I'm working on an iPhone app. I want to apply some filters on a Video from Library. After research, I started with this Post http://www.sunsetlakesoftware.com/2010/10/22/gpu-accelerated-video-processing-mac-and-ios and his ColorTracking source. From this code, I can apply Grayscale filter in realtime with AVCaptureSession. Right. But I want to do the same with a video from Library. So I use AVAssetReader to read the source video. As with AVCaptureSession, i can get a CVImageBufferRef. It has same width, height and data size that with AVCaptureSession but my openGL view is always black.
My source to capture Frame :
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
[self dismissModalViewControllerAnimated:NO];
/// incoming video
NSURL *videoURL = [info valueForKey:UIImagePickerControllerMediaURL];
NSLog(@"Video : %@", videoURL);
// AVURLAsset to read input movie (i.e. mov recorded to local storage)
NSDictionary *inputOptions = [NSDictionary dictionaryWithObject:[NSNumber numberWithBool:YES] forKey:AVURLAssetPreferPreciseDurationAndTimingKey];
AVURLAsset *inputAsset = [[AVURLAsset alloc] initWithURL:videoURL options:inputOptions];
// Load the input asset tracks information
[inputAsset loadValuesAsynchronouslyForKeys:[NSArray arrayWithObject:@"tracks"] completionHandler: ^{
NSError *error = nil;
// Check status of "tracks", make sure they were loaded
AVKeyValueStatus tracksStatus = [inputAsset statusOfValueForKey:@"tracks" error:&error];
if (!tracksStatus == AVKeyValueStatusLoaded)
// failed to load
return;
/* Read video samples from input asset video track */
AVAssetReader *reader = [AVAssetReader assetReaderWithAsset:inputAsset error:&error];
NSMutableDictionary *outputSettings = [NSMutableDictionary dictionary];
[outputSettings setObject: [NSNumber numberWithInt:kCVPixelFormatType_32BGRA] forKey: (NSString*)kCVPixelBufferPixelFormatTypeKey];
AVAssetReaderTrackOutput *readerVideoTrackOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:[[inputAsset tracksWithMediaType:AVMediaTypeVideo] objectAtIndex:0] outputSettings:outputSettings];
// Assign the tracks to the reader and start to read
[reader addOutput:readerVideoTrackOutput];
if ([reader startReading] == NO) {
// Handle error
NSLog(@"Error reading");
}
NSAutoreleasePool *pool = [NSAutoreleasePool new];
while (reader.status == AVAssetReaderStatusReading) {
CMSampleBufferRef sampleBufferRef = [readerVideoTrackOutput copyNextSampleBuffer];
if (sampleBufferRef) {
CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBufferRef);
[self processNewCameraFrame:pixelBuffer];
CMSampleBufferInvalidate(sampleBufferRef);
CFRelease(sampleBufferRef);
}
}
[pool release];
NSLog(@"Finished");
}];
}
Here is the code for processing frame :
- (void)processNewCameraFrame:(CVImageBufferRef)cameraFrame {
CVPixelBufferLockBaseAddress(cameraFrame, 0);
int bufferHeight = CVPixelBufferGetHeight(cameraFrame);
int bufferWidth = CVPixelBufferGetWidth(cameraFrame);
NSLog(@"Size : %i %i %zu", bufferWidth, bufferHeight, CVPixelBufferGetDataSize(cameraFrame));
// Create a new texture from the camera frame data, display that using the shaders
glGenTextures(1, &videoFrameTexture);
glBindTexture(GL_TEXTURE_2D, videoFrameTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// This is necessary for non-power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Using BGRA extension to pull in video frame data directly
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bufferWidth, bufferHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, CVPixelBufferGetBaseAddress(cameraFrame));
GLenum err = glGetError();
if (err != GL_NO_ERROR)
NSLog(@"Error uploading texture. glError: 0x%04X", err);
[self drawFrame];
glDeleteTextures(1, &videoFrameTexture);
CVPixelBufferUnlockBaseAddress(cameraFrame, 0);
}
For drawing frame in OpenGL View:
- (void)drawFrame {
// Replace the implementation of this method to do your own custom drawing.
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
static const GLfloat textureVertices[] = {
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
};
[glView setDisplayFramebuffer];
glUseProgram(grayScaleProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, videoFrameTexture);
// Update uniform values
glUniform1i(uniforms[UNIFORM_VIDEOFRAME], 0);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GL_FLOAT, 0, 0, textureVertices);
glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[glView presentFramebuffer];
}
I don't add code but if needed to help me, I can... Have you a way to help me?
Thanks!
It's seems that you dont link your cameraFrame with videoFrameTexture.
CVImageBufferRef image;
glBindTexture( CVOpenGLTextureGetTarget( image ), CVOpenGLTextureGetName( image ) );