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.
GPUImageSketchFilter 属于 GPUImage 图像视觉效果相关,用来处理图片素描。shader 源码如下:
/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 图像素描 GPUImageSketchFilter
//@Time:2022/04/14 06:30
//@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!
/******************************************************************************************/
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageSketchFragmentShaderString = SHADER_STRING
(
precision mediump float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextureCoordinate;
varying vec2 bottomRightTextureCoordinate;
uniform float edgeStrength;
uniform sampler2D inputImageTexture;
void main()
{
float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
float mag = 1.0 - (length(vec2(h, v)) * edgeStrength);
gl_FragColor = vec4(vec3(mag), 1.0);
}
);
#else
NSString *const kGPUImageSketchFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextureCoordinate;
varying vec2 bottomRightTextureCoordinate;
uniform float edgeStrength;
uniform sampler2D inputImageTexture;
void main()
{
float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
float mag = 1.0 - (length(vec2(h, v)) * edgeStrength);
gl_FragColor = vec4(vec3(mag), 1.0);
}
);
#endif
二.效果演示
使用GPUImageSketchFilter 裁剪来完成图片素描效果,原图:
![图片[1]-IOS – OpenGL ES 图像素描 GPUImageSketchFilter-猿说编程](https://www.codersrc.com/wp-content/uploads/2022/04/c81e728d9d4c2f6-2-576x1024.jpeg)
GPUImageSketchFilter 效果图:
![图片[2]-IOS – OpenGL ES 图像素描 GPUImageSketchFilter-猿说编程](https://www.codersrc.com/wp-content/uploads/2022/04/c70b9fc9355c74f-1.gif)
三.源码下载
OpenGL ES Demo 下载地址 : IOS – OpenGL ES 设置图像滤镜 GPUImageSketchFilter
四.猜你喜欢
- IOS – OPenGL ES 设置图像亮度 GPUImageBrightnessFilter
- IOS – OPenGL ES 调节图像曝光度 GPUImageExposureFilter
- IOS – OpenGL ES 调节图像对比度 GPUImageContrastFilter
- IOS – OPenGL ES 调节图像饱和度 GPUImageSaturationFilter
- IOS – OPenGL ES 调节图像伽马线 GPUImageGammaFilter
- IOS – OpenGL ES 调节图像反色 GPUImageColorInvertFilter
- IOS – OpenGL ES 调节图像褐色 GPUImageSepiaFilter
- IOS – OpenGL ES 调节图像灰色 GPUImageGrayscaleFilter
- IOS – OpenGL ES 调节图像RGB通道 GPUImageRGBFilter
- IOS – OpenGL ES 调节图像不透明度 GPUImageOpacityFilter
- IOS – OpenGL ES 调节图像阴影 GPUImageHighlightShadowFilter
- IOS – OpenGL ES 调节图像色彩替换 GPUImageFalseColorFilter
- GPUImage – 色彩直方图 GPUImageHistogramFilter
- GPUImage – 色彩直方图 GPUImageHistogramGenerator
- GPUImage – 像素平均色值 GPUImageAverageColor
- GPUImage – 亮度平均 GPUImageLuminosity
- IOS – OpenGL ES 调节图像色度 GPUImageHueFilter
- IOS – OpenGL ES 指定颜色抠图 GPUImageChromaKeyFilter
- IOS – OpenGL ES 调节图像白平衡/色温 GPUImageWhiteBalanceFilter
- IOS – OpenGL ES 设置图像 lookup 滤镜 GPUImageLookupFilter
- IOS – OpenGL ES 设置图像滤镜 GPUImageAmatorkaFilter
- IOS – OpenGL ES 设置图像滤镜 GPUImageSoftEleganceFilter
- IOS – OpenGL ES 设置图像滤镜 GPUImageLineGenerator
- IOS – OpenGL ES 设置图像滤镜 GPUImageTransformFilter
- IOS – OpenGL ES 图像裁剪 GPUImageCropFilter
- IOS – OpenGL ES 图像素描 GPUImageSketchFilter
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