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前言
本文主要在GLSL显示普通图⽚的基础上实现动态滤镜效果。
正文
一、添加时间线
动效滤镜与上一篇文章提到静态的马赛克滤镜的不同之处,在于我们再实现着色器代码的时候添加了一个time参数,time参数是通过CADisplayLink定时器触发输入的。
- (void)startFilerAnimation {
//1.CADisplayLink 定时器
if (self.displayLink) {
[self.displayLink invalidate];
self.displayLink = nil;
}
//2.设置displayLink 的方法
self.startTimeInterval = 0;
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(timeAction)];
//3.将displayLink 添加到runloop 运行循环
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
- (void)timeAction {
//DisplayLink 的当前时间撮
if (self.startTimeInterval == 0) {
self.startTimeInterval = self.displayLink.timestamp;
}
//使用program
glUseProgram(self.program);
//绑定buffer
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer);
// 传入时间
CGFloat currentTime = self.displayLink.timestamp - self.startTimeInterval;
GLuint time = glGetUniformLocation(self.program, "Time");
glUniform1f(time, currentTime);
// 清除画布
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
// 重绘
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//渲染到屏幕上
[self.context presentRenderbuffer:GL_RENDERBUFFER];
}
二、实现动态滤镜
与静态的马赛克滤镜相同的,首先得能通过GLSL方式正常显示一张纹理图片。对应的顶点着色器和片元着色器的代码如下:
a.顶点着色器
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
void main (void) {
gl_Position = Position;
TextureCoordsVarying = TextureCoords;
}
复制代码
b.片元着色器
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
void main (void) {
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
1.缩放滤镜
实现原理:通过修改顶点坐标和纹理坐标的对应关系来实现。
片元着色器实现:
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;
void main (void) {
float duration = 0.6;
float maxAmplitude = 0.3;
float time = mod(Time, duration);
float amplitude = 1.0 + maxAmplitude * abs(sin(time * (PI / duration)));
float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / amplitude;
float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / amplitude;
vec2 weakTextureCoords = vec2(weakX, weakY);
vec4 mask = texture2D(Texture, weakTextureCoords);
gl_FragColor = vec4(mask.rgb, 1.0);
}
2.灵魂出窍滤镜
实现原理:通过两个纹理图层的叠加,并且上⾯的图层随着时间的推移,会逐渐放⼤且不透明度逐渐降低来实现。
片元着色器实现:
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
void main (void) {
float duration = 0.7;
float maxAlpha = 0.4;
float maxScale = 1.8;
float progress = mod(Time, duration) / duration; // 0~1
float alpha = maxAlpha * (1.0 - progress);
float scale = 1.0 + (maxScale - 1.0) * progress;
float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
vec2 weakTextureCoords = vec2(weakX, weakY);
vec4 weakMask = texture2D(Texture, weakTextureCoords);
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = mask * (1.0 - alpha) + weakMask * alpha;
}
3.抖动滤镜
实现原理:通过对像素点颜⾊进行偏移,加上微弱的放⼤效果来实现。
片元着色器实现:
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
void main (void) {
float duration = 0.7;
float maxScale = 1.1;
float offset = 0.02;
float progress = mod(Time, duration) / duration; // 0~1
vec2 offsetCoords = vec2(offset, offset) * progress;
float scale = 1.0 + (maxScale - 1.0) * progress;
vec2 ScaleTextureCoords = vec2(0.5, 0.5) + (TextureCoordsVarying - vec2(0.5, 0.5)) / scale;
vec4 maskR = texture2D(Texture, ScaleTextureCoords + offsetCoords);
vec4 maskB = texture2D(Texture, ScaleTextureCoords - offsetCoords);
vec4 mask = texture2D(Texture, ScaleTextureCoords);
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}
4.闪白滤镜
实现原理:通过添加⽩⾊图层 ,⽩⾊图层的透明度随着时间变化来实现。
片元着色器实现:
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;
void main (void) {
float duration = 0.6;
float time = mod(Time, duration);
vec4 whiteMask = vec4(1.0, 1.0, 1.0, 1.0);
float amplitude = abs(sin(time * (PI / duration)));
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = mask * (1.0 - amplitude) + whiteMask * amplitude;
}
5.毛刺滤镜
实现原理:通过修改纹理坐标对纹理进行撕裂,加上微弱的像素点颜⾊偏移来实现。我们让每⼀⾏像素随机偏移 -1 ~ 1 的距离(这⾥的 -1 ~ 1 是对于纹理坐标来说的),但是如果整个画⾯都偏移⽐较⼤的值,那我们可能都看不出原来图像的样⼦。所以我们的逻辑是,设定⼀个阈值,⼩于这个阈值才进⾏偏移,超过这个阈值则乘上⼀个缩⼩系数。
片元着色器实现:
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;
float rand(float n) {
return fract(sin(n) * 43758.5453123);
}
void main (void) {
float maxJitter = 0.06;
float duration = 0.3;
float colorROffset = 0.01;
float colorBOffset = -0.025;
float time = mod(Time, duration * 2.0);
float amplitude = max(sin(time * (PI / duration)), 0.0);
float jitter = rand(TextureCoordsVarying.y) * 2.0 - 1.0; // -1~1
bool needOffset = abs(jitter) < maxJitter * amplitude;
float textureX = TextureCoordsVarying.x + (needOffset ? jitter : (jitter * amplitude * 0.006));
vec2 textureCoords = vec2(textureX, TextureCoordsVarying.y);
vec4 mask = texture2D(Texture, textureCoords);
vec4 maskR = texture2D(Texture, textureCoords + vec2(colorROffset * amplitude, 0.0));
vec4 maskB = texture2D(Texture, textureCoords + vec2(colorBOffset * amplitude, 0.0));
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}
6.幻觉滤镜
实现原理:通过残影和颜⾊偏移的叠加来实现。在移动的过程中,每经过⼀段时间间隔,根据当前的位置去创建⼀个新层,并且新层的不透明度随着时间逐渐减弱。于是在⼀个移动周期内,可以看到很多透明度不同的层叠加在⼀起,从⽽形成残影的效果。同时在移动的过程中,每间隔⼀段时间,遗失了⼀部分红⾊通道的值在原来的位置,并且这部分红⾊通道的值,随着时间偏移,会逐渐恢复。
片元着色器实现:
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;
const float duration = 2.0;
vec4 getMask(float time, vec2 textureCoords, float padding) {
vec2 translation = vec2(sin(time * (PI * 2.0 / duration)),
cos(time * (PI * 2.0 / duration)));
vec2 translationTextureCoords = textureCoords + padding * translation;
vec4 mask = texture2D(Texture, translationTextureCoords);
return mask;
}
float maskAlphaProgress(float currentTime, float hideTime, float startTime) {
float time = mod(duration + currentTime - startTime, duration);
return min(time, hideTime);
}
void main (void) {
float time = mod(Time, duration);
float scale = 1.2;
float padding = 0.5 * (1.0 - 1.0 / scale);
vec2 textureCoords = vec2(0.5, 0.5) + (TextureCoordsVarying - vec2(0.5, 0.5)) / scale;
float hideTime = 0.9;
float timeGap = 0.2;
float maxAlphaR = 0.5; // max R
float maxAlphaG = 0.05; // max G
float maxAlphaB = 0.05; // max B
vec4 mask = getMask(time, textureCoords, padding);
float alphaR = 1.0; // R
float alphaG = 1.0; // G
float alphaB = 1.0; // B
vec4 resultMask = vec4(0, 0, 0, 0);
for (float f = 0.0; f < duration; f += timeGap) {
float tmpTime = f;
vec4 tmpMask = getMask(tmpTime, textureCoords, padding);
//
float tmpAlphaR = maxAlphaR - maxAlphaR * maskAlphaProgress(time, hideTime, tmpTime) / hideTime;
float tmpAlphaG = maxAlphaG - maxAlphaG * maskAlphaProgress(time, hideTime, tmpTime) / hideTime;
float tmpAlphaB = maxAlphaB - maxAlphaB * maskAlphaProgress(time, hideTime, tmpTime) / hideTime;
resultMask += vec4(tmpMask.r * tmpAlphaR,
tmpMask.g * tmpAlphaG,
tmpMask.b * tmpAlphaB,
1.0);
alphaR -= tmpAlphaR;
alphaG -= tmpAlphaG;
alphaB -= tmpAlphaB;
}
resultMask += vec4(mask.r * alphaR, mask.g * alphaG, mask.b * alphaB, 1.0);
gl_FragColor = resultMask;
}