因此,Xamarin.ios的这个组件GPUImage最初位于目标c中,现在使用绑定在C#中工作。
我似乎无法获得其中一个类的工作子类GPUImageThreeInputFilter
,该子类应该接受一个字符串,然后将其作为glsl处理。这是该类的样子:
using Foundation;
using System;
using System.ComponentModel;
using System.Runtime.CompilerServices;
namespace GPUImage.Filters
{
[Register ("GPUImageThreeInputFilter", true)]
public class GPUImageThreeInputFilter : GPUImageTwoInputFilter
{
//
// Static Fields
//
[CompilerGenerated]
private static readonly IntPtr class_ptr;
[CompilerGenerated]
private static NSString _ThreeInputTextureVertexShaderString;
//
// Static Properties
//
[Field ("kGPUImageThreeInputTextureVertexShaderString", "__Internal")]
public static NSString ThreeInputTextureVertexShaderString {
get;
}
//
// Properties
//
public override IntPtr ClassHandle {
get;
}
//
// Constructors
//
[Export ("init"), EditorBrowsable (EditorBrowsableState.Advanced), CompilerGenerated]
public GPUImageThreeInputFilter ();
[EditorBrowsable (EditorBrowsableState.Advanced), CompilerGenerated]
protected GPUImageThreeInputFilter (NSObjectFlag t);
[EditorBrowsable (EditorBrowsableState.Advanced), CompilerGenerated]
protected internal GPUImageThreeInputFilter (IntPtr handle);
//
// Methods
//
[Export ("disableThirdFrameCheck"), CompilerGenerated]
public virtual void DisableThirdFrameCheck ();
}
}
我创建了这个的子类:
public class ImageProcess : GPUImageThreeInputFilter
{
public static new NSString ThreeInputTextureVertexShaderString =
((NSString)(" varying highp vec2 textureCoordinate;" +
" varying highp vec2 textureCoordinate2;" +
" varying highp vec2 textureCoordinate3;" +
"" +
" uniform sampler2D inputImageTexture;" +
" uniform sampler2D inputImageTexture2;" +
" uniform sampler2D inputImageTexture3;" +
"" +
" void main()" +
" {" +
" lowp vec4 one = texture2D(inputImageTexture, textureCoordinate);" +
" lowp vec4 two = texture2D(inputImageTexture2, textureCoordinate2);" +
" lowp vec4 three = texture2D(inputImageTexture3, textureCoordinate3);" +
" lowp vec4 out;" +
" float maxone = one.r + one.g + one.b;" +
" float maxtwo = two.r + two.g + two.b;" +
" float maxthree = three.r + three.g + three.b;" +
" if (maxone >= maxtwo && maxone >= maxthree)" +
" {" +
" out.r = one.r;" +
" out.b = one.b;" +
" out.g = one.g;" +
" };" +
" if (maxtwo >= maxone && maxtwo >= maxthree)" +
" {" +
" out.r = two.r;" +
" out.b = two.b;" +
" out.g = two.g;" +
" };" +
" if (maxthree >= maxtwo && maxthree >= maxone)" +
" {" +
" out.r = three.r;" +
" out.b = three.b;" +
" out.g = three.g;" +
" };" +
" out.a = 1.0;" +
" gl_FragColor = out;" +
" }"));
}
子类的使用:
var firstFilter = new ImageProcess();
first.AddTarget(firstFilter); // first, second, and third
first.ProcessImage(); // are unique GPUImagePicture
second.AddTarget(firstFilter); // values (pictures) defined
second.ProcessImage(); // somewhere else.
third.AddTarget(firstFilter);
third.ProcessImage();
firstFilter.UseNextFrameForImageCapture();
firstFilter.AddTarget(output); // outputs the end result to
// the screen
子类应获取三个图像中最亮的像素,并从中返回一个图像。相反,它只是再次返回第一张图像,因为该字符串未在子类中注册。
因此,我要问的是,该类的适当子类应该是什么样的?接受的
NSString
应该放在哪里?我以前没有遇到过这样的课程。谢谢更新:
我现在正在使用和重新使用here中找到的方法,但是对经过处理的颜色阵列进行的所有调用大约需要四到五分钟,而这最多需要几秒钟,因此我仍将尝试解决此问题。一点。
最佳答案
派生自定义类“ GPUImageThreeInputFilter”
来自基类GPUImageTwoInputFilter
那是你的意图吗?
也许您应该以不同的方式命名自定义类,并使其继承自GPUImageThreeInputFilter类。
关于c# - 这个基类的C#子类?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/45951321/