Looking at GPUImagePosterizeFilter
it seems like an easy adaptation to replace colors with pixels from textures. Say I have an image that is made from 10 greyscale colors. I would like to replace each of the pixel ranges from the 10 colors with pixels from 10 different texture swatches.
What is the proper way to create the textures? I am using the code below (I am not sure on the alpha arguments sent to CGBitmapContextCreate
).
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextRelease(spriteContext);
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
free(spriteData);
return texName;
What is the proper way to pass the texture to the filter? In my main I have added:
uniform sampler2D fill0Texture;
In the code below texture
is whats passed from the function above.
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(fill0Uniform, 1);
When ever I try to get an image from the spriteContext
its nil
and when I try using pixels from fill0Texture
they are always black. I have thought about doing this with 10 chroma key iterations, but I think replacing all the pixels in a modified GPUImagePosterizeFilter
is the way to go.