IOS – OpenGL ES 卡通效果(黑色粗线描边) GPUImageToonFilter

IOS – OpenGL ES 卡通效果(黑色粗线描边) GPUImageToonFilter-猿说编程
IOS – OpenGL ES 卡通效果(黑色粗线描边) GPUImageToonFilter
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零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 基础

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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.

GPUImageToonFilter 属于 GPUImage 图像处理相关,用来图像卡通效果(黑色粗线描边),shader 源码如下:

******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 卡通效果(黑色粗线描边) GPUImageToonFilter
//@Time:2022/05/14 10:30
//@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 kGPUImageToonFragmentShaderString = SHADER_STRING
(
 precision highp 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 sampler2D inputImageTexture;
 
 uniform highp float intensity;
 uniform highp float threshold;
 uniform highp float quantizationLevels;
 
 const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
 
 void main()
 {
     vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
     
     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 = length(vec2(h, v));

     vec3 posterizedImageColor = floor((textureColor.rgb * quantizationLevels) + 0.5) / quantizationLevels;
     
     float thresholdTest = 1.0 - step(threshold, mag);
     
     gl_FragColor = vec4(posterizedImageColor * thresholdTest, textureColor.a);
 }
);
#else
NSString *const kGPUImageToonFragmentShaderString = 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 sampler2D inputImageTexture;
 
 uniform float intensity;
 uniform float threshold;
 uniform float quantizationLevels;
 
 const vec3 W = vec3(0.2125, 0.7154, 0.0721);
 
 void main()
 {
     vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
     
     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 = length(vec2(h, v));
     
     vec3 posterizedImageColor = floor((textureColor.rgb * quantizationLevels) + 0.5) / quantizationLevels;
     
     float thresholdTest = 1.0 - step(threshold, mag);
     
     gl_FragColor = vec4(posterizedImageColor * thresholdTest, textureColor.a);
 }
);
#endif

二.效果演示

使用 GPUImageToonFilter 用来图像卡通效果(黑色粗线描边),原图:

图片[1]-IOS – OpenGL ES 卡通效果(黑色粗线描边) GPUImageToonFilter-猿说编程

GPUImageToonFilter 用来图像卡通效果(黑色粗线描边),效果图:

图片[2]-IOS – OpenGL ES 卡通效果(黑色粗线描边) GPUImageToonFilter-猿说编程

三.源码下载

OpenGL ES Demo 下载地址 : IOS – OpenGL ES 设置图像卡通效果(黑色粗线描边) GPUImageToonFilter


四.猜你喜欢

  1. IOS – OPenGL ES 设置图像亮度 GPUImageBrightnessFilter
  2. IOS – OPenGL ES 调节图像曝光度 GPUImageExposureFilter
  3. IOS – OpenGL ES 调节图像对比度 GPUImageContrastFilter
  4. IOS – OPenGL ES 调节图像饱和度 GPUImageSaturationFilter
  5. IOS – OPenGL ES 调节图像伽马线 GPUImageGammaFilter
  6. IOS – OpenGL ES 调节图像反色 GPUImageColorInvertFilter
  7. IOS – OpenGL ES 调节图像褐色 GPUImageSepiaFilter
  8. IOS – OpenGL ES 调节图像灰色 GPUImageGrayscaleFilter
  9. IOS – OpenGL ES 调节图像RGB通道 GPUImageRGBFilter
  10. IOS – OpenGL ES 调节图像不透明度 GPUImageOpacityFilter
  11. IOS – OpenGL ES 调节图像阴影 GPUImageHighlightShadowFilter
  12. IOS – OpenGL ES 调节图像色彩替换 GPUImageFalseColorFilter
  13. GPUImage – 色彩直方图 GPUImageHistogramFilter
  14. GPUImage – 色彩直方图 GPUImageHistogramGenerator
  15. GPUImage – 像素平均色值 GPUImageAverageColor
  16. GPUImage – 亮度平均 GPUImageLuminosity
  17. IOS – OpenGL ES 调节图像色度 GPUImageHueFilter
  18. IOS – OpenGL ES 指定颜色抠图 GPUImageChromaKeyFilter
  19. IOS – OpenGL ES 调节图像白平衡/色温 GPUImageWhiteBalanceFilter
  20. IOS – OpenGL ES 设置图像 lookup 滤镜 GPUImageLookupFilter
  21. IOS – OpenGL ES 设置图像滤镜 GPUImageAmatorkaFilter
  22. IOS – OpenGL ES 设置图像滤镜 GPUImageSoftEleganceFilter
  23. IOS – OpenGL ES 设置图像锐化 GPUImageSharpenFilter
  24. IOS – OpenGL ES 绘制十字 GPUImageCrosshairGenerator
  25. IOS – OpenGL ES 绘制线条 GPUImageLineGenerator
  26. IOS – OpenGL ES 设置图像黑白燥点 GPUImageLocalBinaryPatternFilter
  27. IOS – OpenGL ES 设置图像卡通效果(黑色粗线描边) GPUImageToonFilter

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