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Publish v4.0.0 (#32)
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* 1. 代码重构,将各个功能进行了模块化  2. 使用全新的License验证方式  3.加入短视频特效

* 1. 去掉不用的数据
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WangYng authored and aiyaapp committed Dec 28, 2017
1 parent de3903e commit da5c4af
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3 changes: 1 addition & 2 deletions .gitignore
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Podfile.lock
Pods
._*
.*
AiyaEffectsDemo/AiyaEffectsSDK/AiyaCameraSDK.framework
.*
1,366 changes: 1,366 additions & 0 deletions AiyaEffectSDK/AiyaEffectSDK.xcodeproj/project.pbxproj

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<?xml version="1.0" encoding="UTF-8"?>
<Bucket
type = "1"
version = "2.0">
</Bucket>
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<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "0920"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "D37926E91FCD081A007DB5E8"
BuildableName = "AiyaEffectSDK.framework"
BlueprintName = "AiyaEffectSDK"
ReferencedContainer = "container:AiyaEffectSDK.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
language = ""
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
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buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
language = ""
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "D37926E91FCD081A007DB5E8"
BuildableName = "AiyaEffectSDK.framework"
BlueprintName = "AiyaEffectSDK"
ReferencedContainer = "container:AiyaEffectSDK.xcodeproj">
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BuildableIdentifier = "primary"
BlueprintIdentifier = "D37926E91FCD081A007DB5E8"
BuildableName = "AiyaEffectSDK.framework"
BlueprintName = "AiyaEffectSDK"
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</Scheme>
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>SchemeUserState</key>
<dict>
<key>AiyaEffectSDK.xcscheme</key>
<dict>
<key>orderHint</key>
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</plist>
23 changes: 23 additions & 0 deletions AiyaEffectSDK/AiyaEffectSDK/AYEffectConstants.h
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//
// AYEffectConstants.h
// AiyaEffectSDK
//
// Created by 汪洋 on 2017/11/29.
// Copyright © 2017年 深圳市哎吖科技有限公司. All rights reserved.
//

#ifndef AYEffectConstants_h
#define AYEffectConstants_h

extern NSString * const AiyaMessageNotification;
extern NSString * const AiyaMessageNotificationUserInfoKey;
extern NSString * const AY_MESSAGE_DETAIL[];

extern NSString * const AiyaLicenseNotification;
extern NSString * const AiyaLicenseNotificationUserInfoKey;
typedef NS_ENUM(NSUInteger, AiyaLicenseResult) {
AiyaLicenseSuccess,
AiyaLicenseFail,
};

#endif /* AYEffectConstants_h */
54 changes: 54 additions & 0 deletions AiyaEffectSDK/AiyaEffectSDK/AYEffectConstants.m
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//
// AYEffectConstants.m
// AiyaEffectSDK
//
// Created by 汪洋 on 2017/12/3.
// Copyright © 2017年 深圳市哎吖科技有限公司. All rights reserved.
//

#import <Foundation/Foundation.h>

NSString * const AiyaMessageNotification = @"AiyaMessageNotification";
NSString * const AiyaMessageNotificationUserInfoKey = @"AiyaMessageResult";
NSString * const AY_MESSAGE_DETAIL[] = {
@"AY_NO_ERROR",
@"AY_INVALID_ENUM",
@"AY_INVALID_VALUE",
@"AY_INVALID_OPERATION",
@"AY_OUT_OF_MEMORY",
@"AY_UNSUPPORT_FORMAT",
@"AY_READFILE_FAIL",
@"AY_READSKLT_FAIL",
@"AY_NULL_PTR",
@"AY_FBO_INCOMPLETE",
@"AY_RB_FAIL",
@"AY_DB_FAIL",
@"AY_DRAWBG_FAIL",
@"AY_DRAWBG_FAIL",
@"AY_DRAWSK_FAIL",
@"AY_NOT_LOADED",
@"AY_INVALID_PATH",
@"AY_PARSE_JSON_FAIL",
@"AY_UNKNOW_TYPE",
@"AY_UNKNOW_TYPE",
@"AY_UNKNOW_TYPE",
@"AY_BEAUTY_FAIL",
@"AY_INVALID_SHADER",
@"AY_DRAWST_FAIL",
@"AY_READMTL_FAIL",
@"AY_MTLTEX_NOT_MATCH",
@"AY_ARCHIVE_NOT_EXIST",
@"AY_ARCHIVE_INVSIZE",
@"AY_ARCHIVE_BAD",
@"AY_RES_NOT_EXIST",
@"AY_NO_AUTH",
@"AY_EFFECTS_INIT",
@"AY_EFFECTS_PLAY",
@"AY_EFFECTS_END",
@"AY_EFFECTS_START",
@"AY_EFFECTS_PAUSE",
@"AY_EFFECTS_REPLAY_END"
};

NSString * const AiyaLicenseNotification = @"AiyaLicenseNotification";
NSString * const AiyaLicenseNotificationUserInfoKey = @"AiyaLicenseResult";
25 changes: 25 additions & 0 deletions AiyaEffectSDK/AiyaEffectSDK/AiyaEffectSDK.h
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//
// AiyaEffectSDK.h
// AiyaEffectSDK
//
// Created by 汪洋 on 2017/11/28.
// Copyright © 2017年 深圳市哎吖科技有限公司. All rights reserved.
//

#import <UIKit/UIKit.h>

//! Project version number for AiyaEffectSDK.
FOUNDATION_EXPORT double AiyaEffectSDKVersionNumber;

//! Project version string for AiyaEffectSDK.
FOUNDATION_EXPORT const unsigned char AiyaEffectSDKVersionString[];

#import <AiyaEffectSDK/AYEffectConstants.h>

#import <AiyaEffectSDK/AYLicenseManager.h>

#import <AiyaEffectSDK/AYEffectHandler.h>

#import <AiyaEffectSDK/AYAnimHandler.h>

#import <AiyaEffectSDK/AYShortVideoEffectHandler.h>
40 changes: 40 additions & 0 deletions AiyaEffectSDK/AiyaEffectSDK/AyGPUImage/AYGLProgram.h
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//
// AYGLProgram.h
// AiyaEffectSDK
//
// Created by 汪洋 on 2017/11/28.
// Copyright © 2017年 深圳市哎吖科技有限公司. All rights reserved.
//

#import <Foundation/Foundation.h>

#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>

@interface AYGLProgram : NSObject
{
NSMutableArray *attributes;
NSMutableArray *uniforms;
GLuint program,
vertShader,
fragShader;
}

@property(readwrite, nonatomic) BOOL initialized;
@property(readwrite, copy, nonatomic) NSString *vertexShaderLog;
@property(readwrite, copy, nonatomic) NSString *fragmentShaderLog;
@property(readwrite, copy, nonatomic) NSString *programLog;

- (id)initWithVertexShaderString:(NSString *)vShaderString
fragmentShaderString:(NSString *)fShaderString;
- (id)initWithVertexShaderString:(NSString *)vShaderString
fragmentShaderFilename:(NSString *)fShaderFilename;
- (id)initWithVertexShaderFilename:(NSString *)vShaderFilename
fragmentShaderFilename:(NSString *)fShaderFilename;
- (GLuint)attributeIndex:(NSString *)attributeName;
- (GLuint)uniformIndex:(NSString *)uniformName;
- (BOOL)link;
- (void)use;
- (void)validate;

@end
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