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DVGOglEffectColorSaturation.m
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152 lines (126 loc) · 5.22 KB
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#import "DVGOglEffectColorSaturation.h"
enum
{
UNIFORM_COLORSAT_SAT,
UNIFORM_COLORSAT_BRI
};
static NSString* kEffectVertexShader = SHADER_STRING
(
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
}
);
static NSString* kEffectFragmentShader = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float saturationFactor;
uniform lowp vec3 brightnessFactor;
const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp float luminance = dot(textureColor.rgb, luminanceWeighting);
lowp vec3 greyScaleColor = vec3(luminance);
lowp vec4 outputColor = textureColor;
outputColor = vec4(mix(greyScaleColor, outputColor.rgb, saturationFactor), outputColor.w);
outputColor = vec4((outputColor.rgb) + brightnessFactor, outputColor.w);
outputColor = clamp(outputColor, 0.0, 1.0);
gl_FragColor = outputColor;
}
);
@interface DVGOglEffectColorSaturation ()
@end
@implementation DVGOglEffectColorSaturation
- (id)init
{
self = [super init];
if(self) {
self.brightness = 0.0;
self.saturation = 1.0;
}
return self;
}
-(void)prepareOglResources
{
[super prepareOglResources];
[self prepareVertexShader:kEffectVertexShader withFragmentShader:kEffectFragmentShader
withAttribs:@[
@[@(ATTRIB_VERTEX_RPL), @"position"],
@[@(ATTRIB_TEXCOORD_RPL), @"inputTextureCoordinate"]
]
withUniforms:@[
@[@(UNIFORM_RENDER_TRANSFORM_RPL), @"renderTransform"],
@[@(UNIFORM_SHADER_SAMPLER_RPL), @"inputImageTexture"],
@[@(UNIFORM_COLORSAT_SAT), @"saturationFactor"],
@[@(UNIFORM_COLORSAT_BRI), @"brightnessFactor"],
]
];
}
-(void)releaseOglResources
{
[super releaseOglResources];
}
- (void)renderIntoPixelBuffer:(CVPixelBufferRef)destBuffer
prevBuffer:(CVPixelBufferRef)prevBuffer
trackBuffer:(CVPixelBufferRef)trackBuffer
trackOrient:(DVGGLRotationMode)trackOrientation
atTime:(CGFloat)time withTween:(float)tweenFactor
{
[self prepareContextForRendering];
if(prevBuffer != nil){
trackBuffer = prevBuffer;
trackOrientation = kDVGGLNoRotation;
}
CVOpenGLESTextureRef trckBGRATexture = [self bgraTextureForPixelBuffer:trackBuffer];
CVOpenGLESTextureRef destBGRATexture = [self bgraTextureForPixelBuffer:destBuffer];
// Attach the destination texture as a color attachment to the off screen frame buffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CVOpenGLESTextureGetTarget(destBGRATexture), CVOpenGLESTextureGetName(destBGRATexture), 0);
CGFloat vport_w = CVPixelBufferGetWidth(destBuffer);//CVPixelBufferGetWidthOfPlane(destBuffer, 0);// ios8 compatible way
CGFloat vport_h = CVPixelBufferGetHeight(destBuffer);//CVPixelBufferGetHeightOfPlane(destBuffer, 0);// ios8 compatible way
glViewport(0, 0, (int)vport_w, (int)vport_h);
glActiveTexture(GL_TEXTURE0);
glBindTexture(CVOpenGLESTextureGetTarget(trckBGRATexture), CVOpenGLESTextureGetName(trckBGRATexture));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
goto bail;
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
static const GLfloat backgroundVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
[self activateContextShader:1];
glUniform1i([self getActiveShaderUniform:UNIFORM_SHADER_SAMPLER_RPL], 0);
glVertexAttribPointer(ATTRIB_VERTEX_RPL, 2, GL_FLOAT, 0, 0, backgroundVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX_RPL);
glVertexAttribPointer(ATTRIB_TEXCOORD_RPL, 2, GL_FLOAT, 0, 0, [DVGOglEffectBase textureCoordinatesForRotation:trackOrientation]);
glEnableVertexAttribArray(ATTRIB_TEXCOORD_RPL);
glUniform1f([self getActiveShaderUniform:UNIFORM_COLORSAT_SAT], self.saturation);
GLfloat brightnessShift[3] = {self.brightness,self.brightness,self.brightness};
glUniform3fv([self getActiveShaderUniform:UNIFORM_COLORSAT_BRI], 1, brightnessShift);
// Draw the background frame
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFlush();
bail:
if(trckBGRATexture){
CFRelease(trckBGRATexture);
}
if(destBGRATexture){
CFRelease(destBGRATexture);
}
[self releaseContextForRendering];
}
@end