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IOS OpenGL ES GPUImage 圖像顯示亮度最高的像素,其他為黑 GPUImageThresholdedNonMaximumSuppressionFilter

目錄

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  • 一.簡(jiǎn)介
  • 二.效果演示
  • 三.源碼下載
  • 四.猜你喜歡

零基礎(chǔ) OpenGL (ES) 學(xué)習(xí)路線推薦 : OpenGL (ES) 學(xué)習(xí)目錄 >> OpenGL ES 基礎(chǔ)

零基礎(chǔ) OpenGL (ES) 學(xué)習(xí)路線推薦 : OpenGL (ES) 學(xué)習(xí)目錄 >> OpenGL ES 轉(zhuǎn)場(chǎng)

零基礎(chǔ) OpenGL (ES) 學(xué)習(xí)路線推薦 : OpenGL (ES) 學(xué)習(xí)目錄 >> OpenGL ES 特效

零基礎(chǔ) OpenGL (ES) 學(xué)習(xí)路線推薦 : OpenGL (ES) 學(xué)習(xí)目錄 >> OpenGL ES 函數(shù)

零基礎(chǔ) OpenGL (ES) 學(xué)習(xí)路線推薦 : OpenGL (ES) 學(xué)習(xí)目錄 >> OpenGL ES GPUImage 使用

零基礎(chǔ) OpenGL (ES) 學(xué)習(xí)路線推薦 : OpenGL (ES) 學(xué)習(xí)目錄 >> OpenGL ES GLSL 編程

一.簡(jiǎn)介

GPUImage 共 125 個(gè)濾鏡, 分為四類

1、Color adjustments : 31 filters , 顏色處理相關(guān)
2、Image processing : 40 filters , 圖像處理相關(guān).
3、Blending modes : 29 filters , 混合模式相關(guān).
4、Visual effects : 25 filters , 視覺效果相關(guān).

GPUImageThresholdedNonMaximumSuppressionFilter屬于 GPUImage 圖像視覺效果相關(guān),用來處理**圖像圖像顯示亮度最高的像素,其他為黑效果**,相比于 GPUImageNonMaximumSuppressionFilterGPUImageThresholdedNonMaximumSuppressionFilter像素丟失更多。shader 源碼如下:

/******************************************************************************************/
//@Author:猿說編程
//@Blog(個(gè)人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES GPUImage 圖像顯示亮度最高的像素,其他為黑 GPUImageThresholdedNonMaximumSuppressionFilter
//@Time:2022/06/21 06:30
//@Motto:不積跬步無以至千里,不積小流無以成江海,程序人生的精彩需要堅(jiān)持不懈地積累!
/******************************************************************************************/

#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageThresholdedNonMaximumSuppressionFragmentShaderString = SHADER_STRING
(
 uniform sampler2D inputImageTexture;

 varying highp vec2 textureCoordinate;
 varying highp vec2 leftTextureCoordinate;
 varying highp vec2 rightTextureCoordinate;

 varying highp vec2 topTextureCoordinate;
 varying highp vec2 topLeftTextureCoordinate;
 varying highp vec2 topRightTextureCoordinate;

 varying highp vec2 bottomTextureCoordinate;
 varying highp vec2 bottomLeftTextureCoordinate;
 varying highp vec2 bottomRightTextureCoordinate;

 uniform lowp float threshold;

 void main()
 {
     lowp float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
     lowp float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
     lowp float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
     lowp vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
     lowp float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
     lowp float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
     lowp float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
     lowp float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
     lowp float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;

     // Use a tiebreaker for pixels to the left and immediately above this one
     lowp float multiplier = 1.0 - step(centerColor.r, topColor);
     multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));

     lowp float maxValue = max(centerColor.r, bottomColor);
     maxValue = max(maxValue, bottomRightColor);
     maxValue = max(maxValue, rightColor);
     maxValue = max(maxValue, topRightColor);

     lowp float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
     finalValue = step(threshold, finalValue);

     gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
//
//     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
 }
);

NSString *const kGPUImageThresholdedNonMaximumSuppressionPackedColorspaceFragmentShaderString = SHADER_STRING
(
 uniform sampler2D inputImageTexture;

 varying highp vec2 textureCoordinate;
 varying highp vec2 leftTextureCoordinate;
 varying highp vec2 rightTextureCoordinate;

 varying highp vec2 topTextureCoordinate;
 varying highp vec2 topLeftTextureCoordinate;
 varying highp vec2 topRightTextureCoordinate;

 varying highp vec2 bottomTextureCoordinate;
 varying highp vec2 bottomLeftTextureCoordinate;
 varying highp vec2 bottomRightTextureCoordinate;

 uniform lowp float threshold;
 uniform highp float texelWidth;
 uniform highp float texelHeight;

 highp float encodedIntensity(highp vec3 sourceColor)
 {
     return (sourceColor.b * 256.0 * 256.0 + sourceColor.g * 256.0 + sourceColor.r);
 }

 void main()
 {
     highp float bottomColor = encodedIntensity(texture2D(inputImageTexture, bottomTextureCoordinate).rgb);
     highp float bottomLeftColor = encodedIntensity(texture2D(inputImageTexture, bottomLeftTextureCoordinate).rgb);
     highp float bottomRightColor = encodedIntensity(texture2D(inputImageTexture, bottomRightTextureCoordinate).rgb);
     highp float centerColor = encodedIntensity(texture2D(inputImageTexture, textureCoordinate).rgb);
     highp float leftColor = encodedIntensity(texture2D(inputImageTexture, leftTextureCoordinate).rgb);
     highp float rightColor = encodedIntensity(texture2D(inputImageTexture, rightTextureCoordinate).rgb);
     highp float topColor = encodedIntensity(texture2D(inputImageTexture, topTextureCoordinate).rgb);
     highp float topRightColor = encodedIntensity(texture2D(inputImageTexture, topRightTextureCoordinate).rgb);
     highp float topLeftColor = encodedIntensity(texture2D(inputImageTexture, topLeftTextureCoordinate).rgb);

     highp float secondStageColor1 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, -2.0 * texelHeight)).rgb);
     highp float secondStageColor2 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, -1.0 * texelHeight)).rgb);
     highp float secondStageColor3 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 0.0)).rgb);
     highp float secondStageColor4 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 1.0 * texelHeight)).rgb);
     highp float secondStageColor5 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 2.0 * texelHeight)).rgb);
     highp float secondStageColor6 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-1.0 * texelWidth, 2.0 * texelHeight)).rgb);
     highp float secondStageColor7 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(0.0, 2.0 * texelHeight)).rgb);
     highp float secondStageColor8 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(1.0 * texelWidth, 2.0 * texelHeight)).rgb);

     highp float thirdStageColor1 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-1.0 * texelWidth, -2.0 * texelHeight)).rgb);
     highp float thirdStageColor2 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(0.0, -2.0 * texelHeight)).rgb);
     highp float thirdStageColor3 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(1.0 * texelWidth, -2.0 * texelHeight)).rgb);
     highp float thirdStageColor4 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, -2.0 * texelHeight)).rgb);
     highp float thirdStageColor5 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, -1.0 * texelHeight)).rgb);
     highp float thirdStageColor6 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 0.0)).rgb);
     highp float thirdStageColor7 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 1.0 * texelHeight)).rgb);
     highp float thirdStageColor8 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 2.0 * texelHeight)).rgb);

     // Use a tiebreaker for pixels to the left and immediately above this one
     highp float multiplier = 1.0 - step(centerColor, topColor);
     multiplier = multiplier * (1.0 - step(centerColor, topLeftColor));
     multiplier = multiplier * (1.0 - step(centerColor, leftColor));
     multiplier = multiplier * (1.0 - step(centerColor, bottomLeftColor));

     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor1));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor2));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor3));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor4));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor5));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor6));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor7));
     multiplier = multiplier * (1.0 - step(centerColor, secondStageColor8));

     highp float maxValue = max(centerColor, bottomColor);
     maxValue = max(maxValue, bottomRightColor);
     maxValue = max(maxValue, rightColor);
     maxValue = max(maxValue, topRightColor);

     maxValue = max(maxValue, thirdStageColor1);
     maxValue = max(maxValue, thirdStageColor2);
     maxValue = max(maxValue, thirdStageColor3);
     maxValue = max(maxValue, thirdStageColor4);
     maxValue = max(maxValue, thirdStageColor5);
     maxValue = max(maxValue, thirdStageColor6);
     maxValue = max(maxValue, thirdStageColor7);
     maxValue = max(maxValue, thirdStageColor8);

     highp float midValue = centerColor * step(maxValue, centerColor) * multiplier;
     highp float finalValue = step(threshold, midValue);

     gl_FragColor = vec4(finalValue * centerColor, topLeftColor, topRightColor, topColor);
 }
);
#else
NSString *const kGPUImageThresholdedNonMaximumSuppressionFragmentShaderString = SHADER_STRING
(
 uniform sampler2D inputImageTexture;

 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 float threshold;

 void main()
 {
     float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
     float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
     float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
     vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
     float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
     float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
     float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
     float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
     float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;

     // Use a tiebreaker for pixels to the left and immediately above this one
     float multiplier = 1.0 - step(centerColor.r, topColor);
     multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));

     float maxValue = max(centerColor.r, bottomColor);
     maxValue = max(maxValue, bottomRightColor);
     maxValue = max(maxValue, rightColor);
     maxValue = max(maxValue, topRightColor);

     float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
     finalValue = step(threshold, finalValue);

     gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
     //
     //     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
 }
);

NSString *const kGPUImageThresholdedNonMaximumSuppressionPackedColorspaceFragmentShaderString = SHADER_STRING
(
 uniform sampler2D inputImageTexture;

 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 float threshold;

 void main()
 {
     float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
     float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
     float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
     vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
     float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
     float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
     float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
     float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
     float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;

     // Use a tiebreaker for pixels to the left and immediately above this one
     float multiplier = 1.0 - step(centerColor.r, topColor);
     multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
     multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));

     float maxValue = max(centerColor.r, bottomColor);
     maxValue = max(maxValue, bottomRightColor);
     maxValue = max(maxValue, rightColor);
     maxValue = max(maxValue, topRightColor);

     float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
     finalValue = step(threshold, finalValue);

     gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
     //
     //     gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
 }
 );
#endif

二.效果演示

使用 GPUImageThresholdedNonMaximumSuppressionFilter 完成圖像顯示亮度最高的像素,其他為黑,原圖如下:

使用 GPUImageThresholdedNonMaximumSuppressionFilter 完成圖像顯示亮度最高的像素,其他為黑****,效果如下:

三.源碼下載

OpenGL ES Demo 下載地址 : IOS – OpenGL ES GPUImage 圖像顯示亮度最高的像素,其他為黑 GPUImageThresholdedNonMaximumSuppressionFilter

四.猜你喜歡

  1. IOS – OPenGL ES 設(shè)置圖像亮度 GPUImageBrightnessFilter
  2. IOS – OPenGL ES 調(diào)節(jié)圖像曝光度 GPUImageExposureFilter
  3. IOS – OpenGL ES 調(diào)節(jié)圖像對(duì)比度 GPUImageContrastFilter
  4. IOS – OPenGL ES 調(diào)節(jié)圖像飽和度 GPUImageSaturationFilter
  5. IOS – OPenGL ES 調(diào)節(jié)圖像伽馬線 GPUImageGammaFilter
  6. IOS – OpenGL ES 調(diào)節(jié)圖像反色 GPUImageColorInvertFilter
  7. IOS – OpenGL ES 調(diào)節(jié)圖像褐色 GPUImageSepiaFilter
  8. IOS – OpenGL ES 調(diào)節(jié)圖像灰色 GPUImageGrayscaleFilter
  9. IOS – OpenGL ES 調(diào)節(jié)圖像 RGB 通道 GPUImageRGBFilter
  10. IOS – OpenGL ES 調(diào)節(jié)圖像不透明度 GPUImageOpacityFilter
  11. IOS – OpenGL ES 調(diào)節(jié)圖像陰影 GPUImageHighlightShadowFilter
  12. IOS – OpenGL ES 調(diào)節(jié)圖像色彩替換 GPUImageFalseColorFilter
  13. GPUImage – 色彩直方圖 GPUImageHistogramFilter
  14. GPUImage – 色彩直方圖 GPUImageHistogramGenerator
  15. GPUImage – 像素平均色值 GPUImageAverageColor
  16. GPUImage – 亮度平均 GPUImageLuminosity
  17. IOS – OpenGL ES 調(diào)節(jié)圖像色度 GPUImageHueFilter
  18. IOS – OpenGL ES 指定顏色摳圖 GPUImageChromaKeyFilter
  19. IOS – OpenGL ES 調(diào)節(jié)圖像白平衡/色溫 GPUImageWhiteBalanceFilter
  20. IOS – OpenGL ES 設(shè)置圖像 lookup 濾鏡 GPUImageLookupFilter
  21. IOS – OpenGL ES 設(shè)置圖像濾鏡 GPUImageAmatorkaFilter
  22. IOS – OpenGL ES 設(shè)置圖像濾鏡 GPUImageSoftEleganceFilter
  23. IOS – OpenGL ES 設(shè)置圖像銳化 GPUImageSharpenFilter
  24. IOS – OpenGL ES 繪制十字 GPUImageCrosshairGenerator
  25. IOS – OpenGL ES 繪制線條 GPUImageLineGenerator
  26. IOS – OpenGL ES 設(shè)置圖像黑白燥點(diǎn) GPUImageLocalBinaryPatternFilter
  27. IOS – OpenGL ES 設(shè)置圖像卡通效果(黑色粗線描邊) GPUImageToonFilter
  28. IOS – OpenGL ES 桑原濾波/水粉畫模糊效果 GPUImageKuwaharaFilter
  29. IOS – OpenGL ES 黑白馬賽克效果 GPUImageMosaicFilter
  30. IOS – OpenGL ES 像素化馬賽克效果 GPUImagePixellateFilter
  31. IOS – OpenGL ES 同心圓像素化馬賽克效果 GPUImagePolarPixel
  32. IOS – OpenGL ES 黑白網(wǎng)狀效果 GPUImageCrosshatchFilter
  33. IOS – OpenGL ES 色彩丟失/模糊效果 GPUImageColorPackingFilter
  34. IOS – OpenGL ES 圖像暈影 GPUImageVignetteFilter
  35. IOS – OpenGL ES 圖像漩渦 GPUImageSwirlFilter
  36. IOS – OpenGL ES 圖像魚眼擴(kuò)散效果 GPUImageBulgeDistortionFilter
  37. IOS – OpenGL ES 圖像魚眼移動(dòng)效果 GPUImageBulgeDistortionFilter
  38. IOS – OpenGL ES 圖像凹面鏡移動(dòng)效果 GPUImagePinchDistortionFilter
  39. IOS – OpenGL ES 圖像凹面鏡放大效果 GPUImagePinchDistortionFilter
  40. IOS – OpenGL ES 圖像哈哈鏡效果 GPUImageStretchDistortionFilter
  41. IOS – OpenGL ES 圖像水晶球效果 GPUImageGlassSphereFilter
  42. IOS – OpenGL ES 圖像球形折射 GPUImageSphereRefractionFilter
  43. IOS – OpenGL ES 圖像色調(diào)分離噪點(diǎn)效果 GPUImagePosterizeFilter
  44. IOS – OpenGL ES 圖像 CGA 色彩濾鏡 GPUImageCGAColorspaceFilter
  45. IOS – OpenGL ES 圖像柏林噪點(diǎn)/花邊噪點(diǎn) GPUImagePerlinNoiseFilter
  46. IOS – OpenGL ES 圖像加亮邊緣 GPUImage3x3ConvolutionFilter
  47. IOS – OpenGL ES 圖像浮雕 3d 效果 GPUImageEmbossFilter
  48. IOS – OpenGL ES 圖像馬賽克圓點(diǎn) GPUImagePolkaDotFilter
  49. IOS – OpenGL ES 圖像侵蝕邊緣黑白模糊 GPUImageErosionFilter
  50. IOS – OpenGL ES 圖像侵蝕邊緣色彩模糊 GPUImageRGBErosionFilter
  51. IOS – OpenGL ES 圖像擴(kuò)展邊緣黑白模糊 GPUImageDilationFilter
  52. IOS – OpenGL ES 圖像擴(kuò)展邊緣彩色模糊 GPUImageRGBDilationFilter
  53. IOS – OpenGL ES GPUImage 黑白色調(diào)模糊 GPUImageOpeningFilter
  54. IOS – OpenGL ES GPUImage 彩色模糊 GPUImageRGBOpeningFilter
  55. IOS – OpenGL ES GPUImage 圖像黑白色調(diào)模糊/暗色提亮 GPUImageClosingFilter
  56. IOS – OpenGL ES GPUImage 圖像彩色調(diào)模糊/暗色提亮 GPUImageRGBClosingFilter
  57. IOS – OpenGL ES GPUImage 圖像 Lanczos 重取樣模糊效果 GPUImageLanczosResamplingFilter
  58. IOS – OpenGL ES GPUImage 圖像顯示亮度最高的像素,其他為黑 GPUImageNonMaximumSuppressionFilter
  59. IOS – OpenGL ES GPUImage 圖像顯示亮度最高的像素,其他為黑 GPUImageThresholdedNonMaximumSuppressionFilter

本文由博客 - 猿說編程 猿說編程 發(fā)布!

當(dāng)前名稱:IOS OpenGL ES GPUImage 圖像顯示亮度最高的像素,其他為黑 GPUImageThresholdedNonMaximumSuppressionFilter
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