美文网首页OpenGL (ES) - GPUImage
IOS – OpenGL ES 设置图像锐化 GPUImageS

IOS – OpenGL ES 设置图像锐化 GPUImageS

作者: 猿说编程 | 来源:发表于2022-05-16 09:55 被阅读0次

    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.

    GPUImageSharpenFilter 属于 GPUImage 图像处理相关,用来处理图像锐化效果,shader 源码如下:

    /******************************************************************************************/
    //@Author:猿说编程
    //@Blog(个人博客地址): www.codersrc.com
    //@File:IOS – OpenGL ES 设置图像锐化 GPUImageSharpenFilter
    //@Time:2022/04/17 07:30
    //@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!
    /******************************************************************************************/
    
    NSString \*const kGPUImageSharpenVertexShaderString = SHADER_STRING
    (
    attribute vec4 position;
    attribute vec4 inputTextureCoordinate;
    
    uniform float imageWidthFactor;
    uniform float imageHeightFactor;
    uniform float sharpness;
    
    varying vec2 textureCoordinate;
    varying vec2 leftTextureCoordinate;
    varying vec2 rightTextureCoordinate;
    varying vec2 topTextureCoordinate;
    varying vec2 bottomTextureCoordinate;
    
    varying float centerMultiplier;
    varying float edgeMultiplier;
    
    void main()
    {
    gl_Position = position;
    
         vec2 widthStep = vec2(imageWidthFactor, 0.0);
         vec2 heightStep = vec2(0.0, imageHeightFactor);
    
         textureCoordinate = inputTextureCoordinate.xy;
         leftTextureCoordinate = inputTextureCoordinate.xy - widthStep;
         rightTextureCoordinate = inputTextureCoordinate.xy + widthStep;
         topTextureCoordinate = inputTextureCoordinate.xy + heightStep;
         bottomTextureCoordinate = inputTextureCoordinate.xy - heightStep;
    
         centerMultiplier = 1.0 + 4.0 * sharpness;
         edgeMultiplier = sharpness;
    
    }
    );
    
    #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
    NSString \*const kGPUImageSharpenFragmentShaderString = SHADER_STRING
    (
    precision highp float;
    
    varying highp vec2 textureCoordinate;
    varying highp vec2 leftTextureCoordinate;
    varying highp vec2 rightTextureCoordinate;
    varying highp vec2 topTextureCoordinate;
    varying highp vec2 bottomTextureCoordinate;
    
    varying highp float centerMultiplier;
    varying highp float edgeMultiplier;
    
    uniform sampler2D inputImageTexture;
    
    void main()
    {
    mediump vec3 textureColor = texture2D(inputImageTexture, textureCoordinate).rgb;
    mediump vec3 leftTextureColor = texture2D(inputImageTexture, leftTextureCoordinate).rgb;
    mediump vec3 rightTextureColor = texture2D(inputImageTexture, rightTextureCoordinate).rgb;
    mediump vec3 topTextureColor = texture2D(inputImageTexture, topTextureCoordinate).rgb;
    mediump vec3 bottomTextureColor = texture2D(inputImageTexture, bottomTextureCoordinate).rgb;
    
         gl_FragColor = vec4((textureColor * centerMultiplier - (leftTextureColor * edgeMultiplier + rightTextureColor * edgeMultiplier + topTextureColor * edgeMultiplier + bottomTextureColor * edgeMultiplier)), texture2D(inputImageTexture, bottomTextureCoordinate).w);
    
    }
    );
    #else
    NSString \*const kGPUImageSharpenFragmentShaderString = SHADER_STRING
    (
    varying vec2 textureCoordinate;
    varying vec2 leftTextureCoordinate;
    varying vec2 rightTextureCoordinate;
    varying vec2 topTextureCoordinate;
    varying vec2 bottomTextureCoordinate;
    
    varying float centerMultiplier;
    varying float edgeMultiplier;
    
    uniform sampler2D inputImageTexture;
    
    void main()
    {
    vec3 textureColor = texture2D(inputImageTexture, textureCoordinate).rgb;
    vec3 leftTextureColor = texture2D(inputImageTexture, leftTextureCoordinate).rgb;
    vec3 rightTextureColor = texture2D(inputImageTexture, rightTextureCoordinate).rgb;
    vec3 topTextureColor = texture2D(inputImageTexture, topTextureCoordinate).rgb;
    vec3 bottomTextureColor = texture2D(inputImageTexture, bottomTextureCoordinate).rgb;
    
         gl_FragColor = vec4((textureColor * centerMultiplier - (leftTextureColor * edgeMultiplier + rightTextureColor * edgeMultiplier + topTextureColor * edgeMultiplier + bottomTextureColor * edgeMultiplier)), texture2D(inputImageTexture, bottomTextureCoordinate).w);
    
    }
    );
    #endif
    

    二.效果演示

    使用GPUImageSharpenFilter** 处理图片示例**,原图:

    GPUImageSharpenFilter 效果图:

    三.源码下载

    OpenGL ES Demo 下载地址 : IOS – OpenGL ES 设置图像滤镜 GPUImageSharpenFilter

    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 设置图像滤镜 GPUImageLineGenerator
    24. IOS – OpenGL ES 设置图像锐化 GPUImageSharpenFilter

    本文由博客 - 猿说编程 猿说编程 发布!

    相关文章

      网友评论

        本文标题:IOS – OpenGL ES 设置图像锐化 GPUImageS

        本文链接:https://www.haomeiwen.com/subject/cciiurtx.html