AVCustomEdit/APLDiagonalWipeRenderer.m
/* |
Copyright (C) 2017 Apple Inc. All Rights Reserved. |
See LICENSE.txt for this sample’s licensing information |
Abstract: |
APLDiagonalWipeRenderer subclass of APLOpenGLRenderer, renders the given source buffers to perform a diagonal wipe over the time range of the transition. |
*/ |
#import "APLDiagonalWipeRenderer.h" |
#define kForegroundTrack 0 |
#define kBackgroundTrack 1 |
@interface APLDiagonalWipeRenderer () |
{ |
CGPoint _diagonalEnd1; |
CGPoint _diagonalEnd2; |
} |
@end |
@implementation APLDiagonalWipeRenderer |
- (void)quadVertexCoordinates:(GLfloat *)vertexCoordinates forFrame:(int)trackID forTweenFactor:(float)tween |
{ |
/* |
diagonalEnd1 and diagonalEnd2 represent the endpoints of a line which partitions the frame on screen into the two parts. |
diagonalEnd1 |
------------X----------- |
| | |
| X diagonalEnd2 |
| | |
| | |
------------------------ |
The below conditionals, use the tween factor as a measure to determine the size of the foreground and background quads. |
*/ |
if (tween <= 0.5) { // The expectation here is that in half the timeRange of the transition we reach the diagonal of the frame |
_diagonalEnd2.x = 1.0; |
_diagonalEnd1.y = -1.0; |
_diagonalEnd1.x = 1.0 - tween * 4; |
_diagonalEnd2.y = -1.0 + tween * 4; |
vertexCoordinates[6] = _diagonalEnd2.x; |
vertexCoordinates[7] = _diagonalEnd2.y; |
vertexCoordinates[8] = _diagonalEnd1.x; |
vertexCoordinates[9] = _diagonalEnd1.y; |
} |
else if (tween > 0.5 && tween < 1.0) { |
if (trackID == kForegroundTrack) { |
_diagonalEnd1.x = -1.0; |
_diagonalEnd2.y = 1.0; |
_diagonalEnd2.x = 1.0 - (tween - 0.5) * 4; |
_diagonalEnd1.y = -1.0 + (tween - 0.5) * 4; |
vertexCoordinates[2] = _diagonalEnd2.x; |
vertexCoordinates[3] = _diagonalEnd2.y; |
vertexCoordinates[4] = _diagonalEnd1.x; |
vertexCoordinates[5] = _diagonalEnd1.y; |
vertexCoordinates[6] = _diagonalEnd1.x; |
vertexCoordinates[7] = _diagonalEnd1.y; |
vertexCoordinates[8] = _diagonalEnd1.x; |
vertexCoordinates[9] = _diagonalEnd1.y; |
} |
else if (trackID == kBackgroundTrack) { |
vertexCoordinates[4] = 1.0; |
vertexCoordinates[5] = 1.0; |
vertexCoordinates[6] = -1.0; |
vertexCoordinates[7] = -1.0; |
} |
} |
else if (tween >= 1.0) { |
_diagonalEnd1 = CGPointMake(1.0, -1.0); |
_diagonalEnd2 = CGPointMake(1.0, -1.0); |
} |
} |
- (void)renderPixelBuffer:(CVPixelBufferRef)destinationPixelBuffer usingForegroundSourceBuffer:(CVPixelBufferRef)foregroundPixelBuffer andBackgroundSourceBuffer:(CVPixelBufferRef)backgroundPixelBuffer forTweenFactor:(float)tween |
{ |
[EAGLContext setCurrentContext:self.currentContext]; |
if (foregroundPixelBuffer != NULL || backgroundPixelBuffer != NULL) { |
CVOpenGLESTextureRef foregroundLumaTexture = [self lumaTextureForPixelBuffer:foregroundPixelBuffer]; |
CVOpenGLESTextureRef foregroundChromaTexture = [self chromaTextureForPixelBuffer:foregroundPixelBuffer]; |
CVOpenGLESTextureRef backgroundLumaTexture = [self lumaTextureForPixelBuffer:backgroundPixelBuffer]; |
CVOpenGLESTextureRef backgroundChromaTexture = [self chromaTextureForPixelBuffer:backgroundPixelBuffer]; |
CVOpenGLESTextureRef destLumaTexture = [self lumaTextureForPixelBuffer:destinationPixelBuffer]; |
CVOpenGLESTextureRef destChromaTexture = [self chromaTextureForPixelBuffer:destinationPixelBuffer]; |
glUseProgram(self.programY); |
// Set the render transform |
GLfloat preferredRenderTransform [] = { |
self.renderTransform.a, self.renderTransform.b, self.renderTransform.tx, 0.0, |
self.renderTransform.c, self.renderTransform.d, self.renderTransform.ty, 0.0, |
0.0, 0.0, 1.0, 0.0, |
0.0, 0.0, 0.0, 1.0, |
}; |
glUniformMatrix4fv(uniforms[UNIFORM_RENDER_TRANSFORM_Y], 1, GL_FALSE, preferredRenderTransform); |
glBindFramebuffer(GL_FRAMEBUFFER, self.offscreenBufferHandle); |
glViewport(0, 0, (int)CVPixelBufferGetWidthOfPlane(destinationPixelBuffer, 0), (int)CVPixelBufferGetHeightOfPlane(destinationPixelBuffer, 0)); |
// Y planes of foreground and background frame are used to render the Y plane of the destination frame |
glActiveTexture(GL_TEXTURE0); |
glBindTexture(CVOpenGLESTextureGetTarget(foregroundLumaTexture), CVOpenGLESTextureGetName(foregroundLumaTexture)); |
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); |
glActiveTexture(GL_TEXTURE1); |
glBindTexture(CVOpenGLESTextureGetTarget(backgroundLumaTexture), CVOpenGLESTextureGetName(backgroundLumaTexture)); |
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); |
// Attach the destination texture as a color attachment to the off screen frame buffer |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CVOpenGLESTextureGetTarget(destLumaTexture), CVOpenGLESTextureGetName(destLumaTexture), 0); |
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); |
GLfloat quadVertexData1 [] = { |
-1.0, 1.0, |
1.0, 1.0, |
-1.0, -1.0, |
1.0, -1.0, |
1.0, -1.0, |
}; |
// Compute the vertex data for the foreground frame at this instructionLerp |
[self quadVertexCoordinates:quadVertexData1 forFrame:kForegroundTrack forTweenFactor:tween]; |
// texture data varies from 0 -> 1, whereas vertex data varies from -1 -> 1 |
GLfloat quadTextureData1 [] = { |
0.5 + quadVertexData1[0]/2, 0.5 + quadVertexData1[1]/2, |
0.5 + quadVertexData1[2]/2, 0.5 + quadVertexData1[3]/2, |
0.5 + quadVertexData1[4]/2, 0.5 + quadVertexData1[5]/2, |
0.5 + quadVertexData1[6]/2, 0.5 + quadVertexData1[7]/2, |
0.5 + quadVertexData1[8]/2, 0.5 + quadVertexData1[9]/2, |
}; |
glUniform1i(uniforms[UNIFORM_Y], 0); |
glVertexAttribPointer(ATTRIB_VERTEX_Y, 2, GL_FLOAT, 0, 0, quadVertexData1); |
glEnableVertexAttribArray(ATTRIB_VERTEX_Y); |
glVertexAttribPointer(ATTRIB_TEXCOORD_Y, 2, GL_FLOAT, 0, 0, quadTextureData1); |
glEnableVertexAttribArray(ATTRIB_TEXCOORD_Y); |
// Draw the foreground frame |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 5); |
GLfloat quadVertexData2 [] = { |
_diagonalEnd2.x, _diagonalEnd2.y, |
_diagonalEnd1.x, _diagonalEnd1.y, |
1.0, -1.0, |
1.0, -1.0, |
1.0, -1.0, |
}; |
// Compute the vertex data for the background frame at this instructionLerp |
[self quadVertexCoordinates:quadVertexData2 forFrame:kBackgroundTrack forTweenFactor:tween]; |
GLfloat quadTextureData2 [] = { |
0.5 + quadVertexData2[0]/2, 0.5 + quadVertexData2[1]/2, |
0.5 + quadVertexData2[2]/2, 0.5 + quadVertexData2[3]/2, |
0.5 + quadVertexData2[4]/2, 0.5 + quadVertexData2[5]/2, |
0.5 + quadVertexData2[6]/2, 0.5 + quadVertexData2[7]/2, |
0.5 + quadVertexData2[8]/2, 0.5 + quadVertexData2[9]/2, |
}; |
glUniform1i(uniforms[UNIFORM_Y], 1); |
glVertexAttribPointer(ATTRIB_VERTEX_Y, 2, GL_FLOAT, 0, 0, quadVertexData2); |
glEnableVertexAttribArray(ATTRIB_VERTEX_Y); |
glVertexAttribPointer(ATTRIB_TEXCOORD_Y, 2, GL_FLOAT, 0, 0, quadTextureData2); |
glEnableVertexAttribArray(ATTRIB_TEXCOORD_Y); |
// Draw the background frame |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 5); |
// Perform similar operations as above for the UV plane |
glUseProgram(self.programUV); |
glUniformMatrix4fv(uniforms[UNIFORM_RENDER_TRANSFORM_UV], 1, GL_FALSE, preferredRenderTransform); |
// UV planes of foreground and background frame are used to render the UV plane of the destination frame |
glActiveTexture(GL_TEXTURE2); |
glBindTexture(CVOpenGLESTextureGetTarget(foregroundChromaTexture), CVOpenGLESTextureGetName(foregroundChromaTexture)); |
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); |
glActiveTexture(GL_TEXTURE3); |
glBindTexture(CVOpenGLESTextureGetTarget(backgroundChromaTexture), CVOpenGLESTextureGetName(backgroundChromaTexture)); |
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); |
glViewport(0, 0, (int)CVPixelBufferGetWidthOfPlane(destinationPixelBuffer, 1), (int)CVPixelBufferGetHeightOfPlane(destinationPixelBuffer, 1)); |
// Attach the destination texture as a color attachment to the off screen frame buffer |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CVOpenGLESTextureGetTarget(destChromaTexture), CVOpenGLESTextureGetName(destChromaTexture), 0); |
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); |
glUniform1i(uniforms[UNIFORM_UV], 2); |
glVertexAttribPointer(ATTRIB_VERTEX_UV, 2, GL_FLOAT, 0, 0, quadVertexData1); |
glEnableVertexAttribArray(ATTRIB_VERTEX_UV); |
glVertexAttribPointer(ATTRIB_TEXCOORD_UV, 2, GL_FLOAT, 0, 0, quadTextureData1); |
glEnableVertexAttribArray(ATTRIB_TEXCOORD_UV); |
// Draw the foreground frame |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 5); |
glUniform1i(uniforms[UNIFORM_UV], 3); |
glVertexAttribPointer(ATTRIB_VERTEX_UV, 2, GL_FLOAT, 0, 0, quadVertexData2); |
glEnableVertexAttribArray(ATTRIB_VERTEX_UV); |
glVertexAttribPointer(ATTRIB_TEXCOORD_UV, 2, GL_FLOAT, 0, 0, quadTextureData2); |
glEnableVertexAttribArray(ATTRIB_TEXCOORD_UV); |
// Draw the background frame |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 5); |
glFlush(); |
bail: |
CFRelease(foregroundLumaTexture); |
CFRelease(foregroundChromaTexture); |
CFRelease(backgroundLumaTexture); |
CFRelease(backgroundChromaTexture); |
CFRelease(destLumaTexture); |
CFRelease(destChromaTexture); |
// Periodic texture cache flush every frame |
CVOpenGLESTextureCacheFlush(self.videoTextureCache, 0); |
[EAGLContext setCurrentContext:nil]; |
} |
} |
@end |
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