 31 | + (NSString *)vertexShaderForOptimizedBlurOfRadius:(NSUInteger)blurRadius sigma:(CGFloat)sigma; 32 | + (NSString *)fragmentShaderForOptimizedBlurOfRadius:(NSUInteger)blurRadius sigma:(CGFloat)sigma; 33 | 34 | - (void)switchToVertexShader:(NSString *)newVertexShader fragmentShader:(NSString *)newFragmentShader; 35 | 36 | @end 37 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageGlassSphereFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSphereRefractionFilter.h" 2 | 3 | @interface GPUImageGlassSphereFilter : GPUImageSphereRefractionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageHalftoneFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImagePixellateFilter.h" 2 | 3 | @interface GPUImageHalftoneFilter : GPUImagePixellateFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageHardLightBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageHardLightBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageHistogramGenerator.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | @interface GPUImageHistogramGenerator : GPUImageFilter 4 | { 5 | GLint backgroundColorUniform; 6 | } 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageHueBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageHueBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageKuwaharaRadius3Filter.h: -------------------------------------------------------------------------------- 1 | // 2 | // GPUImageKuwaharaRadius3Filter.h 3 | 4 | #import "GPUImageFilter.h" 5 | 6 | @interface GPUImageKuwaharaRadius3Filter : GPUImageFilter 7 | 8 | @end 9 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageLanczosResamplingFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoPassTextureSamplingFilter.h" 2 | 3 | @interface GPUImageLanczosResamplingFilter : GPUImageTwoPassTextureSamplingFilter 4 | 5 | @property(readwrite, nonatomic) CGSize originalImageSize; 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageLaplacianFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3ConvolutionFilter.h" 2 | 3 | @interface GPUImageLaplacianFilter : GPUImage3x3ConvolutionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageLevelsFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** 4 | * Levels like Photoshop. 5 | * 6 | * The min, max, minOut and maxOut parameters are floats in the range [0, 1]. 7 | * If you have parameters from Photoshop in the range [0, 255] you must first 8 | * convert them to be [0, 1]. 9 | * The gamma/mid parameter is a float >= 0. This matches the value from Photoshop. 10 | * 11 | * If you want to apply levels to RGB as well as individual channels you need to use 12 | * this filter twice - first for the individual channels and then for all channels. 13 | */ 14 | @interface GPUImageLevelsFilter : GPUImageFilter 15 | { 16 | GLint minUniform; 17 | GLint midUniform; 18 | GLint maxUniform; 19 | GLint minOutputUniform; 20 | GLint maxOutputUniform; 21 | 22 | GPUVector3 minVector, midVector, maxVector, minOutputVector, maxOutputVector; 23 | } 24 | 25 | /** Set levels for the red channel */ 26 | - (void)setRedMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max minOut:(CGFloat)minOut maxOut:(CGFloat)maxOut; 27 | 28 | - (void)setRedMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max; 29 | 30 | /** Set levels for the green channel */ 31 | - (void)setGreenMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max minOut:(CGFloat)minOut maxOut:(CGFloat)maxOut; 32 | 33 | - (void)setGreenMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max; 34 | 35 | /** Set levels for the blue channel */ 36 | - (void)setBlueMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max minOut:(CGFloat)minOut maxOut:(CGFloat)maxOut; 37 | 38 | - (void)setBlueMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max; 39 | 40 | /** Set levels for all channels at once */ 41 | - (void)setMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max minOut:(CGFloat)minOut maxOut:(CGFloat)maxOut; 42 | - (void)setMin:(CGFloat)min gamma:(CGFloat)mid max:(CGFloat)max; 43 | 44 | @end 45 | 46 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageLinearBurnBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageLinearBurnBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageLocalBinaryPatternFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageLocalBinaryPatternFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageLowPassFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageLowPassFilter.h" 2 | 3 | @implementation GPUImageLowPassFilter 4 | 5 | @synthesize filterStrength; 6 | 7 | - (id)init; 8 | { 9 | if (!(self = [super init])) 10 | { 11 | return nil; 12 | } 13 | 14 | // Take in the frame and blend it with the previous one 15 | dissolveBlendFilter = [[GPUImageDissolveBlendFilter alloc] init]; 16 | [self addFilter:dissolveBlendFilter]; 17 | 18 | // Buffer the result to be fed back into the blend 19 | bufferFilter = [[GPUImageBuffer alloc] init]; 20 | [self addFilter:bufferFilter]; 21 | 22 | // Texture location 0 needs to be the original image for the dissolve blend 23 | [bufferFilter addTarget:dissolveBlendFilter atTextureLocation:1]; 24 | [dissolveBlendFilter addTarget:bufferFilter]; 25 | 26 | [dissolveBlendFilter disableSecondFrameCheck]; 27 | 28 | // To prevent double updating of this filter, disable updates from the sharp image side 29 | // self.inputFilterToIgnoreForUpdates = unsharpMaskFilter; 30 | 31 | self.initialFilters = [NSArray arrayWithObject:dissolveBlendFilter]; 32 | self.terminalFilter = dissolveBlendFilter; 33 | 34 | self.filterStrength = 0.5; 35 | 36 | return self; 37 | } 38 | 39 | #pragma mark - 40 | #pragma mark Accessors 41 | 42 | - (void)setFilterStrength:(CGFloat)newValue; 43 | { 44 | dissolveBlendFilter.mix = newValue; 45 | } 46 | 47 | - (CGFloat)filterStrength; 48 | { 49 | return dissolveBlendFilter.mix; 50 | } 51 | 52 | - (void)addTarget:(id)newTarget atTextureLocation:(NSInteger)textureLocation; 53 | { 54 | [self.terminalFilter addTarget:newTarget atTextureLocation:textureLocation]; 55 | //if use GPUImagePipline,will cause self.termainlFilter removeAllTargets,so need add bufferFilter back 56 | if (self.terminalFilter == dissolveBlendFilter && ![self.terminalFilter.targets containsObject:bufferFilter]) { 57 | [self.terminalFilter addTarget:bufferFilter atTextureLocation:1]; 58 | } 59 | } 60 | 61 | @end 62 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageLuminanceThresholdFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageLuminanceThresholdFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageLuminanceThresholdFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform highp float threshold; 10 | 11 | const highp vec3 W = vec3(0.2125, 0.7154, 0.0721); 12 | 13 | void main() 14 | { 15 | highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 16 | highp float luminance = dot(textureColor.rgb, W); 17 | highp float thresholdResult = step(threshold, luminance); 18 | 19 | gl_FragColor = vec4(vec3(thresholdResult), textureColor.w); 20 | } 21 | ); 22 | #else 23 | NSString *const kGPUImageLuminanceThresholdFragmentShaderString = SHADER_STRING 24 | ( 25 | varying vec2 textureCoordinate; 26 | 27 | uniform sampler2D inputImageTexture; 28 | uniform float threshold; 29 | 30 | const vec3 W = vec3(0.2125, 0.7154, 0.0721); 31 | 32 | void main() 33 | { 34 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 35 | float luminance = dot(textureColor.rgb, W); 36 | float thresholdResult = step(threshold, luminance); 37 | 38 | gl_FragColor = vec4(vec3(thresholdResult), textureColor.w); 39 | } 40 | ); 41 | #endif 42 | 43 | @implementation GPUImageLuminanceThresholdFilter 44 | 45 | @synthesize threshold = _threshold; 46 | 47 | #pragma mark - 48 | #pragma mark Initialization 49 | 50 | - (id)init; 51 | { 52 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageLuminanceThresholdFragmentShaderString])) 53 | { 54 | return nil; 55 | } 56 | 57 | thresholdUniform = [filterProgram uniformIndex:@"threshold"]; 58 | self.threshold = 0.5; 59 | 60 | return self; 61 | } 62 | 63 | #pragma mark - 64 | #pragma mark Accessors 65 | 66 | - (void)setThreshold:(CGFloat)newValue; 67 | { 68 | _threshold = newValue; 69 | 70 | [self setFloat:_threshold forUniform:thresholdUniform program:filterProgram]; 71 | } 72 | 73 | @end 74 | 75 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageLuminosityBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageLuminosityBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageMaskFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageMaskFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageMedianFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageMedianFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageMultiplyBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageMultiplyBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageNonMaximumSuppressionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageNonMaximumSuppressionFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageOverlayBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageOverlayBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImagePrewittEdgeDetectionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSobelEdgeDetectionFilter.h" 2 | 3 | @interface GPUImagePrewittEdgeDetectionFilter : GPUImageSobelEdgeDetectionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageSaturationBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSaturationBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageScreenBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageScreenBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageSepiaFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageColorMatrixFilter.h" 2 | 3 | /// Simple sepia tone filter 4 | @interface GPUImageSepiaFilter : GPUImageColorMatrixFilter 5 | 6 | @end 7 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | GPUImageSkinToneUpperColorOrange 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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageSoftLightBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSoftLightBlendFilter : GPUImageTwoInputFilter 4 | { 5 | } 6 | 7 | @end 8 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageSoftLightBlendFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageSoftLightBlendFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageSoftLightBlendFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | varying highp vec2 textureCoordinate2; 8 | 9 | uniform sampler2D inputImageTexture; 10 | uniform sampler2D inputImageTexture2; 11 | 12 | void main() 13 | { 14 | mediump vec4 base = texture2D(inputImageTexture, textureCoordinate); 15 | mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2); 16 | 17 | lowp float alphaDivisor = base.a + step(base.a, 0.0); // Protect against a divide-by-zero blacking out things in the output 18 | gl_FragColor = base * (overlay.a * (base / alphaDivisor) + (2.0 * overlay * (1.0 - (base / alphaDivisor)))) + overlay * (1.0 - base.a) + base * (1.0 - overlay.a); 19 | } 20 | ); 21 | #else 22 | NSString *const kGPUImageSoftLightBlendFragmentShaderString = SHADER_STRING 23 | ( 24 | varying vec2 textureCoordinate; 25 | varying vec2 textureCoordinate2; 26 | 27 | uniform sampler2D inputImageTexture; 28 | uniform sampler2D inputImageTexture2; 29 | 30 | void main() 31 | { 32 | vec4 base = texture2D(inputImageTexture, textureCoordinate); 33 | vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2); 34 | 35 | float alphaDivisor = base.a + step(base.a, 0.0); // Protect against a divide-by-zero blacking out things in the output 36 | gl_FragColor = base * (overlay.a * (base / alphaDivisor) + (2.0 * overlay * (1.0 - (base / alphaDivisor)))) + overlay * (1.0 - base.a) + base * (1.0 - overlay.a); 37 | } 38 | ); 39 | #endif 40 | 41 | @implementation GPUImageSoftLightBlendFilter 42 | 43 | - (id)init; 44 | { 45 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageSoftLightBlendFragmentShaderString])) 46 | { 47 | return nil; 48 | } 49 | 50 | return self; 51 | } 52 | 53 | @end 54 | 55 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageSolarizeFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageFilter.h" 2 | 3 | /** Pixels with a luminance above the threshold will invert their color 4 | */ 5 | @interface GPUImageSolarizeFilter : GPUImageFilter 6 | { 7 | GLint thresholdUniform; 8 | } 9 | 10 | /** Anything above this luminance will be inverted, and anything below normal. Ranges from 0.0 to 1.0, with 0.5 as the default 11 | */ 12 | @property(readwrite, nonatomic) CGFloat threshold; 13 | 14 | @end -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageSolarizeFilter.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageSolarizeFilter.h" 2 | 3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 4 | NSString *const kGPUImageSolarizeFragmentShaderString = SHADER_STRING 5 | ( 6 | varying highp vec2 textureCoordinate; 7 | 8 | uniform sampler2D inputImageTexture; 9 | uniform highp float threshold; 10 | 11 | const highp vec3 W = vec3(0.2125, 0.7154, 0.0721); 12 | 13 | void main() 14 | { 15 | highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 16 | highp float luminance = dot(textureColor.rgb, W); 17 | highp float thresholdResult = step(luminance, threshold); 18 | highp vec3 finalColor = abs(thresholdResult - textureColor.rgb); 19 | 20 | gl_FragColor = vec4(finalColor, textureColor.w); 21 | } 22 | ); 23 | #else 24 | NSString *const kGPUImageSolarizeFragmentShaderString = SHADER_STRING 25 | ( 26 | varying vec2 textureCoordinate; 27 | 28 | uniform sampler2D inputImageTexture; 29 | uniform float threshold; 30 | 31 | const vec3 W = vec3(0.2125, 0.7154, 0.0721); 32 | 33 | void main() 34 | { 35 | vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); 36 | float luminance = dot(textureColor.rgb, W); 37 | float thresholdResult = step(luminance, threshold); 38 | vec3 finalColor = abs(thresholdResult - textureColor.rgb); 39 | 40 | gl_FragColor = vec4(vec3(finalColor), textureColor.w); 41 | } 42 | ); 43 | #endif 44 | 45 | @implementation GPUImageSolarizeFilter; 46 | 47 | @synthesize threshold = _threshold; 48 | 49 | #pragma mark - 50 | #pragma mark Initialization 51 | 52 | - (id)init; 53 | { 54 | if (!(self = [super initWithFragmentShaderFromString:kGPUImageSolarizeFragmentShaderString])) 55 | { 56 | return nil; 57 | } 58 | 59 | thresholdUniform = [filterProgram uniformIndex:@"threshold"]; 60 | self.threshold = 0.5; 61 | 62 | return self; 63 | } 64 | 65 | #pragma mark - 66 | #pragma mark Accessors 67 | 68 | - (void)setThreshold:(CGFloat)newValue; 69 | { 70 | _threshold = newValue; 71 | 72 | [self setFloat:_threshold forUniform:thresholdUniform program:filterProgram]; 73 | } 74 | 75 | 76 | @end -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageSourceOverBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSourceOverBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageStillCamera.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageVideoCamera.h" 2 | 3 | void stillImageDataReleaseCallback(void *releaseRefCon, const void *baseAddress); 4 | void GPUImageCreateResizedSampleBuffer(CVPixelBufferRef cameraFrame, CGSize finalSize, CMSampleBufferRef *sampleBuffer); 5 | 6 | @interface GPUImageStillCamera : GPUImageVideoCamera 7 | 8 | /** The JPEG compression quality to use when capturing a photo as a JPEG. 9 | */ 10 | @property CGFloat jpegCompressionQuality; 11 | 12 | // Only reliably set inside the context of the completion handler of one of the capture methods 13 | @property (readonly) NSDictionary *currentCaptureMetadata; 14 | 15 | // Photography controls 16 | - (void)capturePhotoAsSampleBufferWithCompletionHandler:(void (^)(CMSampleBufferRef imageSampleBuffer, NSError *error))block; 17 | - (void)capturePhotoAsImageProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withCompletionHandler:(void (^)(UIImage *processedImage, NSError *error))block; 18 | - (void)capturePhotoAsImageProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withOrientation:(UIImageOrientation)orientation withCompletionHandler:(void (^)(UIImage *processedImage, NSError *error))block; 19 | - (void)capturePhotoAsJPEGProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withCompletionHandler:(void (^)(NSData *processedJPEG, NSError *error))block; 20 | - (void)capturePhotoAsJPEGProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withOrientation:(UIImageOrientation)orientation withCompletionHandler:(void (^)(NSData *processedJPEG, NSError *error))block; 21 | - (void)capturePhotoAsPNGProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withCompletionHandler:(void (^)(NSData *processedPNG, NSError *error))block; 22 | - (void)capturePhotoAsPNGProcessedUpToFilter:(GPUImageOutput *)finalFilterInChain withOrientation:(UIImageOrientation)orientation withCompletionHandler:(void (^)(NSData *processedPNG, NSError *error))block; 23 | 24 | @end 25 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageSubtractBlendFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageTwoInputFilter.h" 2 | 3 | @interface GPUImageSubtractBlendFilter : GPUImageTwoInputFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageTextureOutput.m: -------------------------------------------------------------------------------- 1 | #import "GPUImageTextureOutput.h" 2 | 3 | @implementation GPUImageTextureOutput 4 | 5 | @synthesize delegate = _delegate; 6 | @synthesize texture = _texture; 7 | @synthesize enabled; 8 | 9 | #pragma mark - 10 | #pragma mark Initialization and teardown 11 | 12 | - (id)init; 13 | { 14 | if (!(self = [super init])) 15 | { 16 | return nil; 17 | } 18 | 19 | self.enabled = YES; 20 | 21 | return self; 22 | } 23 | 24 | - (void)doneWithTexture; 25 | { 26 | [firstInputFramebuffer unlock]; 27 | } 28 | 29 | #pragma mark - 30 | #pragma mark GPUImageInput protocol 31 | 32 | - (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)textureIndex; 33 | { 34 | [_delegate newFrameReadyFromTextureOutput:self]; 35 | } 36 | 37 | - (NSInteger)nextAvailableTextureIndex; 38 | { 39 | return 0; 40 | } 41 | 42 | // TODO: Deal with the fact that the texture changes regularly as a result of the caching 43 | - (void)setInputFramebuffer:(GPUImageFramebuffer *)newInputFramebuffer atIndex:(NSInteger)textureIndex; 44 | { 45 | firstInputFramebuffer = newInputFramebuffer; 46 | [firstInputFramebuffer lock]; 47 | 48 | _texture = [firstInputFramebuffer texture]; 49 | } 50 | 51 | - (void)setInputRotation:(GPUImageRotationMode)newInputRotation atIndex:(NSInteger)textureIndex; 52 | { 53 | } 54 | 55 | - (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex; 56 | { 57 | } 58 | 59 | - (CGSize)maximumOutputSize; 60 | { 61 | return CGSizeZero; 62 | } 63 | 64 | - (void)endProcessing 65 | { 66 | } 67 | 68 | - (BOOL)shouldIgnoreUpdatesToThisTarget; 69 | { 70 | return NO; 71 | } 72 | 73 | - (BOOL)wantsMonochromeInput; 74 | { 75 | return NO; 76 | } 77 | 78 | - (void)setCurrentlyReceivingMonochromeInput:(BOOL)newValue; 79 | { 80 | 81 | } 82 | 83 | @end 84 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageThresholdSketchFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageThresholdEdgeDetectionFilter.h" 2 | 3 | @interface GPUImageThresholdSketchFilter : GPUImageThresholdEdgeDetectionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageVibranceFilter.h: -------------------------------------------------------------------------------- 1 | // 2 | // GPUImageVibranceFilter.h 3 | // 4 | // 5 | // Created by github.com/r3mus on 8/14/15. 6 | // 7 | // 8 | 9 | #import "GPUImageFilter.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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageWeakPixelInclusionFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImage3x3TextureSamplingFilter.h" 2 | 3 | @interface GPUImageWeakPixelInclusionFilter : GPUImage3x3TextureSamplingFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/GPUImageXYDerivativeFilter.h: -------------------------------------------------------------------------------- 1 | #import "GPUImageSobelEdgeDetectionFilter.h" 2 | 3 | @interface GPUImageXYDerivativeFilter : GPUImageSobelEdgeDetectionFilter 4 | 5 | @end 6 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/iOS/Framework/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 | FMWK 17 | CFBundleShortVersionString 18 | 0.1.4 19 | CFBundleSignature 20 | ???? 21 | CFBundleVersion 22 | ${CURRENT_PROJECT_VERSION} 23 | NSPrincipalClass 24 | 25 | 26 | 27 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/iOS/Framework/module.modulemap: -------------------------------------------------------------------------------- 1 | framework module GPUImage { 2 | umbrella header "GPUImageFramework.h" 3 | 4 | export * 5 | module * { export * } 6 | } 7 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/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 | -------------------------------------------------------------------------------- /ios/RCTGPUImage/framework/iOS/GPUImageView.h: -------------------------------------------------------------------------------- 1 | #import 2 | #import "GPUImageContext.h" 3 | 4 | typedef NS_ENUM(NSUInteger, GPUImageFillModeType) { 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 | }; 9 | 10 | 11 | 12 | /** 13 | UIView subclass to use as an endpoint for displaying GPUImage outputs 14 | */ 15 | @interface GPUImageView : UIView 16 | { 17 | GPUImageRotationMode inputRotation; 18 | } 19 | 20 | /** The fill mode dictates how images are fit in the view, with the default being kGPUImageFillModePreserveAspectRatio 21 | */ 22 | @property(readwrite, nonatomic) GPUImageFillModeType fillMode; 23 | 24 | /** This calculates the current display size, in pixels, taking into account Retina scaling factors 25 | */ 26 | @property(readonly, nonatomic) CGSize sizeInPixels; 27 | 28 | @property(nonatomic) BOOL enabled; 29 | 30 | /** Handling fill mode 31 | 32 | @param redComponent Red component for background color 33 | @param greenComponent Green component for background color 34 | @param blueComponent Blue component for background color 35 | @param alphaComponent Alpha component for background color 36 | */ 37 | - (void)setBackgroundColorRed:(GLfloat)redComponent green:(GLfloat)greenComponent blue:(GLfloat)blueComponent alpha:(GLfloat)alphaComponent; 38 | 39 | - (void)setCurrentlyReceivingMonochromeInput:(BOOL)newValue; 40 | 41 | @end 42 | -------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "react-native-gpuimage", 3 | "version": "1.0.0", 4 | "description": "react-native-gpuimage", 5 | "main": "index.js", 6 | "scripts": { 7 | "test": "echo \"Error: no test specified\" && exit 1" 8 | }, 9 | "repository": { 10 | "type": "git", 11 | "url": "git+https://github.com/lvbingru/react-native-gpuimage.git" 12 | }, 13 | "keywords": [ 14 | "react-native", 15 | "ios", 16 | "android", 17 | "gpuimage" 18 | ], 19 | "author": "lvbingru", 20 | "license": "ISC", 21 | "bugs": { 22 | "url": "https://github.com/lvbingru/react-native-gpuimage/issues" 23 | }, 24 | "homepage": "https://github.com/lvbingru/react-native-gpuimage#readme" 25 | } 26 | --------------------------------------------------------------------------------