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GPUImageTwoInputFilter.m
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GPUImageTwoInputFilter.m
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#import "GPUImageTwoInputFilter.h"
NSString *const kGPUImageTwoInputTextureVertexShaderString = SHADER_STRING
(
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
textureCoordinate2 = inputTextureCoordinate2.xy;
}
);
@implementation GPUImageTwoInputFilter
#pragma mark -
#pragma mark Initialization and teardown
- (id)initWithFragmentShaderFromString:(NSString *)fragmentShaderString;
{
if (!(self = [self initWithVertexShaderFromString:kGPUImageTwoInputTextureVertexShaderString fragmentShaderFromString:fragmentShaderString]))
{
return nil;
}
return self;
}
- (id)initWithVertexShaderFromString:(NSString *)vertexShaderString fragmentShaderFromString:(NSString *)fragmentShaderString;
{
if (!(self = [super initWithVertexShaderFromString:vertexShaderString fragmentShaderFromString:fragmentShaderString]))
{
return nil;
}
inputRotation2 = kGPUImageNoRotation;
hasSetFirstTexture = NO;
hasReceivedFirstFrame = NO;
hasReceivedSecondFrame = NO;
firstFrameWasVideo = NO;
secondFrameWasVideo = NO;
firstFrameCheckDisabled = NO;
secondFrameCheckDisabled = NO;
firstFrameTime = kCMTimeInvalid;
secondFrameTime = kCMTimeInvalid;
runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext];
filterSecondTextureCoordinateAttribute = [filterProgram attributeIndex:@"inputTextureCoordinate2"];
filterInputTextureUniform2 = [filterProgram uniformIndex:@"inputImageTexture2"]; // This does assume a name of "inputImageTexture2" for second input texture in the fragment shader
glEnableVertexAttribArray(filterSecondTextureCoordinateAttribute);
});
return self;
}
- (void)initializeAttributes;
{
[super initializeAttributes];
[filterProgram addAttribute:@"inputTextureCoordinate2"];
}
- (void)disableFirstFrameCheck;
{
firstFrameCheckDisabled = YES;
}
- (void)disableSecondFrameCheck;
{
secondFrameCheckDisabled = YES;
}
#pragma mark -
#pragma mark Rendering
- (void)renderToTextureWithVertices:(const GLfloat *)vertices textureCoordinates:(const GLfloat *)textureCoordinates;
{
if (self.preventRendering)
{
[firstInputFramebuffer unlock];
[secondInputFramebuffer unlock];
return;
}
[GPUImageContext setActiveShaderProgram:filterProgram];
outputFramebuffer = [[GPUImageContext sharedFramebufferCache] fetchFramebufferForSize:[self sizeOfFBO] textureOptions:self.outputTextureOptions onlyTexture:NO];
[outputFramebuffer activateFramebuffer];
if (usingNextFrameForImageCapture)
{
[outputFramebuffer lock];
}
[self setUniformsForProgramAtIndex:0];
glClearColor(backgroundColorRed, backgroundColorGreen, backgroundColorBlue, backgroundColorAlpha);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, [firstInputFramebuffer texture]);
glUniform1i(filterInputTextureUniform, 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, [secondInputFramebuffer texture]);
glUniform1i(filterInputTextureUniform2, 3);
glVertexAttribPointer(filterPositionAttribute, 2, GL_FLOAT, 0, 0, vertices);
glVertexAttribPointer(filterTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, textureCoordinates);
glVertexAttribPointer(filterSecondTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, [[self class] textureCoordinatesForRotation:inputRotation2]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[firstInputFramebuffer unlock];
[secondInputFramebuffer unlock];
if (usingNextFrameForImageCapture)
{
dispatch_semaphore_signal(imageCaptureSemaphore);
}
}
#pragma mark -
#pragma mark GPUImageInput
- (NSInteger)nextAvailableTextureIndex;
{
if (hasSetFirstTexture)
{
return 1;
}
else
{
return 0;
}
}
- (void)setInputFramebuffer:(GPUImageFramebuffer *)newInputFramebuffer atIndex:(NSInteger)textureIndex;
{
if (textureIndex == 0)
{
firstInputFramebuffer = newInputFramebuffer;
hasSetFirstTexture = YES;
[firstInputFramebuffer lock];
}
else
{
secondInputFramebuffer = newInputFramebuffer;
[secondInputFramebuffer lock];
}
}
- (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex;
{
if (textureIndex == 0)
{
[super setInputSize:newSize atIndex:textureIndex];
if (CGSizeEqualToSize(newSize, CGSizeZero))
{
hasSetFirstTexture = NO;
}
}
}
- (void)setInputRotation:(GPUImageRotationMode)newInputRotation atIndex:(NSInteger)textureIndex;
{
if (textureIndex == 0)
{
inputRotation = newInputRotation;
}
else
{
inputRotation2 = newInputRotation;
}
}
- (CGSize)rotatedSize:(CGSize)sizeToRotate forIndex:(NSInteger)textureIndex;
{
CGSize rotatedSize = sizeToRotate;
GPUImageRotationMode rotationToCheck;
if (textureIndex == 0)
{
rotationToCheck = inputRotation;
}
else
{
rotationToCheck = inputRotation2;
}
if (GPUImageRotationSwapsWidthAndHeight(rotationToCheck))
{
rotatedSize.width = sizeToRotate.height;
rotatedSize.height = sizeToRotate.width;
}
return rotatedSize;
}
- (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)textureIndex;
{
// You can set up infinite update loops, so this helps to short circuit them
if (hasReceivedFirstFrame && hasReceivedSecondFrame)
{
return;
}
BOOL updatedMovieFrameOppositeStillImage = NO;
if (textureIndex == 0)
{
hasReceivedFirstFrame = YES;
firstFrameTime = frameTime;
if (secondFrameCheckDisabled)
{
hasReceivedSecondFrame = YES;
}
if (!CMTIME_IS_INDEFINITE(frameTime))
{
if CMTIME_IS_INDEFINITE(secondFrameTime)
{
updatedMovieFrameOppositeStillImage = YES;
}
}
}
else
{
hasReceivedSecondFrame = YES;
secondFrameTime = frameTime;
if (firstFrameCheckDisabled)
{
hasReceivedFirstFrame = YES;
}
if (!CMTIME_IS_INDEFINITE(frameTime))
{
if CMTIME_IS_INDEFINITE(firstFrameTime)
{
updatedMovieFrameOppositeStillImage = YES;
}
}
}
// || (hasReceivedFirstFrame && secondFrameCheckDisabled) || (hasReceivedSecondFrame && firstFrameCheckDisabled)
if ((hasReceivedFirstFrame && hasReceivedSecondFrame) || updatedMovieFrameOppositeStillImage)
{
CMTime passOnFrameTime = (!CMTIME_IS_INDEFINITE(firstFrameTime)) ? firstFrameTime : secondFrameTime;
[super newFrameReadyAtTime:passOnFrameTime atIndex:0]; // Bugfix when trying to record: always use time from first input (unless indefinite, in which case use the second input)
hasReceivedFirstFrame = NO;
hasReceivedSecondFrame = NO;
}
}
@end