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标题: IOS OpenGL ES GPUImage 图像 XYDerivative 边缘检测 GPUImageXYDerivative [打印本页]

作者: 东湖之滨    时间: 2022-9-4 05:46
标题: IOS OpenGL ES GPUImage 图像 XYDerivative 边缘检测 GPUImageXYDerivative
目录
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 基础
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 转场
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 特效
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 函数
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES GPUImage 使用
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES GLSL 编程
一.简介

GPUImage 共 125 个滤镜, 分为四类
1、Color adjustments : 31 filters , 颜色处理相关
2、Image processing : 40 filters , 图像处理相关.
3、Blending modes : 29 filters , 混合模式相关.
4、Visual effects : 25 filters , 视觉效果相关.
GPUImageXYDerivativeFilter 属于 GPUImage 图像视觉效果相关,用于图像 XYDerivative 边缘检测。shader 源码如下:
  1. /******************************************************************************************/
  2. //@Author:猿说编程
  3. //@Blog(个人博客地址): www.codersrc.com
  4. //@File:IOS – OpenGL ES GPUImage GPUImageXYDerivativeFilter
  5. //@Time:2022/07/02 06:30
  6. //@Motto:不积跬步无以至千里,不积小流无以成江海,程序人生的精彩需要坚持不懈地积累!
  7. /******************************************************************************************/
  8. #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
  9. NSString *const kGPUImageGradientFragmentShaderString = SHADER_STRING
  10. (
  11. precision highp float;
  12. varying vec2 textureCoordinate;
  13. varying vec2 leftTextureCoordinate;
  14. varying vec2 rightTextureCoordinate;
  15. varying vec2 topTextureCoordinate;
  16. varying vec2 topLeftTextureCoordinate;
  17. varying vec2 topRightTextureCoordinate;
  18. varying vec2 bottomTextureCoordinate;
  19. varying vec2 bottomLeftTextureCoordinate;
  20. varying vec2 bottomRightTextureCoordinate;
  21. uniform sampler2D inputImageTexture;
  22. uniform float edgeStrength;
  23. void main()
  24. {
  25.      float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
  26.      float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
  27.      float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
  28.      float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
  29.      float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
  30.      float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
  31.      float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
  32.      float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
  33.      float verticalDerivative = -topLeftIntensity - topIntensity - topRightIntensity + bottomLeftIntensity + bottomIntensity + bottomRightIntensity;
  34.      float horizontalDerivative = -bottomLeftIntensity - leftIntensity - topLeftIntensity + bottomRightIntensity + rightIntensity + topRightIntensity;
  35.      verticalDerivative = verticalDerivative * edgeStrength;
  36.      horizontalDerivative = horizontalDerivative * edgeStrength;
  37.      // Scaling the X * Y operation so that negative numbers are not clipped in the 0..1 range. This will be expanded in the corner detection filter
  38.      gl_FragColor = vec4(horizontalDerivative * horizontalDerivative, verticalDerivative * verticalDerivative, ((verticalDerivative * horizontalDerivative) + 1.0) / 2.0, 1.0);
  39. }
  40. );
  41. #else
  42. NSString *const kGPUImageGradientFragmentShaderString = SHADER_STRING
  43. (
  44. varying vec2 textureCoordinate;
  45. varying vec2 leftTextureCoordinate;
  46. varying vec2 rightTextureCoordinate;
  47. varying vec2 topTextureCoordinate;
  48. varying vec2 topLeftTextureCoordinate;
  49. varying vec2 topRightTextureCoordinate;
  50. varying vec2 bottomTextureCoordinate;
  51. varying vec2 bottomLeftTextureCoordinate;
  52. varying vec2 bottomRightTextureCoordinate;
  53. uniform sampler2D inputImageTexture;
  54. uniform float edgeStrength;
  55. void main()
  56. {
  57.      float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
  58.      float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
  59.      float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
  60.      float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
  61.      float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
  62.      float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
  63.      float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
  64.      float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
  65.      float verticalDerivative = -topLeftIntensity - topIntensity - topRightIntensity + bottomLeftIntensity + bottomIntensity + bottomRightIntensity;
  66.      float horizontalDerivative = -bottomLeftIntensity - leftIntensity - topLeftIntensity + bottomRightIntensity + rightIntensity + topRightIntensity;
  67.      verticalDerivative = verticalDerivative * edgeStrength;
  68.      horizontalDerivative = horizontalDerivative * edgeStrength;
  69.      // Scaling the X * Y operation so that negative numbers are not clipped in the 0..1 range. This will be expanded in the corner detection filter
  70.      gl_FragColor = vec4(horizontalDerivative * horizontalDerivative, verticalDerivative * verticalDerivative, ((verticalDerivative * horizontalDerivative) + 1.0) / 2.0, 1.0);
  71. }
  72. );
  73. #endif
复制代码
二.效果演示

使用 GPUImageXYDerivativeFilter**,**原图如下:

使用 GPUImageXYDerivativeFilter 效果如下:

三.源码下载

OpenGL ES Demo 下载地址 : IOS OpenGL ES GPUImage 图像 XYDerivative 边缘检测 GPUImageXYDerivativeFilter

四.猜你喜欢

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