├── .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:
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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 |
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFAmaroFilter.java:
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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 |
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFHudsonFilter.java:
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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 |
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFInkwellFilter.java:
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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 |
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFLordKelvinFilter.java:
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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 |
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFNashvilleFilter.java:
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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 |
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFNormalFilter.java:
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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 | }
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFRiseFilter.java:
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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 |
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFSierraFilter.java:
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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 |
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/android/src/main/java/jp/co/cyberagent/android/gpuimage/IFWaldenFilter.java:
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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 |
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/android/src/main/res/drawable-nodpi/amaro_map.png:
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https://raw.githubusercontent.com/lvbingru/react-native-gpuimage/01c6d644b3741bd7613a321bcf898a7c8ae7a5bf/android/src/main/res/drawable-nodpi/amaro_map.png
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/android/src/main/res/drawable-nodpi/blackboard.png:
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/android/src/main/res/drawable-nodpi/brannan_blowout.png:
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/android/src/main/res/drawable-nodpi/brannan_contrast.png:
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/android/src/main/res/drawable-nodpi/brannan_process.png:
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/android/src/main/res/drawable-nodpi/brannan_screen.png:
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/android/src/main/res/drawable-nodpi/earlybird_blowout.png:
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/android/src/main/res/drawable-nodpi/earlybird_curves.png:
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/android/src/main/res/drawable-nodpi/earlybird_map.png:
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/android/src/main/res/drawable-nodpi/earlybird_overlay_map.png:
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/android/src/main/res/drawable-nodpi/edge_burn.png:
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/android/src/main/res/drawable-nodpi/hefe_gradient_map.png:
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/android/src/main/res/drawable-nodpi/hefe_map.png:
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/android/src/main/res/drawable-nodpi/hefe_metal.png:
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/android/src/main/res/drawable-nodpi/hefe_soft_light.png:
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/android/src/main/res/drawable-nodpi/hudson_background.png:
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/android/src/main/res/drawable-nodpi/inkwell_map.png:
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/android/src/main/res/drawable-nodpi/kelvin_map.png:
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/android/src/main/res/drawable-nodpi/lomo_map.png:
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/android/src/main/res/values/strings.xml:
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1 |
2 | ReactNativeGPUImage
3 |
4 |
5 |
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/ios/RCTGPUImage/RCTGPUImageProcessor.h:
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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 |
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/ios/RCTGPUImage/RCTGPUImageProcessor.m:
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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 |
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/ios/RCTGPUImage/RCTGPUImageView.h:
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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 |
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/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 |
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/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 |
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/ios/RCTGPUImage/framework/GPUImage3x3ConvolutionFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImage3x3TextureSamplingFilter.h:
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1 | #import "GPUImageFilter.h"
2 |
3 | extern NSString *const kGPUImageNearbyTexelSamplingVertexShaderString;
4 |
5 | @interface GPUImage3x3TextureSamplingFilter : GPUImageFilter
6 | {
7 | GLint texelWidthUniform, texelHeightUniform;
8 |
9 | CGFloat texelWidth, texelHeight;
10 | BOOL hasOverriddenImageSizeFactor;
11 | }
12 |
13 | // The texel width and height determines how far out to sample from this texel. By default, this is the normalized width of a pixel, but this can be overridden for different effects.
14 | @property(readwrite, nonatomic) CGFloat texelWidth;
15 | @property(readwrite, nonatomic) CGFloat texelHeight;
16 |
17 |
18 | @end
19 |
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/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 |
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/ios/RCTGPUImage/framework/GPUImageAddBlendFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageTwoInputFilter.h"
2 |
3 | @interface GPUImageAddBlendFilter : GPUImageTwoInputFilter
4 |
5 | @end
6 |
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/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 |
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/ios/RCTGPUImage/framework/GPUImageAlphaBlendFilter.m:
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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 |
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/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 |
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/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 |
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/ios/RCTGPUImage/framework/GPUImageAverageColor.h:
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1 | #import "GPUImageFilter.h"
2 |
3 | extern NSString *const kGPUImageColorAveragingVertexShaderString;
4 |
5 | @interface GPUImageAverageColor : GPUImageFilter
6 | {
7 | GLint texelWidthUniform, texelHeightUniform;
8 |
9 | NSUInteger numberOfStages;
10 |
11 | GLubyte *rawImagePixels;
12 | CGSize finalStageSize;
13 | }
14 |
15 | // This block is called on the completion of color averaging for a frame
16 | @property(nonatomic, copy) void(^colorAverageProcessingFinishedBlock)(CGFloat redComponent, CGFloat greenComponent, CGFloat blueComponent, CGFloat alphaComponent, CMTime frameTime);
17 |
18 | - (void)extractAverageColorAtFrameTime:(CMTime)frameTime;
19 |
20 | @end
21 |
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/ios/RCTGPUImage/framework/GPUImageAverageLuminanceThresholdFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageAverageLuminanceThresholdFilter.m:
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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 |
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/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 |
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/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 |
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/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 |
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/ios/RCTGPUImage/framework/GPUImageBrightnessFilter.m:
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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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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
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/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 |
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/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 |
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/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 |
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/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 |
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/ios/RCTGPUImage/framework/GPUImagePrewittEdgeDetectionFilter.h:
--------------------------------------------------------------------------------
1 | #import "GPUImageSobelEdgeDetectionFilter.h"
2 |
3 | @interface GPUImagePrewittEdgeDetectionFilter : GPUImageSobelEdgeDetectionFilter
4 |
5 | @end
6 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/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 |
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/ios/RCTGPUImage/framework/GPUImageTwoInputFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageTwoPassFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageTwoPassTextureSamplingFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageUIElement.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageUnsharpMaskFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageVibranceFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageVignetteFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageVoronoiConsumerFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageWeakPixelInclusionFilter.h:
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1 | #import "GPUImage3x3TextureSamplingFilter.h"
2 |
3 | @interface GPUImageWeakPixelInclusionFilter : GPUImage3x3TextureSamplingFilter
4 |
5 | @end
6 |
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/ios/RCTGPUImage/framework/GPUImageWhiteBalanceFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageXYDerivativeFilter.h:
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1 | #import "GPUImageSobelEdgeDetectionFilter.h"
2 |
3 | @interface GPUImageXYDerivativeFilter : GPUImageSobelEdgeDetectionFilter
4 |
5 | @end
6 |
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/ios/RCTGPUImage/framework/GPUImageZoomBlurFilter.h:
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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 |
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/ios/RCTGPUImage/framework/GPUImageiOSBlurFilter.h:
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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 |
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/ios/RCTGPUImage/framework/iOS/Framework/Info.plist:
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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 |
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/ios/RCTGPUImage/framework/iOS/Framework/module.modulemap:
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1 | framework module GPUImage {
2 | umbrella header "GPUImageFramework.h"
3 |
4 | export *
5 | module * { export * }
6 | }
7 |
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/ios/RCTGPUImage/framework/iOS/GPUImage-Prefix.pch:
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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 |
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/ios/RCTGPUImage/framework/iOS/GPUImagePicture+TextureSubimage.h:
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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 |
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/ios/RCTGPUImage/framework/iOS/GPUImagePicture.h:
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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 |
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/ios/RCTGPUImage/framework/iOS/GPUImageView.h:
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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 |
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/package.json:
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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 |
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