1. 程式人生 > 其它 >IOS – OpenGL ES 卡通效果(黑色粗線描邊) GPUImageToonFilter

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

四.猜你喜歡

  1. IOS – OPenGL ES 設定影象亮度 GPUImageBrightnessFilter
  2. IOS – OPenGL ES 調節影象曝光度 GPUImageExposureFilter
  3. IOS – OpenGL ES 調節影象對比度 GPUImageContrastFilter
  4. IOS – OPenGL ES 調節影象飽和度 GPUImageSaturationFilter
  5. IOS – OPenGL ES 調節影象伽馬線 GPUImageGammaFilter
  6. IOS – OpenGL ES 調節影象反色 GPUImageColorInvertFilter
  7. IOS – OpenGL ES 調節影象褐色 GPUImageSepiaFilter
  8. IOS – OpenGL ES 調節影象灰色 GPUImageGrayscaleFilter
  9. IOS – OpenGL ES 調節影象 RGB 通道 GPUImageRGBFilter
  10. IOS – OpenGL ES 調節影象不透明度 GPUImageOpacityFilter
  11. IOS – OpenGL ES 調節影象陰影 GPUImageHighlightShadowFilter
  12. IOS – OpenGL ES 調節影象色彩替換 GPUImageFalseColorFilter
  13. GPUImage – 色彩直方圖 GPUImageHistogramFilter
  14. GPUImage – 色彩直方圖 GPUImageHistogramGenerator
  15. GPUImage – 畫素平均色值 GPUImageAverageColor
  16. GPUImage – 亮度平均 GPUImageLuminosity
  17. IOS – OpenGL ES 調節影象色度 GPUImageHueFilter
  18. IOS – OpenGL ES 指定顏色摳圖 GPUImageChromaKeyFilter
  19. IOS – OpenGL ES 調節影象白平衡/色溫 GPUImageWhiteBalanceFilter
  20. IOS – OpenGL ES 設定影象 lookup 濾鏡 GPUImageLookupFilter
  21. IOS – OpenGL ES 設定影象濾鏡 GPUImageAmatorkaFilter
  22. IOS – OpenGL ES 設定影象濾鏡 GPUImageSoftEleganceFilter
  23. IOS – OpenGL ES 設定影象銳化 GPUImageSharpenFilter
  24. IOS – OpenGL ES 繪製十字 GPUImageCrosshairGenerator
  25. IOS – OpenGL ES 繪製線條 GPUImageLineGenerator
  26. IOS – OpenGL ES 設定影象黑白燥點 GPUImageLocalBinaryPatternFilter
  27. IOS – OpenGL ES 設定影象卡通效果(黑色粗線描邊) GPUImageToonFilter

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