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

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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

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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:

/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageThresholdedNonMaximumSuppressionFilter
//@Time:2022/06/21 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 kGPUImageThresholdedNonMaximumSuppressionFragmentShaderString = SHADER_STRING
(
 uniform sampler2D inputImageTexture;
 
 varying highp vec2 textureCoordinate;
 varying highp vec2 leftTextureCoordinate;
 varying highp vec2 rightTextureCoordinate;
 
 varying highp vec2 topTextureCoordinate;
 varying highp vec2 topLeftTextureCoordinate;
 varying highp vec2 topRightTextureCoordinate;
 
 varying highp vec2 bottomTextureCoordinate;
 varying highp vec2 bottomLeftTextureCoordinate;
 varying highp vec2 bottomRightTextureCoordinate;
 
 uniform lowp float threshold;
 
 void main()
 {
     lowp float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
     lowp float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
     lowp float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
     lowp vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
     lowp float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
     lowp float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
     lowp float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
     lowp float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
     lowp float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
     
     // Use a tiebreaker for pixels to the left and immediately above this one
     lowp float multiplier = 1.0 - step(centerColor.r, topColor);
     multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
     
     lowp float maxValue = max(centerColor.r, bottomColor);
     maxValue = max(maxValue, bottomRightColor);
     maxValue = max(maxValue, rightColor);
     maxValue = max(maxValue, topRightColor);
     
     lowp float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
     finalValue = step(threshold, finalValue);
     
     gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
//
//     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
 }
);

NSString *const kGPUImageThresholdedNonMaximumSuppressionPackedColorspaceFragmentShaderString = SHADER_STRING
(
 uniform sampler2D inputImageTexture;
 
 varying highp vec2 textureCoordinate;
 varying highp vec2 leftTextureCoordinate;
 varying highp vec2 rightTextureCoordinate;
 
 varying highp vec2 topTextureCoordinate;
 varying highp vec2 topLeftTextureCoordinate;
 varying highp vec2 topRightTextureCoordinate;
 
 varying highp vec2 bottomTextureCoordinate;
 varying highp vec2 bottomLeftTextureCoordinate;
 varying highp vec2 bottomRightTextureCoordinate;
 
 uniform lowp float threshold;
 uniform highp float texelWidth;
 uniform highp float texelHeight;

 highp float encodedIntensity(highp vec3 sourceColor)
 {
     return (sourceColor.b * 256.0 * 256.0 + sourceColor.g * 256.0 + sourceColor.r);
 }
 
 void main()
 {
     highp float bottomColor = encodedIntensity(texture2D(inputImageTexture, bottomTextureCoordinate).rgb);
     highp float bottomLeftColor = encodedIntensity(texture2D(inputImageTexture, bottomLeftTextureCoordinate).rgb);
     highp float bottomRightColor = encodedIntensity(texture2D(inputImageTexture, bottomRightTextureCoordinate).rgb);
     highp float centerColor = encodedIntensity(texture2D(inputImageTexture, textureCoordinate).rgb);
     highp float leftColor = encodedIntensity(texture2D(inputImageTexture, leftTextureCoordinate).rgb);
     highp float rightColor = encodedIntensity(texture2D(inputImageTexture, rightTextureCoordinate).rgb);
     highp float topColor = encodedIntensity(texture2D(inputImageTexture, topTextureCoordinate).rgb);
     highp float topRightColor = encodedIntensity(texture2D(inputImageTexture, topRightTextureCoordinate).rgb);
     highp float topLeftColor = encodedIntensity(texture2D(inputImageTexture, topLeftTextureCoordinate).rgb);
     
     highp float secondStageColor1 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, -2.0 * texelHeight)).rgb);
     highp float secondStageColor2 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, -1.0 * texelHeight)).rgb);
     highp float secondStageColor3 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 0.0)).rgb);
     highp float secondStageColor4 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 1.0 * texelHeight)).rgb);
     highp float secondStageColor5 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 2.0 * texelHeight)).rgb);
     highp float secondStageColor6 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-1.0 * texelWidth, 2.0 * texelHeight)).rgb);
     highp float secondStageColor7 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(0.0, 2.0 * texelHeight)).rgb);
     highp float secondStageColor8 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(1.0 * texelWidth, 2.0 * texelHeight)).rgb);

     highp float thirdStageColor1 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-1.0 * texelWidth, -2.0 * texelHeight)).rgb);
     highp float thirdStageColor2 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(0.0, -2.0 * texelHeight)).rgb);
     highp float thirdStageColor3 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(1.0 * texelWidth, -2.0 * texelHeight)).rgb);
     highp float thirdStageColor4 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, -2.0 * texelHeight)).rgb);
     highp float thirdStageColor5 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, -1.0 * texelHeight)).rgb);
     highp float thirdStageColor6 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 0.0)).rgb);
     highp float thirdStageColor7 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 1.0 * texelHeight)).rgb);
     highp float thirdStageColor8 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 2.0 * texelHeight)).rgb);
     
     // Use a tiebreaker for pixels to the left and immediately above this one
     highp float multiplier = 1.0 - step(centerColor, topColor);
     multiplier = multiplier * (1.0 - step(centerColor, topLeftColor));
     multiplier = multiplier * (1.0 - step(centerColor, leftColor));
     multiplier = multiplier * (1.0 - step(centerColor, bottomLeftColor));

     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor1));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor2));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor3));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor4));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor5));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor6));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor7));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor8));

     highp float maxValue = max(centerColor, bottomColor);
     maxValue = max(maxValue, bottomRightColor);
     maxValue = max(maxValue, rightColor);
     maxValue = max(maxValue, topRightColor);

     maxValue = max(maxValue, thirdStageColor1);
     maxValue = max(maxValue, thirdStageColor2);
     maxValue = max(maxValue, thirdStageColor3);
     maxValue = max(maxValue, thirdStageColor4);
     maxValue = max(maxValue, thirdStageColor5);
     maxValue = max(maxValue, thirdStageColor6);
     maxValue = max(maxValue, thirdStageColor7);
     maxValue = max(maxValue, thirdStageColor8);

     highp float midValue = centerColor * step(maxValue, centerColor) * multiplier;
     highp float finalValue = step(threshold, midValue);
     
     gl_FragColor = vec4(finalValue * centerColor, topLeftColor, topRightColor, topColor);
 }
);
#else
NSString *const kGPUImageThresholdedNonMaximumSuppressionFragmentShaderString = SHADER_STRING
(
 uniform sampler2D inputImageTexture;
 
 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 threshold;
 
 void main()
 {
     float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
     float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
     float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
     vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
     float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
     float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
     float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
     float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
     float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
     
     // Use a tiebreaker for pixels to the left and immediately above this one
     float multiplier = 1.0 - step(centerColor.r, topColor);
     multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
     
     float maxValue = max(centerColor.r, bottomColor);
     maxValue = max(maxValue, bottomRightColor);
     maxValue = max(maxValue, rightColor);
     maxValue = max(maxValue, topRightColor);
     
     float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
     finalValue = step(threshold, finalValue);
     
     gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
     //
     //     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
 }
);

NSString *const kGPUImageThresholdedNonMaximumSuppressionPackedColorspaceFragmentShaderString = SHADER_STRING
(
 uniform sampler2D inputImageTexture;
 
 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 threshold;
 
 void main()
 {
     float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
     float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
     float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
     vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
     float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
     float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
     float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
     float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
     float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
     
     // Use a tiebreaker for pixels to the left and immediately above this one
     float multiplier = 1.0 - step(centerColor.r, topColor);
     multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
     
     float maxValue = max(centerColor.r, bottomColor);
     maxValue = max(maxValue, bottomRightColor);
     maxValue = max(maxValue, rightColor);
     maxValue = max(maxValue, topRightColor);
     
     float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
     finalValue = step(threshold, finalValue);
     
     gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
     //
     //     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
 }
 );
#endif

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:

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

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

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

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

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

  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
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  24. IOS – OpenGL ES 绘制十字 GPUImageCrosshairGenerator
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  26. IOS – OpenGL ES 设置图像黑白燥点 GPUImageLocalBinaryPatternFilter
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  28. IOS – OpenGL ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter
  29. IOS – OpenGL ES 黑白马赛克效果 GPUImageMosaicFilter
  30. IOS – OpenGL ES 像素化马赛克效果 GPUImagePixellateFilter
  31. IOS – OpenGL ES 同心圆像素化马赛克效果 GPUImagePolarPixel
  32. IOS – OpenGL ES 黑白网状效果 GPUImageCrosshatchFilter
  33. IOS – OpenGL ES 色彩丢失/模糊效果 GPUImageColorPackingFilter
  34. IOS – OpenGL ES 图像晕影 GPUImageVignetteFilter
  35. IOS – OpenGL ES 图像漩涡 GPUImageSwirlFilter
  36. IOS – OpenGL ES 图像鱼眼扩散效果 GPUImageBulgeDistortionFilter
  37. IOS – OpenGL ES 图像鱼眼移动效果 GPUImageBulgeDistortionFilter
  38. IOS – OpenGL ES 图像凹面镜移动效果 GPUImagePinchDistortionFilter
  39. IOS – OpenGL ES 图像凹面镜放大效果 GPUImagePinchDistortionFilter
  40. IOS – OpenGL ES 图像哈哈镜效果 GPUImageStretchDistortionFilter
  41. IOS – OpenGL ES 图像水晶球效果 GPUImageGlassSphereFilter
  42. IOS – OpenGL ES 图像球形折射 GPUImageSphereRefractionFilter
  43. IOS – OpenGL ES 图像色调分离噪点效果 GPUImagePosterizeFilter
  44. IOS – OpenGL ES 图像CGA色彩滤镜 GPUImageCGAColorspaceFilter
  45. IOS – OpenGL ES 图像柏林噪点/花边噪点 GPUImagePerlinNoiseFilter
  46. IOS – OpenGL ES 图像加亮边缘 GPUImage3x3ConvolutionFilter
  47. IOS – OpenGL ES 图像浮雕3d效果 GPUImageEmbossFilter
  48. IOS – OpenGL ES 图像马赛克圆点 GPUImagePolkaDotFilter
  49. IOS – OpenGL ES 图像侵蚀边缘黑白模糊 GPUImageErosionFilter
  50. IOS – OpenGL ES 图像侵蚀边缘色彩模糊 GPUImageRGBErosionFilter
  51. IOS – OpenGL ES 图像扩展边缘黑白模糊 GPUImageDilationFilter
  52. IOS – OpenGL ES 图像扩展边缘彩色模糊 GPUImageRGBDilationFilter
  53. IOS – OpenGL ES GPUImage 黑白色调模糊 GPUImageOpeningFilter
  54. IOS – OpenGL ES GPUImage 彩色模糊 GPUImageRGBOpeningFilter
  55. IOS – OpenGL ES GPUImage 图像黑白色调模糊/暗色提亮 GPUImageClosingFilter
  56. IOS – OpenGL ES GPUImage 图像彩色调模糊/暗色提亮 GPUImageRGBClosingFilter
  57. IOS – OpenGL ES GPUImage 图像Lanczos重取样模糊效果 GPUImageLanczosResamplingFilter
  58. IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageNonMaximumSuppressionFilter
  59. IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageThresholdedNonMaximumSuppressionFilter

未经允许不得转载:猿说编程 » IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageThresholdedNonMaximumSuppressionFilter
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