IOS OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageThresho ...

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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.
GPUImageThresholdedNonMaximumSuppressionFilter属于 GPUImage 图像视觉效果相关,用来处理**图像图像显示亮度最高的像素,其他为黑效果**,相比于 GPUImageNonMaximumSuppressionFilterGPUImageThresholdedNonMaximumSuppressionFilter像素丢失更多。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 图像显示亮度最高的像素,其他为黑 GPUImageThresholdedNonMaximumSuppressionFilter
  5. //@Time:2022/06/21 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 kGPUImageThresholdedNonMaximumSuppressionFragmentShaderString = SHADER_STRING
  10. (
  11. uniform sampler2D inputImageTexture;
  12. varying highp vec2 textureCoordinate;
  13. varying highp vec2 leftTextureCoordinate;
  14. varying highp vec2 rightTextureCoordinate;
  15. varying highp vec2 topTextureCoordinate;
  16. varying highp vec2 topLeftTextureCoordinate;
  17. varying highp vec2 topRightTextureCoordinate;
  18. varying highp vec2 bottomTextureCoordinate;
  19. varying highp vec2 bottomLeftTextureCoordinate;
  20. varying highp vec2 bottomRightTextureCoordinate;
  21. uniform lowp float threshold;
  22. void main()
  23. {
  24.      lowp float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
  25.      lowp float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
  26.      lowp float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
  27.      lowp vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
  28.      lowp float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
  29.      lowp float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
  30.      lowp float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
  31.      lowp float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
  32.      lowp float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
  33.      // Use a tiebreaker for pixels to the left and immediately above this one
  34.      lowp float multiplier = 1.0 - step(centerColor.r, topColor);
  35.      multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
  36.      multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
  37.      multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
  38.      lowp float maxValue = max(centerColor.r, bottomColor);
  39.      maxValue = max(maxValue, bottomRightColor);
  40.      maxValue = max(maxValue, rightColor);
  41.      maxValue = max(maxValue, topRightColor);
  42.      lowp float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
  43.      finalValue = step(threshold, finalValue);
  44.      gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
  45. //
  46. //     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
  47. }
  48. );
  49. NSString *const kGPUImageThresholdedNonMaximumSuppressionPackedColorspaceFragmentShaderString = SHADER_STRING
  50. (
  51. uniform sampler2D inputImageTexture;
  52. varying highp vec2 textureCoordinate;
  53. varying highp vec2 leftTextureCoordinate;
  54. varying highp vec2 rightTextureCoordinate;
  55. varying highp vec2 topTextureCoordinate;
  56. varying highp vec2 topLeftTextureCoordinate;
  57. varying highp vec2 topRightTextureCoordinate;
  58. varying highp vec2 bottomTextureCoordinate;
  59. varying highp vec2 bottomLeftTextureCoordinate;
  60. varying highp vec2 bottomRightTextureCoordinate;
  61. uniform lowp float threshold;
  62. uniform highp float texelWidth;
  63. uniform highp float texelHeight;
  64. highp float encodedIntensity(highp vec3 sourceColor)
  65. {
  66.      return (sourceColor.b * 256.0 * 256.0 + sourceColor.g * 256.0 + sourceColor.r);
  67. }
  68. void main()
  69. {
  70.      highp float bottomColor = encodedIntensity(texture2D(inputImageTexture, bottomTextureCoordinate).rgb);
  71.      highp float bottomLeftColor = encodedIntensity(texture2D(inputImageTexture, bottomLeftTextureCoordinate).rgb);
  72.      highp float bottomRightColor = encodedIntensity(texture2D(inputImageTexture, bottomRightTextureCoordinate).rgb);
  73.      highp float centerColor = encodedIntensity(texture2D(inputImageTexture, textureCoordinate).rgb);
  74.      highp float leftColor = encodedIntensity(texture2D(inputImageTexture, leftTextureCoordinate).rgb);
  75.      highp float rightColor = encodedIntensity(texture2D(inputImageTexture, rightTextureCoordinate).rgb);
  76.      highp float topColor = encodedIntensity(texture2D(inputImageTexture, topTextureCoordinate).rgb);
  77.      highp float topRightColor = encodedIntensity(texture2D(inputImageTexture, topRightTextureCoordinate).rgb);
  78.      highp float topLeftColor = encodedIntensity(texture2D(inputImageTexture, topLeftTextureCoordinate).rgb);
  79.      highp float secondStageColor1 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, -2.0 * texelHeight)).rgb);
  80.      highp float secondStageColor2 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, -1.0 * texelHeight)).rgb);
  81.      highp float secondStageColor3 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 0.0)).rgb);
  82.      highp float secondStageColor4 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 1.0 * texelHeight)).rgb);
  83.      highp float secondStageColor5 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 2.0 * texelHeight)).rgb);
  84.      highp float secondStageColor6 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-1.0 * texelWidth, 2.0 * texelHeight)).rgb);
  85.      highp float secondStageColor7 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(0.0, 2.0 * texelHeight)).rgb);
  86.      highp float secondStageColor8 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(1.0 * texelWidth, 2.0 * texelHeight)).rgb);
  87.      highp float thirdStageColor1 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-1.0 * texelWidth, -2.0 * texelHeight)).rgb);
  88.      highp float thirdStageColor2 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(0.0, -2.0 * texelHeight)).rgb);
  89.      highp float thirdStageColor3 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(1.0 * texelWidth, -2.0 * texelHeight)).rgb);
  90.      highp float thirdStageColor4 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, -2.0 * texelHeight)).rgb);
  91.      highp float thirdStageColor5 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, -1.0 * texelHeight)).rgb);
  92.      highp float thirdStageColor6 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 0.0)).rgb);
  93.      highp float thirdStageColor7 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 1.0 * texelHeight)).rgb);
  94.      highp float thirdStageColor8 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 2.0 * texelHeight)).rgb);
  95.      // Use a tiebreaker for pixels to the left and immediately above this one
  96.      highp float multiplier = 1.0 - step(centerColor, topColor);
  97.      multiplier = multiplier * (1.0 - step(centerColor, topLeftColor));
  98.      multiplier = multiplier * (1.0 - step(centerColor, leftColor));
  99.      multiplier = multiplier * (1.0 - step(centerColor, bottomLeftColor));
  100.      multiplier = multiplier * (1.0 - step(centerColor, secondStageColor1));
  101.      multiplier = multiplier * (1.0 - step(centerColor, secondStageColor2));
  102.      multiplier = multiplier * (1.0 - step(centerColor, secondStageColor3));
  103.      multiplier = multiplier * (1.0 - step(centerColor, secondStageColor4));
  104.      multiplier = multiplier * (1.0 - step(centerColor, secondStageColor5));
  105.      multiplier = multiplier * (1.0 - step(centerColor, secondStageColor6));
  106.      multiplier = multiplier * (1.0 - step(centerColor, secondStageColor7));
  107.      multiplier = multiplier * (1.0 - step(centerColor, secondStageColor8));
  108.      highp float maxValue = max(centerColor, bottomColor);
  109.      maxValue = max(maxValue, bottomRightColor);
  110.      maxValue = max(maxValue, rightColor);
  111.      maxValue = max(maxValue, topRightColor);
  112.      maxValue = max(maxValue, thirdStageColor1);
  113.      maxValue = max(maxValue, thirdStageColor2);
  114.      maxValue = max(maxValue, thirdStageColor3);
  115.      maxValue = max(maxValue, thirdStageColor4);
  116.      maxValue = max(maxValue, thirdStageColor5);
  117.      maxValue = max(maxValue, thirdStageColor6);
  118.      maxValue = max(maxValue, thirdStageColor7);
  119.      maxValue = max(maxValue, thirdStageColor8);
  120.      highp float midValue = centerColor * step(maxValue, centerColor) * multiplier;
  121.      highp float finalValue = step(threshold, midValue);
  122.      gl_FragColor = vec4(finalValue * centerColor, topLeftColor, topRightColor, topColor);
  123. }
  124. );
  125. #else
  126. NSString *const kGPUImageThresholdedNonMaximumSuppressionFragmentShaderString = SHADER_STRING
  127. (
  128. uniform sampler2D inputImageTexture;
  129. varying vec2 textureCoordinate;
  130. varying vec2 leftTextureCoordinate;
  131. varying vec2 rightTextureCoordinate;
  132. varying vec2 topTextureCoordinate;
  133. varying vec2 topLeftTextureCoordinate;
  134. varying vec2 topRightTextureCoordinate;
  135. varying vec2 bottomTextureCoordinate;
  136. varying vec2 bottomLeftTextureCoordinate;
  137. varying vec2 bottomRightTextureCoordinate;
  138. uniform float threshold;
  139. void main()
  140. {
  141.      float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
  142.      float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
  143.      float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
  144.      vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
  145.      float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
  146.      float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
  147.      float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
  148.      float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
  149.      float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
  150.      // Use a tiebreaker for pixels to the left and immediately above this one
  151.      float multiplier = 1.0 - step(centerColor.r, topColor);
  152.      multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
  153.      multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
  154.      multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
  155.      float maxValue = max(centerColor.r, bottomColor);
  156.      maxValue = max(maxValue, bottomRightColor);
  157.      maxValue = max(maxValue, rightColor);
  158.      maxValue = max(maxValue, topRightColor);
  159.      float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
  160.      finalValue = step(threshold, finalValue);
  161.      gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
  162.      //
  163.      //     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
  164. }
  165. );
  166. NSString *const kGPUImageThresholdedNonMaximumSuppressionPackedColorspaceFragmentShaderString = SHADER_STRING
  167. (
  168. uniform sampler2D inputImageTexture;
  169. varying vec2 textureCoordinate;
  170. varying vec2 leftTextureCoordinate;
  171. varying vec2 rightTextureCoordinate;
  172. varying vec2 topTextureCoordinate;
  173. varying vec2 topLeftTextureCoordinate;
  174. varying vec2 topRightTextureCoordinate;
  175. varying vec2 bottomTextureCoordinate;
  176. varying vec2 bottomLeftTextureCoordinate;
  177. varying vec2 bottomRightTextureCoordinate;
  178. uniform float threshold;
  179. void main()
  180. {
  181.      float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
  182.      float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
  183.      float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
  184.      vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
  185.      float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
  186.      float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
  187.      float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
  188.      float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
  189.      float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
  190.      // Use a tiebreaker for pixels to the left and immediately above this one
  191.      float multiplier = 1.0 - step(centerColor.r, topColor);
  192.      multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
  193.      multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
  194.      multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
  195.      float maxValue = max(centerColor.r, bottomColor);
  196.      maxValue = max(maxValue, bottomRightColor);
  197.      maxValue = max(maxValue, rightColor);
  198.      maxValue = max(maxValue, topRightColor);
  199.      float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
  200.      finalValue = step(threshold, finalValue);
  201.      gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
  202.      //
  203.      //     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
  204. }
  205. );
  206. #endif
复制代码
二.效果演示

使用 GPUImageThresholdedNonMaximumSuppressionFilter 完成图像显示亮度最高的像素,其他为黑,原图如下:

使用 GPUImageThresholdedNonMaximumSuppressionFilter 完成图像显示亮度最高的像素,其他为黑****,效果如下:

三.源码下载

OpenGL ES Demo 下载地址 : IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageThresholdedNonMaximumSuppressionFilter

四.猜你喜欢

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