内容简介:翻译自:https://stackoverflow.com/questions/31149684/gpuimagemovie-use-multiple-images-as-textures-and-process
Pictures作为纹理源以及片段着色器来过滤播放视频.
我能够以这种方式处理静止图像,但我似乎无法弄清楚我在GPUImageMovie上工作时所缺少的东西我会感激任何提供的帮助.
@property (nonatomic, strong) GPUImageView *gpuPlayerView;
@property (nonatomic, strong) GPUImageMovie *gpuMovie;
AVPlayerItem *playerItem = [AVPlayerItem playerItemWithAsset:self.video];
self.player = [AVPlayer playerWithPlayerItem:playerItem];
self.player.actionAtItemEnd = AVPlayerActionAtItemEndNone;
[self.player play];
self.gpuMovie = [[GPUImageMovie alloc]initWithPlayerItem:playerItem];
self.gpuMovie.playAtActualSpeed = YES;
GPUImagePicture *sourcePicture1 = [[GPUImagePicture alloc]initWithImage:
[UIImage imageNamed:@"FilterBG"]];
GPUImagePicture *sourcePicture2 = [[GPUImagePicture alloc]initWithImage:
[UIImage imageNamed:@"FilterOverlay"]];
GPUImagePicture *sourcePicture3 = [[GPUImagePicture alloc]initWithImage:
[UIImage imageNamed:@"Filter1Map"]];
GPUImageFilter *filter = [[GPUImageFourInputFilter alloc]initWithFragmentShaderFromString:
kFilter1ShaderString];
[self.gpuMovie addTarget:filter atTextureLocation:0];
if (sourcePicture1)
{
[sourcePicture1 addTarget:filter atTextureLocation:1];
}
if (sourcePicture2)
{
[sourcePicture2 addTarget:filter atTextureLocation:2];
}
if (sourcePicture3)
{
[sourcePicture3 addTarget:filter atTextureLocation:3];
}
[filter addTarget:self.gpuPlayerView];
[self.gpuMovie startProcessing];
有一种方法可以用来实现同样的目的
CVOpenGLESTextureCacheCreateTextureFromImage
它允许GL纹理和电影之间的共享缓冲区.
在此核心视频中,OpenGLES纹理缓存用于缓存和管理CVOpenGLESTextureRef纹理.这些纹理缓存为您提供了一种直接读取和写入GLES中各种像素格式(如420v或BGRA)的缓冲区的方法.
//Mapping a BGRA buffer as a source texture:
CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_RGBA, width, height, GL_RGBA, GL_UNSIGNED_BYTE, 0, &outTexture);
//Mapping a BGRA buffer as a renderbuffer:
CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, GL_RENDERBUFFER, GL_RGBA8_OES, width, height, GL_RGBA, GL_UNSIGNED_BYTE, 0, &outTexture);
//Mapping the luma plane of a 420v buffer as a source texture:
CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_LUMINANCE, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0, &outTexture);
//Mapping the chroma plane of a 420v buffer as a source texture:
CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_LUMINANCE_ALPHA, width/2, height/2, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 1, &outTexture);
//Mapping a yuvs buffer as a source texture (note: yuvs/f and 2vuy are unpacked and resampled -- not colorspace converted)
CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_RGB_422_APPLE, width, height, GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 1, &outTexture);
CVReturn CVOpenGLESTextureCacheCreateTextureFromImage ( CFAllocatorRef
__nullable allocator, CVOpenGLESTextureCacheRef __nonnull textureCache, CVImageBufferRef __nonnull sourceImage, CFDictionaryRef
__nullable textureAttributes, GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, size_t planeIndex, CVOpenGLESTextureRef __nullable * __nonnull textureOut );
此函数要么创建一个新函数,要么返回一个映射到CVImageBufferRef和相关参数的缓存CVOpenGLESTextureRef纹理对象.此操作在图像缓冲区和基础纹理对象之间创建实时绑定.
我希望这能帮助你创造所需的东西:)
翻译自:https://stackoverflow.com/questions/31149684/gpuimagemovie-use-multiple-images-as-textures-and-process
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