IOS – OpenGL ES 卡通效果(黑色粗線描邊) GPUImageToonFilter
目錄
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 基礎
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 轉場
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 特效
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 函式
零基礎 OpenGL (ES) 學習路線推薦 :
OpenGL (ES) 學習目錄 >> OpenGL ES GPUImage 使用零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES GLSL 程式設計
一.簡介
GPUImage 共 125 個濾鏡, 分為四類
1、Color adjustments : 31 filters , 顏色處理相關
2、Image processing : 40 filters , 影象處理相關.
3、Blending modes : 29 filters , 混合模式相關.
4、Visual effects : 25 filters , 視覺效果相關.
GPUImageToonFilter 屬於 GPUImage 影象處理相關,用來影象卡通效果(黑色粗線描邊),shader 原始碼如下:
******************************************************************************************/ //@Author:猿說程式設計 //@Blog(個人部落格地址): www.codersrc.com //@File:IOS – OpenGL ES 卡通效果(黑色粗線描邊) GPUImageToonFilter //@Time:2022/05/14 10:30 //@Motto:不積跬步無以至千里,不積小流無以成江海,程式人生的精彩需要堅持不懈地積累! /******************************************************************************************/ #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 用來影象卡通效果(黑色粗線描邊)****,原圖:
**GPUImageToonFilter** 用來影象卡通效果(黑色粗線描邊)**,效果圖:**
三.原始碼下載
OpenGL ES Demo 下載地址 : IOS – OpenGL ES 設定影象卡通效果(黑色粗線描邊) GPUImageToonFilter
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- IOS – OpenGL ES 設定影象卡通效果(黑色粗線描邊) GPUImageToonFilter
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