IOS – OpenGL ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter

2023-03-25 10:03:28 浏览数 (1)

目录

  • 一.简介
  • 二.效果演示
  • 三.源码下载

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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.

GPUImageKuwaharaFilter GPUImage 图像桑原滤波/水粉画模糊效果,shader 源码如下:

代码语言:javascript复制
/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter
//@Time:2022/05/15 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 kGPUImageKuwaharaFragmentShaderString = SHADER_STRING
(
 varying highp vec2 textureCoordinate;
 uniform sampler2D inputImageTexture;
 uniform int radius;

 precision highp float;

 const vec2 src_size = vec2 (1.0 / 768.0, 1.0 / 1024.0);

 void main (void)
 {
     vec2 uv = textureCoordinate;
     float n = float((radius   1) * (radius   1));
     int i; int j;
     vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);
     vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);
     vec3 c;

     for (j = -radius; j <= 0;   j)  {
         for (i = -radius; i <= 0;   i)  {
             c = texture2D(inputImageTexture, uv   vec2(i,j) * src_size).rgb;
             m0  = c;
             s0  = c * c;
         }
     }

     for (j = -radius; j <= 0;   j)  {
         for (i = 0; i <= radius;   i)  {
             c = texture2D(inputImageTexture, uv   vec2(i,j) * src_size).rgb;
             m1  = c;
             s1  = c * c;
         }
     }

     for (j = 0; j <= radius;   j)  {
         for (i = 0; i <= radius;   i)  {
             c = texture2D(inputImageTexture, uv   vec2(i,j) * src_size).rgb;
             m2  = c;
             s2  = c * c;
         }
     }

     for (j = 0; j <= radius;   j)  {
         for (i = -radius; i <= 0;   i)  {
             c = texture2D(inputImageTexture, uv   vec2(i,j) * src_size).rgb;
             m3  = c;
             s3  = c * c;
         }
     }


     float min_sigma2 = 1e 2;
     m0 /= n;
     s0 = abs(s0 / n - m0 * m0);

     float sigma2 = s0.r   s0.g   s0.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m0, 1.0);
     }

     m1 /= n;
     s1 = abs(s1 / n - m1 * m1);

     sigma2 = s1.r   s1.g   s1.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m1, 1.0);
     }

     m2 /= n;
     s2 = abs(s2 / n - m2 * m2);

     sigma2 = s2.r   s2.g   s2.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m2, 1.0);
     }

     m3 /= n;
     s3 = abs(s3 / n - m3 * m3);

     sigma2 = s3.r   s3.g   s3.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m3, 1.0);
     }
 }
);
#else
NSString *const kGPUImageKuwaharaFragmentShaderString = SHADER_STRING
(
 varying vec2 textureCoordinate;
 uniform sampler2D inputImageTexture;
 uniform int radius;

 const vec2 src_size = vec2 (1.0 / 768.0, 1.0 / 1024.0);

 void main (void)
 {
     vec2 uv = textureCoordinate;
     float n = float((radius   1) * (radius   1));
     int i; int j;
     vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);
     vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);
     vec3 c;

     for (j = -radius; j <= 0;   j)  {
         for (i = -radius; i <= 0;   i)  {
             c = texture2D(inputImageTexture, uv   vec2(i,j) * src_size).rgb;
             m0  = c;
             s0  = c * c;
         }
     }

     for (j = -radius; j <= 0;   j)  {
         for (i = 0; i <= radius;   i)  {
             c = texture2D(inputImageTexture, uv   vec2(i,j) * src_size).rgb;
             m1  = c;
             s1  = c * c;
         }
     }

     for (j = 0; j <= radius;   j)  {
         for (i = 0; i <= radius;   i)  {
             c = texture2D(inputImageTexture, uv   vec2(i,j) * src_size).rgb;
             m2  = c;
             s2  = c * c;
         }
     }

     for (j = 0; j <= radius;   j)  {
         for (i = -radius; i <= 0;   i)  {
             c = texture2D(inputImageTexture, uv   vec2(i,j) * src_size).rgb;
             m3  = c;
             s3  = c * c;
         }
     }


     float min_sigma2 = 1e 2;
     m0 /= n;
     s0 = abs(s0 / n - m0 * m0);

     float sigma2 = s0.r   s0.g   s0.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m0, 1.0);
     }

     m1 /= n;
     s1 = abs(s1 / n - m1 * m1);

     sigma2 = s1.r   s1.g   s1.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m1, 1.0);
     }

     m2 /= n;
     s2 = abs(s2 / n - m2 * m2);

     sigma2 = s2.r   s2.g   s2.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m2, 1.0);
     }

     m3 /= n;
     s3 = abs(s3 / n - m3 * m3);

     sigma2 = s3.r   s3.g   s3.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m3, 1.0);
     }
 }
);
#endif

二.效果演示

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

**GPUImageKuwaharaFilter** 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 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter

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