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视频加入滤镜灵魂出窍

视频加入滤镜灵魂出窍

作者: LoveToday2020 | 来源:发表于2020-06-23 09:51 被阅读0次

    1.使用AVAsset对象对视频进行逐帧读取

    - (void)getImageWithAsset:(AVAsset *)videoAsset{
        
        CGFloat durationSeconds = CMTimeGetSeconds(videoAsset.duration);
        AVAssetImageGenerator *gen = [[AVAssetImageGenerator alloc] initWithAsset:videoAsset];
        gen.appliesPreferredTrackTransform = YES;
        gen.requestedTimeToleranceAfter = kCMTimeZero;
        gen.requestedTimeToleranceBefore = kCMTimeZero;
        
        NSMutableArray *times = [NSMutableArray arrayWithCapacity:0];
        CGFloat totalFrames = durationSeconds * 10;
        for (int i = 0; i < totalFrames; i++) {
            CMTime timeframe = CMTimeMake(i, 10);
            NSValue *timeValue = [NSValue valueWithCMTime:timeframe];
            [times addObject:timeValue];
        }
        [gen generateCGImagesAsynchronouslyForTimes:times completionHandler:^(CMTime requestedTime, CGImageRef  _Nullable image, CMTime actualTime, AVAssetImageGeneratorResult result, NSError * _Nullable error) {
            if (result == AVAssetImageGeneratorSucceeded) {
                UIImage *resultImage = [UIImage imageWithCGImage:image];
                dispatch_async(dispatch_get_main_queue(), ^{
                    [self configTextWithImage:resultImage];
                });
            }
        }];
    }
    

    其中configTextWithImage方法是对每帧数据进行加入对应的滤镜特征,可以是灵魂出窍、缩放、灵魂出窍、抖动、闪白、毛刺、幻觉等功能等

    - (void)configTextWithImage:(UIImage *)image{
        //将JPG图片转换成纹理图片
        GLuint textureID = [self createTextureWithImage:image];
        //设置纹理ID
        self.textureID = textureID;  // 将纹理 ID 保存,方便后面切换滤镜的时候重用
        
        //7.设置视口
        glViewport(0, 0, self.drawableWidth, self.drawableHeight);
        
        //8.设置顶点缓存区
        GLuint vertexBuffer;
        glGenBuffers(1, &vertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        GLsizeiptr bufferSizeBytes = sizeof(SenceVertex) * 4;
        glBufferData(GL_ARRAY_BUFFER, bufferSizeBytes, self.vertices, GL_STATIC_DRAW);
        
        //9.设置默认着色器
        //注意在此处更改着色器的读取文件
        [self setupShaderProgramWithName:@"SplitScreen_out"]; // 一开始选用默认的着色器
        
        //10.将顶点缓存保存,退出时才释放
        self.vertexBuffer = vertexBuffer;
    }
    

    绑定渲染缓存区和帧缓存区

    - (void)bindRenderLayer:(CALayer <EAGLDrawable> *)layer {
        
        //1.渲染缓存区,帧缓存区对象
        GLuint renderBuffer;
        GLuint frameBuffer;
        
        //2.获取帧渲染缓存区名称,绑定渲染缓存区以及将渲染缓存区与layer建立连接
        glGenRenderbuffers(1, &renderBuffer);
        glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer);
        [self.context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer];
        
        //3.获取帧缓存区名称,绑定帧缓存区以及将渲染缓存区附着到帧缓存区上
        glGenFramebuffers(1, &frameBuffer);
        glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
        
        glFramebufferRenderbuffer(GL_FRAMEBUFFER,
                                  GL_COLOR_ATTACHMENT0,
                                  GL_RENDERBUFFER,
                                  renderBuffer);
    }
    
    

    从图片中加载纹理

    - (GLuint)createTextureWithImage:(UIImage *)image {
        
        //1、将 UIImage 转换为 CGImageRef
        CGImageRef cgImageRef = [image CGImage];
        //判断图片是否获取成功
        if (!cgImageRef) {
            NSLog(@"Failed to load image");
            exit(1);
        }
        //2、读取图片的大小,宽和高
        GLuint width = (GLuint)CGImageGetWidth(cgImageRef);
        GLuint height = (GLuint)CGImageGetHeight(cgImageRef);
        //获取图片的rect
        CGRect rect = CGRectMake(0, 0, width, height);
        
        //获取图片的颜色空间
        CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
        //3.获取图片字节数 宽*高*4(RGBA)
        void *imageData = malloc(width * height * 4);
        //4.创建上下文
        /*
         参数1:data,指向要渲染的绘制图像的内存地址
         参数2:width,bitmap的宽度,单位为像素
         参数3:height,bitmap的高度,单位为像素
         参数4:bitPerComponent,内存中像素的每个组件的位数,比如32位RGBA,就设置为8
         参数5:bytesPerRow,bitmap的没一行的内存所占的比特数
         参数6:colorSpace,bitmap上使用的颜色空间  kCGImageAlphaPremultipliedLast:RGBA
         */
        CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
        
        //将图片翻转过来(图片默认是倒置的)
        CGContextTranslateCTM(context, 0, height);
        CGContextScaleCTM(context, 1.0f, -1.0f);
        CGColorSpaceRelease(colorSpace);
        CGContextClearRect(context, rect);
        
        //对图片进行重新绘制,得到一张新的解压缩后的位图
        CGContextDrawImage(context, rect, cgImageRef);
        
        //设置图片纹理属性
        //5. 获取纹理ID
        GLuint textureID;
        glGenTextures(1, &textureID);
        glBindTexture(GL_TEXTURE_2D, textureID);
        
        //6.载入纹理2D数据
        /*
         参数1:纹理模式,GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D
         参数2:加载的层次,一般设置为0
         参数3:纹理的颜色值GL_RGBA
         参数4:宽
         参数5:高
         参数6:border,边界宽度
         参数7:format
         参数8:type
         参数9:纹理数据
         */
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
        
        //7.设置纹理属性
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        
        //8.绑定纹理
        /*
         参数1:纹理维度
         参数2:纹理ID,因为只有一个纹理,给0就可以了。
         */
        glBindTexture(GL_TEXTURE_2D, 0);
        
        //9.释放context,imageData
        CGContextRelease(context);
        free(imageData);
        
        //10.返回纹理ID
        return textureID;
    }
    

    开始一个滤镜动画

    - (void)startFilerAnimation {
        //1.判断displayLink 是否为空
        //CADisplayLink 定时器
        if (self.displayLink) {
            [self.displayLink invalidate];
            self.displayLink = nil;
        }
        //2. 设置displayLink 的方法
        self.startTimeInterval = 0;
        self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeAction)];
        
        //3.将displayLink 添加到runloop 运行循环
        [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop]
                               forMode:NSRunLoopCommonModes];
    }
    

    动画

    - (void)timeAction {
        //DisplayLink 的当前时间撮
        if (self.startTimeInterval == 0) {
            self.startTimeInterval = self.displayLink.timestamp;
        }
        //使用program
        glUseProgram(self.program);
        //绑定buffer
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
        
        // 传入时间
        CGFloat currentTime = self.displayLink.timestamp - self.startTimeInterval;
        NSLog(@"currentTime = %f", currentTime);
        GLuint time = glGetUniformLocation(self.program, "Time");
        glUniform1f(time, currentTime);
        
        // 清除画布
        glClearColor(1, 1, 1, 1);
        glClear(GL_COLOR_BUFFER_BIT);
        
        // 重绘
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        //渲染到屏幕上
        [self.context presentRenderbuffer:GL_RENDERBUFFER];
    }
    

    初始化着色器程序

    - (void)setupShaderProgramWithName:(NSString *)name {
        //1. 获取着色器program
        GLuint program = [self programWithShaderName:name];
        
        //2. use Program
        glUseProgram(program);
        
        //3. 获取Position,Texture,TextureCoords 的索引位置
        GLuint positionSlot = glGetAttribLocation(program, "Position");
        GLuint textureSlot = glGetUniformLocation(program, "Texture");
        GLuint textureCoordsSlot = glGetAttribLocation(program, "TextureCoords");
        
        //4.激活纹理,绑定纹理ID
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, self.textureID);
        
        //5.纹理sample
        glUniform1i(textureSlot, 0);
        
        //6.打开positionSlot 属性并且传递数据到positionSlot中(顶点坐标)
        glEnableVertexAttribArray(positionSlot);
        glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, positionCoord));
        
        //7.打开textureCoordsSlot 属性并传递数据到textureCoordsSlot(纹理坐标)
        glEnableVertexAttribArray(textureCoordsSlot);
        glVertexAttribPointer(textureCoordsSlot, 2, GL_FLOAT, GL_FALSE, sizeof(SenceVertex), NULL + offsetof(SenceVertex, textureCoord));
        
        //8.保存program,界面销毁则释放
        self.program = program;
    }
    

    初始化程序对象

    - (GLuint)programWithShaderName:(NSString *)shaderName {
        //1. 编译顶点着色器/片元着色器
        GLuint vertexShader = [self compileShaderWithName:shaderName type:GL_VERTEX_SHADER];
        GLuint fragmentShader = [self compileShaderWithName:shaderName type:GL_FRAGMENT_SHADER];
        
        //2. 将顶点/片元附着到program
        GLuint program = glCreateProgram();
        glAttachShader(program, vertexShader);
        glAttachShader(program, fragmentShader);
        
        //3.linkProgram
        glLinkProgram(program);
        
        //4.检查是否link成功
        GLint linkSuccess;
        glGetProgramiv(program, GL_LINK_STATUS, &linkSuccess);
        if (linkSuccess == GL_FALSE) {
            GLchar messages[256];
            glGetProgramInfoLog(program, sizeof(messages), 0, &messages[0]);
            NSString *messageString = [NSString stringWithUTF8String:messages];
            NSAssert(NO, @"program链接失败:%@", messageString);
            exit(1);
        }
        //5.返回program
        return program;
    }
    

    编译shader代码

    - (GLuint)compileShaderWithName:(NSString *)name type:(GLenum)shaderType {
        
        //1.获取shader 路径
        NSString *shaderPath = [[NSBundle mainBundle] pathForResource:name ofType:shaderType == GL_VERTEX_SHADER ? @"vsh" : @"fsh"];
        NSError *error;
        NSString *shaderString = [NSString stringWithContentsOfFile:shaderPath encoding:NSUTF8StringEncoding error:&error];
        if (!shaderString) {
            NSAssert(NO, @"读取shader失败");
            exit(1);
        }
        
        //2. 创建shader->根据shaderType
        GLuint shader = glCreateShader(shaderType);
        
        //3.获取shader source
        const char *shaderStringUTF8 = [shaderString UTF8String];
        int shaderStringLength = (int)[shaderString length];
        glShaderSource(shader, 1, &shaderStringUTF8, &shaderStringLength);
        
        //4.编译shader
        glCompileShader(shader);
        
        //5.查看编译是否成功
        GLint compileSuccess;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileSuccess);
        if (compileSuccess == GL_FALSE) {
            GLchar messages[256];
            glGetShaderInfoLog(shader, sizeof(messages), 0, &messages[0]);
            NSString *messageString = [NSString stringWithUTF8String:messages];
            NSAssert(NO, @"shader编译失败:%@", messageString);
            exit(1);
        }
        //6.返回shader
        return shader;
    }
    

    获取渲染缓存区的宽

    - (GLint)drawableWidth {
        GLint backingWidth;
        glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
        return backingWidth;
    }
    

    获取渲染缓存区的高

    - (GLint)drawableHeight {
        GLint backingHeight;
        glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
        return backingHeight;
    }
    
    最后附上github地址
    https://github.com/LoveToday/VideoFilter.git
    

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