OpenGL ES 马赛克滤镜

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本文建立是在 OpenGL加载纹理及分屏滤镜实现 一文基础上增加着色器文件实现。

顶点着色器

顶点着色器 本文滤镜通过修改片元着色器即可,因此不在重复顶点着色器代码

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordVarying;

void main(void) {
    gl_Position = Position;
    TextureCoordVarying = TextureCoords;
}

原始图片

一、灰度滤镜

  1. 浮点算法(GPUImage采用)
    Gray = R * 0.3 + G * 0.59 + B * 0.11
  2. 整数方法
    Gray = (R * 30 + G * 59 + B * 11) / 100
  3. 位移方法
    Gray = (R * 76 + G * 151 + B * 28) >> 8
  4. 平均值法
    Gray = (R + G + B) / 3
  5. 仅取绿色
    Gray = G
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);

void main(void) {
    vec4 mask = texture2D(Texture, TextureCoordVarying);
    // 采用浮点算法,取得 RGB 点乘值作为新的 RGB 参数
    float luminance = dot(mask.rgb, W);
    gl_FragColor = vec4(vec3(luminance), 1.0);
}

二、翻转滤镜

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;

void main(void) {
    // 翻转 y 坐标
    vec4 mask = texture2D(Texture, vec2(TextureCoordVarying.x, 1.0 - TextureCoordVarying.y));
    gl_FragColor = vec4(mask.rgb, 1.0);
}

三、方块马赛克滤镜

由于 TextureCoordVarying 取值范围是(0,1)
因此,先放大400,再向下取整马赛克大小的整数,再缩小400,得到的就是 某个坐标所在的马赛克方块左上角的坐标。

precision highp float;
uniform sampler2D Texture;
const vec2 TexSize = vec2(400.0, 400.0);
const vec2 MosaicSize = vec2(16.0, 16.0);
varying vec2 TextureCoordVarying;

void main(void) {
    vec2 intXY = vec2(TextureCoordVarying.x * TexSize.x, TextureCoordVarying.y * TexSize.y);
    vec2 XYMosaic = vec2(floor(intXY.x / MosaicSize.x) * MosaicSize.x, floor(intXY.y / MosaicSize.y) * MosaicSize.y);
    vec2 UVMasaic = vec2(XYMosaic.x / TexSize.x, XYMosaic.y / TexSize.y);
    vec4 mask = texture2D(Texture, UVMasaic);
    gl_FragColor = vec4(mask.rgb, 1.0);
}

四、六边形马赛克滤镜

将屏幕使用六边形分割,可以画出长宽比为 3:√3 ≈ 1.5 的矩形。
以屏幕左上角为 (0,0),则屏幕上任意一点,都可以找出它所对应的矩形。

公式如下, (wx, wy) 表示点(x, y)对应的矩形的左上角坐标

int wx = int(x / TB / length);
int wy = int(y / TR / length);

TB=1.5, TR=0.866025

分割示意图

四种情况,求出小矩形所在两个六边形的中心点坐标
1.偶数行,偶数列: 求取小矩形 (0,0) (1,1)
2.偶数行,奇数列: 求取小矩形 (0, 1) (1,0)
3.奇数行,偶数列: 求取小矩形 (0, 1) (1,0)
4.奇数行,奇数列: 求取小矩形 (0,0) (1,1)

再根据当前坐标距离两个六边形的距离,找出最近的一个六边形中心点,取出辞典的颜色值。

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;

const float mosaicSize = 0.03;

void main(void) {
    float length = mosaicSize;
    float TR = 0.866025;
    float TB = 1.5;
    
    float x = TextureCoordVarying.x;
    float y = TextureCoordVarying.y;
    
    int wx = int(x / TB / length);
    int wy = int(y / TR / length);
    
    vec2 v1, v2, vn;
    
    if (wx / 2 * 2 == wx) {
        if (wy / 2 * 2 == wy) {
            // find (0,0) (1,1)
            v1 = vec2(length * TB * float(wx), length * TR * float(wy));
            v2 = vec2(length * TB * float(wx + 1), length * TR * float(wy + 1));
        } else {
            // find (0, 1) (1,0)
            v1 = vec2(length * TB * float(wx), length * TR * float(wy + 1));
            v2 = vec2(length * TB * float(wx + 1), length * TR * float(wy));
        }
    } else {
        if (wy / 2 * 2 == wy) {
            // find (0, 1) (1,0)
            v1 = vec2(length * TB * float(wx), length * TR * float(wy + 1));
            v2 = vec2(length * TB * float(wx + 1), length * TR * float(wy));
        } else {
            // find (0,0) (1,1)
            v1 = vec2(length * TB * float(wx), length * TR * float(wy));
            v2 = vec2(length * TB * float(wx + 1), length * TR * float(wy + 1));
        }
    }

    float s1 = sqrt(pow(v1.x - x, 2.0) + pow(v1.y - y, 2.0));
    float s2 = sqrt(pow(v2.x - x, 2.0) + pow(v2.y - y, 2.0));

    if (s1 < s2) {
        vn = v1;
    } else {
        vn = v2;
    }

    vec4 mask = texture2D(Texture, vn);
    gl_FragColor = vec4(mask.rgb, 1.0);
}

五、三角形马赛克滤镜

在六边形马赛克基础上,找到六边形的中心点。

将六边形分为六个区域,获取对应中心点坐标

    // 此时 vn 是当前坐标坐在的六边形中心点
    float midMosaicLength = mosaicSize * TR / 2.0;

    vec2 area1 = vec2(vn.x, vn.y - midMosaicLength);
    vec2 area2 = vec2(vn.x + mosaicSize / 2.0, vn.y - midMosaicLength);
    vec2 area3 = vec2(vn.x + mosaicSize / 2.0, vn.y + midMosaicLength);
    vec2 area4 = vec2(vn.x, vn.y + midMosaicLength);
    vec2 area5 = vec2(vn.x - mosaicSize / 2.0, vn.y + midMosaicLength);
    vec2 area6 = vec2(vn.x - mosaicSize / 2.0, vn.y - midMosaicLength);

mosaicSize 为六边形马赛克边长

然后求出当前坐标与中心点的的连线,相对于x轴的夹角,判断当前坐标坐落的区域,取出对应三角形区域中心点的颜色值

    float a = atan((x - vn.x) / (y - vn.y));

完整代码如下

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordVarying;

const float mosaicSize = 0.03;

void main(void) {
    float length = mosaicSize;
    float TR = 0.866025;
    float TB = 1.5;
    float PI6 = 0.523599;
    
    float x = TextureCoordVarying.x;
    float y = TextureCoordVarying.y;
    
    int wx = int(x / TB / length);
    int wy = int(y / TR / length);
    
    vec2 v1, v2, vn;
    
    if (wx / 2 * 2 == wx) {
        if (wy / 2 * 2 == wy) {
            // find (0,0) (1,1)
            v1 = vec2(length * TB * float(wx), length * TR * float(wy));
            v2 = vec2(length * TB * float(wx + 1), length * TR * float(wy + 1));
        } else {
            // find (0, 1) (1,0)
            v1 = vec2(length * TB * float(wx), length * TR * float(wy + 1));
            v2 = vec2(length * TB * float(wx + 1), length * TR * float(wy));
        }
    } else {
        if (wy / 2 * 2 == wy) {
            // find (0, 1) (1,0)
            v1 = vec2(length * TB * float(wx), length * TR * float(wy + 1));
            v2 = vec2(length * TB * float(wx + 1), length * TR * float(wy));
        } else {
            // find (0,0) (1,1)
            v1 = vec2(length * TB * float(wx), length * TR * float(wy));
            v2 = vec2(length * TB * float(wx + 1), length * TR * float(wy + 1));
        }
    }

    float s1 = sqrt(pow(v1.x - x, 2.0) + pow(v1.y - y, 2.0));
    float s2 = sqrt(pow(v2.x - x, 2.0) + pow(v2.y - y, 2.0));

    if (s1 < s2) {
        vn = v1;
    } else {
        vn = v2;
    }

    // 此时 vn 是当前坐标坐在的六边形中心点

    float a = atan((x - vn.x) / (y - vn.y));
    
    float midMosaicLength = mosaicSize * TR / 2.0;
    vec2 area1 = vec2(vn.x, vn.y - midMosaicLength);
    vec2 area2 = vec2(vn.x + mosaicSize / 2.0, vn.y - midMosaicLength);
    vec2 area3 = vec2(vn.x + mosaicSize / 2.0, vn.y + midMosaicLength);
    vec2 area4 = vec2(vn.x, vn.y + midMosaicLength);
    vec2 area5 = vec2(vn.x - mosaicSize / 2.0, vn.y + midMosaicLength);
    vec2 area6 = vec2(vn.x - mosaicSize / 2.0, vn.y - midMosaicLength);

    if (a >= PI6 && a < PI6 * 3.0) {
        vn = area1;
    } else if (a >= PI6 * 3.0 && a < PI6 * 5.0) {
        vn = area2;
    } else if ((a >= PI6 * 5.0 && a <= PI6 * 6.0) || (a < -PI6 * 5.0 && a > -PI6 * 6.0)) {
        vn = area3;
    } else if (a < -PI6 * 3.0 && a > -PI6 * 5.0) {
        vn = area4;
    } else if (a <= -PI6 && a > -PI6 * 3.0) {
        vn = area5;
    } else if (a > -PI6 && a < PI6) {
        vn = area6;
    }
    
    vec4 mask = texture2D(Texture, vn);
    gl_FragColor = vec4(mask.rgb, 1.0);
}