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IOS – OpenGL ES 卡通效果(黑色粗线描边) GPU

IOS – OpenGL ES 卡通效果(黑色粗线描边) GPU

作者: 猿说编程 | 来源:发表于2022-05-26 16:59 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.

    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:

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

    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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