IOS – OpenGL ES 桑原濾波/水粉畫模糊效果 GPUImageKuwaharaFilter
目錄
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 基礎
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 轉場
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 特效
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 函式
零基礎 OpenGL (ES) 學習路線推薦 :
OpenGL (ES) 學習目錄 >> OpenGL ES GPUImage 使用零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES GLSL 程式設計
一.簡介
GPUImage 共 125 個濾鏡, 分為四類
1、Color adjustments : 31 filters , 顏色處理相關
2、Image processing : 40 filters , 影象處理相關.
3、Blending modes : 29 filters , 混合模式相關.
4、Visual effects : 25 filters , 視覺效果相關.
GPUImageKuwaharaFilter GPUImage 影象桑原濾波/水粉畫模糊效果,shader 原始碼如下:
/******************************************************************************************/ //@Author:猿說程式設計 //@Blog(個人部落格地址): www.codersrc.com //@File:IOS – OpenGL ES 桑原濾波/水粉畫模糊效果 GPUImageKuwaharaFilter //@Time:2022/05/15 10:30 //@Motto:不積跬步無以至千里,不積小流無以成江海,程式人生的精彩需要堅持不懈地積累! /******************************************************************************************/ #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE NSString *const kGPUImageKuwaharaFragmentShaderString = SHADER_STRING ( varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform int radius; precision highp float; const vec2 src_size = vec2 (1.0 / 768.0, 1.0 / 1024.0); void main (void) { vec2 uv = textureCoordinate; float n = float((radius + 1) * (radius + 1)); int i; int j; vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0); vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0); vec3 c; for (j = -radius; j <= 0; ++j) { for (i = -radius; i <= 0; ++i) { c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb; m0 += c; s0 += c * c; } } for (j = -radius; j <= 0; ++j) { for (i = 0; i <= radius; ++i) { c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb; m1 += c; s1 += c * c; } } for (j = 0; j <= radius; ++j) { for (i = 0; i <= radius; ++i) { c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb; m2 += c; s2 += c * c; } } for (j = 0; j <= radius; ++j) { for (i = -radius; i <= 0; ++i) { c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb; m3 += c; s3 += c * c; } } float min_sigma2 = 1e+2; m0 /= n; s0 = abs(s0 / n - m0 * m0); float sigma2 = s0.r + s0.g + s0.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; gl_FragColor = vec4(m0, 1.0); } m1 /= n; s1 = abs(s1 / n - m1 * m1); sigma2 = s1.r + s1.g + s1.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; gl_FragColor = vec4(m1, 1.0); } m2 /= n; s2 = abs(s2 / n - m2 * m2); sigma2 = s2.r + s2.g + s2.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; gl_FragColor = vec4(m2, 1.0); } m3 /= n; s3 = abs(s3 / n - m3 * m3); sigma2 = s3.r + s3.g + s3.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; gl_FragColor = vec4(m3, 1.0); } } ); #else NSString *const kGPUImageKuwaharaFragmentShaderString = SHADER_STRING ( varying vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform int radius; const vec2 src_size = vec2 (1.0 / 768.0, 1.0 / 1024.0); void main (void) { vec2 uv = textureCoordinate; float n = float((radius + 1) * (radius + 1)); int i; int j; vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0); vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0); vec3 c; for (j = -radius; j <= 0; ++j) { for (i = -radius; i <= 0; ++i) { c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb; m0 += c; s0 += c * c; } } for (j = -radius; j <= 0; ++j) { for (i = 0; i <= radius; ++i) { c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb; m1 += c; s1 += c * c; } } for (j = 0; j <= radius; ++j) { for (i = 0; i <= radius; ++i) { c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb; m2 += c; s2 += c * c; } } for (j = 0; j <= radius; ++j) { for (i = -radius; i <= 0; ++i) { c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb; m3 += c; s3 += c * c; } } float min_sigma2 = 1e+2; m0 /= n; s0 = abs(s0 / n - m0 * m0); float sigma2 = s0.r + s0.g + s0.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; gl_FragColor = vec4(m0, 1.0); } m1 /= n; s1 = abs(s1 / n - m1 * m1); sigma2 = s1.r + s1.g + s1.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; gl_FragColor = vec4(m1, 1.0); } m2 /= n; s2 = abs(s2 / n - m2 * m2); sigma2 = s2.r + s2.g + s2.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; gl_FragColor = vec4(m2, 1.0); } m3 /= n; s3 = abs(s3 / n - m3 * m3); sigma2 = s3.r + s3.g + s3.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; gl_FragColor = vec4(m3, 1.0); } } ); #endif
二.效果演示
使用 GPUImageKuwaharaFilter** ** 用來影象卡通效果(黑色粗線描邊),原圖:
**GPUImageKuwaharaFilter** 用來影象卡通效果(黑色粗線描邊),效果圖:
三.原始碼下載
OpenGL ES Demo 下載地址 : IOS – OpenGL ES 桑原濾波/水粉畫模糊效果 GPUImageKuwaharaFilter
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本文由部落格 - 猿說程式設計 猿說程式設計 釋出!