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DVGOglEffectKeyframedAnimation.m
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409 lines (377 loc) · 20 KB
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#import "DVGOglEffectKeyframedAnimation.h"
#define kMaxLayersPerFrame 50
enum
{
UNIFORM_KEYFA_SAMPLER2_RPL
};
static NSString* kEffectVertexShader = SHADER_STRING
(
attribute vec4 position;
attribute vec2 texCoord;
uniform mat4 renderTransform;
varying vec2 texCoordVarying;
void main()
{
gl_Position = position * renderTransform;
texCoordVarying = texCoord;
}
);
static NSString* kEffectFragmentShader = SHADER_STRING
(
varying highp vec2 texCoordVarying;
uniform highp vec4 rplColorTint;
uniform sampler2D rplSampler;
void main()
{
highp vec4 textColor = texture2D(rplSampler, texCoordVarying);
gl_FragColor = rplColorTint*textColor;
}
);
static NSString* kEffect2VertexShader = SHADER_STRING
(
attribute vec4 position;
attribute vec2 texCoord;
attribute vec2 texCoord2;
uniform mat4 renderTransform;
varying vec2 texCoordVarying1;
varying vec2 texCoordVarying2;
void main()
{
gl_Position = position * renderTransform;
texCoordVarying1 = texCoord;
texCoordVarying2 = texCoord2;
}
);
static NSString* kEffect2FragmentShader = SHADER_STRING
(
uniform highp vec4 rplColorTint;
uniform highp vec4 rplTransparentColor;
varying highp vec2 texCoordVarying1;
varying highp vec2 texCoordVarying2;
uniform sampler2D rplSampler;
uniform sampler2D rplSampler2;
void main()
{
highp vec4 textColor1 = texture2D(rplSampler, texCoordVarying1);
highp vec4 textColor2 = texture2D(rplSampler2, texCoordVarying2);
if(rplTransparentColor.a > 0.5){
if(abs(textColor2.r-rplTransparentColor.r)+abs(textColor2.g-rplTransparentColor.g)+abs(textColor2.b-rplTransparentColor.b)<0.1){
textColor2 = vec4(0,0,0,0);
}
}
gl_FragColor = rplColorTint*textColor1*textColor2;
}
);
@interface DVGOglEffectKeyframedAnimation ()
@property NSMutableArray* objectsOglBuffers;
@end
@implementation DVGOglEffectKeyframedAnimation
-(GLKTextureInfo*)fetchOGLTextureForObject:(NSInteger)objectIndex
{
id bf = [self.objectsOglBuffers objectAtIndex:objectIndex];
if(bf == [NSNull null]){
return nil;
}
return (GLKTextureInfo*)bf;
}
-(void)prepareOglResources
{
[super prepareOglResources];
[self prepareVertexShader:kEffectVertexShader withFragmentShader:kEffectFragmentShader
withAttribs:@[
@[@(ATTRIB_VERTEX_RPL), @"position"],
@[@(ATTRIB_TEXCOORD_RPL), @"texCoord"]
]
withUniforms:@[
@[@(UNIFORM_RENDER_TRANSFORM_RPL), @"renderTransform"],
@[@(UNIFORM_SHADER_SAMPLER_RPL), @"rplSampler"],
@[@(UNIFORM_SHADER_COLORTINT_RPL), @"rplColorTint"]
]
];
[self prepareVertexShader:kEffect2VertexShader withFragmentShader:kEffect2FragmentShader
withAttribs:@[
@[@(ATTRIB_VERTEX_RPL), @"position"],
@[@(ATTRIB_TEXCOORD_RPL), @"texCoord"],
@[@(ATTRIB_TEXCOORD2_RPL), @"texCoord2"]
]
withUniforms:@[
@[@(UNIFORM_RENDER_TRANSFORM_RPL), @"renderTransform"],
@[@(UNIFORM_SHADER_SAMPLER_RPL), @"rplSampler"],
@[@(UNIFORM_KEYFA_SAMPLER2_RPL), @"rplSampler2"],
@[@(UNIFORM_SHADER_COLORTINT_RPL), @"rplColorTint"],
@[@(UNIFORM_SHADER_COLORTRANSP_RPL), @"rplTransparentColor"]
]
];
self.objectsOglBuffers = @[].mutableCopy;
for(DVGKeyframedAnimationSceneObject* obj in self.animationScene.objects){
CGImageRef imageRef=[obj.objectImage CGImage];
GLKTextureInfo* bf = [DVGOglEffectBase createGLKTextureFromCGImage:imageRef];
if(bf){
[self.objectsOglBuffers addObject:bf];
}else{
[self.objectsOglBuffers addObject:[NSNull null]];
}
}
}
-(void)releaseOglResources
{
for(int i=0;i<[self.objectsOglBuffers count];i++){
GLKTextureInfo* ti = [self fetchOGLTextureForObject:i];
if(ti){
GLuint name = ti.name;
glDeleteTextures(1, &name);
}
}
self.objectsOglBuffers = nil;
[super releaseOglResources];
}
- (void)renderIntoPixelBuffer:(CVPixelBufferRef)destBuffer
prevBuffer:(CVPixelBufferRef)prevBuffer
trackBuffer:(CVPixelBufferRef)trackBuffer
trackOrient:(DVGGLRotationMode)trackOrientation
atTime:(CGFloat)time withTween:(float)tweenFactor
{
[self prepareContextForRendering];
CVPixelBufferRef trackBufferOriginal = trackBuffer;
if(prevBuffer != nil){
trackBuffer = prevBuffer;
trackOrientation = kDVGGLNoRotation;
}
//CVOpenGLESTextureRef layersTextures[kMaxLayersPerFrame] = {0};
NSInteger layersCount = MIN(kMaxLayersPerFrame,[self.animationScene.objects count]);
if (trackBuffer != NULL) {
CVOpenGLESTextureRef trckBGRATexture = [self bgraTextureForPixelBuffer:trackBuffer];
CVOpenGLESTextureRef destBGRATexture = [self bgraTextureForPixelBuffer:destBuffer];
CVOpenGLESTextureRef trcoBGRATexture = nil;
if(self.objectsRenderingMode == kDVGOEKA_trackAsTexture
|| self.objectsRenderingMode == kDVGOEKA_trackAsTextureColorKey){
trcoBGRATexture = [self bgraTextureForPixelBuffer:trackBufferOriginal];
}
// 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);
[self activateContextShader:1];
if(!(self.objectsRenderingMode == kDVGOEKA_trackAsTexture || self.objectsRenderingMode == kDVGOEKA_trackAsTextureColorKey) || prevBuffer != nil){
static const GLfloat backgroundVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
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);
GLfloat basecolortint[4] = {1,1,1,1};
glUniform4fv([self getActiveShaderUniform:UNIFORM_SHADER_COLORTINT_RPL], 1, basecolortint);
// Draw the background frame
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
if(self.objectsRenderingMode == kDVGOEKA_trackAsTexture
|| self.objectsRenderingMode == kDVGOEKA_trackAsTextureColorKey){
if(trcoBGRATexture){
[self activateContextShader:2];
glUniform1i([self getActiveShaderUniform:UNIFORM_KEYFA_SAMPLER2_RPL], 1);
if((self.objectsRenderingMode == kDVGOEKA_trackAsTextureColorKey)){
// rplTransparentColor
GLfloat basecolortransp[4] = {self.colorKeyForMask_r,self.colorKeyForMask_g,self.colorKeyForMask_b, 1};
glUniform4fv([self getActiveShaderUniform:UNIFORM_SHADER_COLORTRANSP_RPL], 1, basecolortransp);
}else{
GLfloat basecolortransp[4] = {0,0,0,0};
glUniform4fv([self getActiveShaderUniform:UNIFORM_SHADER_COLORTRANSP_RPL], 1, basecolortransp);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(CVOpenGLESTextureGetTarget(trcoBGRATexture), CVOpenGLESTextureGetName(trcoBGRATexture));
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);
}
}
for(int i=0; i < layersCount; i++){
//CVPixelBufferRef bf = [currentInstruction.animationScene fetchOGLBufferForObject:i];
//CVOpenGLESTextureRef layerBGRATexture = [self bgraTextureForPixelBuffer:bf];
GLKTextureInfo *layerBGRATexture = [self fetchOGLTextureForObject:i];
if(layerBGRATexture){
DVGKeyframedAnimationSceneObject* layerObj = [self.animationScene.objects objectAtIndex:i];
CGFloat layerObjWidth = layerObj.relativeSize.width;
CGFloat layerObjHeigth = layerObj.relativeSize.height;
CGFloat layerImgWidth = layerObj.objectImage.size.width;
CGFloat layerImgHeigth = layerObj.objectImage.size.height;
CGFloat layerObjAspect = 1;
if(layerObjWidth <= 0){
// calcualting from height
layerObjAspect = vport_w/vport_h;
layerObjWidth = layerObjHeigth*layerImgWidth/layerImgHeigth;
}else if(layerObjHeigth <= 0){
// calcualting from width
layerObjAspect = vport_w/vport_h;
layerObjHeigth = layerObjWidth*layerImgHeigth/layerImgWidth;
}
CGFloat layerValues[kDVGVITimelineKeyLast] = {0};
[self.animationScene fetchKeyedValues:layerValues atTime:time forObject:i];
//#warning Ignoring scale
//layerValues[kDVGVITimelineXScaleKey]=layerValues[kDVGVITimelineYScaleKey]=1.0;
//NSLog(@"layer pos: %.02f:%.02f at %.02f",layerValues[kDVGVITimelineXPosKey],layerValues[kDVGVITimelineYPosKey],time);
CGAffineTransform modelMatrix = CGAffineTransformIdentity;
modelMatrix = CGAffineTransformTranslate(modelMatrix, layerValues[kDVGVITimelineXPosKey] , layerValues[kDVGVITimelineYPosKey]);
if(self.adjustScaleForAspectRatio){
modelMatrix = CGAffineTransformScale(modelMatrix, 1.0, layerImgWidth/layerImgHeigth);
}
modelMatrix = CGAffineTransformScale(modelMatrix, layerValues[kDVGVITimelineXScaleKey], layerValues[kDVGVITimelineYScaleKey]*layerObjAspect);
modelMatrix = CGAffineTransformScale(modelMatrix, layerObjWidth, layerObjHeigth);
modelMatrix = CGAffineTransformRotate(modelMatrix, layerValues[kDVGVITimelineRotationKey]);
if(self.adjustScaleForAspectRatio){
modelMatrix = CGAffineTransformScale(modelMatrix, 1.0, layerImgHeigth/layerImgWidth);
}
CGPoint p1 = CGPointApplyAffineTransform(CGPointMake(-1.0f, -1.0f), modelMatrix);
CGPoint p2 = CGPointApplyAffineTransform(CGPointMake(1.0f, -1.0f), modelMatrix);
CGPoint p3 = CGPointApplyAffineTransform(CGPointMake(-1.0f, 1.0f), modelMatrix);
CGPoint p4 = CGPointApplyAffineTransform(CGPointMake(1.0f, 1.0f), modelMatrix);
GLfloat layerVertices[] = {
p1.x, p1.y,
p2.x, p2.y,
p3.x, p3.y,
p4.x, p4.y
};
glActiveTexture(GL_TEXTURE0);
glBindTexture(layerBGRATexture.target, layerBGRATexture.name);
// PMA needed!!!
GLfloat layercolortint[4] = {layerValues[kDVGVITimelineAlphaKey],layerValues[kDVGVITimelineAlphaKey],layerValues[kDVGVITimelineAlphaKey],layerValues[kDVGVITimelineAlphaKey]};
glUniform4fv([self getActiveShaderUniform:UNIFORM_SHADER_COLORTINT_RPL], 1, layercolortint);
glUniform1i([self getActiveShaderUniform:UNIFORM_SHADER_SAMPLER_RPL], 0);
glVertexAttribPointer(ATTRIB_VERTEX_RPL, 2, GL_FLOAT, 0, 0, layerVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX_RPL);
const GLfloat *textureCoords = [DVGOglEffectBase textureCoordinatesForRotation:kDVGGLNoRotation];
glVertexAttribPointer(ATTRIB_TEXCOORD_RPL, 2, GL_FLOAT, 0, 0, textureCoords);
glEnableVertexAttribArray(ATTRIB_TEXCOORD_RPL);
if(trcoBGRATexture
&& (self.objectsRenderingMode == kDVGOEKA_trackAsTexture
|| self.objectsRenderingMode == kDVGOEKA_trackAsTextureColorKey))
{
GLfloat const* textureCoords2 = [DVGOglEffectBase textureCoordinatesForRotation:trackOrientation];
CGPoint tp1 = CGPointMake(textureCoords2[0]-0.5, textureCoords2[1]-0.5);
CGPoint tp2 = CGPointMake(textureCoords2[2]-0.5, textureCoords2[3]-0.5);
CGPoint tp3 = CGPointMake(textureCoords2[4]-0.5, textureCoords2[5]-0.5);
CGPoint tp4 = CGPointMake(textureCoords2[6]-0.5, textureCoords2[7]-0.5);
// reverting tranforms to make texture stay in place in screen space
CGAffineTransform modelMatrixI = CGAffineTransformIdentity;
modelMatrixI = CGAffineTransformTranslate(modelMatrixI, layerValues[kDVGVITimelineXPosKey]*0.5, layerValues[kDVGVITimelineYPosKey]*0.5);
if(self.adjustScaleForAspectRatio){
modelMatrixI = CGAffineTransformScale(modelMatrixI, 1.0, layerImgWidth/layerImgHeigth);
}
modelMatrixI = CGAffineTransformScale(modelMatrixI, layerValues[kDVGVITimelineXScaleKey], layerValues[kDVGVITimelineYScaleKey]*layerObjAspect);
modelMatrixI = CGAffineTransformScale(modelMatrixI, layerObjWidth, layerObjHeigth);
modelMatrixI = CGAffineTransformRotate(modelMatrixI, layerValues[kDVGVITimelineRotationKey]);
if(self.adjustScaleForAspectRatio){
modelMatrixI = CGAffineTransformScale(modelMatrixI, 1.0, layerImgHeigth/layerImgWidth);
}
// Applying difference between object rect and whole viewport rect
//CGFloat trco_w = CVPixelBufferGetWidth(trackBufferOriginal);
//CGFloat trco_h = CVPixelBufferGetHeight(trackBufferOriginal);
//modelMatrixI = CGAffineTransformScale(modelMatrixI, layerObj.objectImage.size.width/trco_w, layerObj.objectImage.size.height/trco_h);
tp1 = CGPointApplyAffineTransform(tp1, modelMatrixI);
tp2 = CGPointApplyAffineTransform(tp2, modelMatrixI);
tp3 = CGPointApplyAffineTransform(tp3, modelMatrixI);
tp4 = CGPointApplyAffineTransform(tp4, modelMatrixI);
GLfloat textureCoordsModified[] = {
tp1.x+0.5, tp1.y+0.5,
tp2.x+0.5, tp2.y+0.5,
tp3.x+0.5, tp3.y+0.5,
tp4.x+0.5, tp4.y+0.5,
};
glVertexAttribPointer(ATTRIB_TEXCOORD2_RPL, 2, GL_FLOAT, 0, 0, textureCoordsModified);
glEnableVertexAttribArray(ATTRIB_TEXCOORD2_RPL);
}
// Draw the layer
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
glFlush();
bail:
if(trcoBGRATexture){
CFRelease(trcoBGRATexture);
}
if(trckBGRATexture){
CFRelease(trckBGRATexture);
}
if(destBGRATexture){
CFRelease(destBGRATexture);
}
[self releaseContextForRendering];
}
}
+ (void)applyAnimationScene:(DVGKeyframedAnimationScene*)animationScene atTime:(CGFloat)time withPlaceholders:(NSArray<UIView*>*)uiPlaceholders forCanvas:(UIView*)canvasView {
NSInteger layersCount = MIN(kMaxLayersPerFrame,[animationScene.objects count]);
CGRect canvasRect = canvasView.frame;// Is is EXPECTED that origin = (0,0), as in video
CGSize canvasSize = canvasRect.size;
if(canvasSize.width < 1 || canvasSize.height < 1){
return;
}
for(int i=0; i < layersCount; i++){
if(i >= [uiPlaceholders count]){
break;
}
id uiobj = [uiPlaceholders objectAtIndex:i];
if(uiobj == [NSNull null]){
continue;
}
UIView* uiObj = (UIView*)uiobj;
DVGKeyframedAnimationSceneObject* layerObj = [animationScene.objects objectAtIndex:i];
CGFloat layerObjWidth = layerObj.relativeSize.width;
CGFloat layerObjHeigth = layerObj.relativeSize.height;
CGFloat layerObjAspect = 1;
if(layerObjWidth <= 0){
if(layerObj.objectImage == nil){
NSLog(@"applyAnimationScene: Cant calc object size, skipping #%i",i);
continue;
}
// calcualting from height
layerObjAspect = canvasSize.width/canvasSize.height;
layerObjWidth = layerObjHeigth*layerObj.objectImage.size.width/layerObj.objectImage.size.height;
}else if(layerObjHeigth <= 0){
if(layerObj.objectImage == nil){
NSLog(@"applyAnimationScene: Cant calc object size, skipping #%i",i);
continue;
}
// calcualting from width
layerObjAspect = canvasSize.width/canvasSize.height;
layerObjHeigth = layerObjWidth*layerObj.objectImage.size.height/layerObj.objectImage.size.width;
}
CGFloat layerValues[kDVGVITimelineKeyLast] = {0};
[animationScene fetchKeyedValues:layerValues atTime:time forObject:i];
uiObj.transform = CGAffineTransformIdentity;
CGFloat w = canvasSize.width*layerObjWidth*layerValues[kDVGVITimelineXScaleKey];
CGFloat h = canvasSize.height*layerObjHeigth*layerValues[kDVGVITimelineYScaleKey]*layerObjAspect;
CGRect uiObjRect = CGRectMake(0, 0, w, h);
uiObj.frame = uiObjRect;
uiObj.bounds = uiObjRect;
uiObj.alpha = layerValues[kDVGVITimelineAlphaKey];
CGAffineTransform rotation = CGAffineTransformIdentity;
rotation = CGAffineTransformTranslate(rotation, -uiObjRect.size.width/2, -uiObjRect.size.height/2);
rotation = CGAffineTransformRotate(rotation, layerValues[kDVGVITimelineRotationKey]);
CGAffineTransform position = CGAffineTransformMakeTranslation(canvasSize.width/2 + layerValues[kDVGVITimelineXPosKey]*canvasSize.width/2,
canvasSize.height/2 + layerValues[kDVGVITimelineYPosKey]*canvasSize.height/2);
CGAffineTransform final = CGAffineTransformConcat(rotation,position);
uiObj.transform = final;
//NSLog(@"x%f y%f r%f a%f",
//layerValues[kDVGVITimelineXPosKey],layerValues[kDVGVITimelineYPosKey],
//layerValues[kDVGVITimelineRotationKey],layerValues[kDVGVITimelineAlphaKey]);
}
}
@end