Android GPUImage-15: Sobel Edge Detection

1.效果图

2.shader

 

 public GPUImageSobelEdgeDetectionFilter() {
        super();
        addFilter(new GPUImageGrayscaleFilter());
        addFilter(new GPUImage3x3TextureSamplingFilter(SOBEL_EDGE_DETECTION));
    }

Vertex shader:

 public static final String THREE_X_THREE_TEXTURE_SAMPLING_VERTEX_SHADER = "" +
            "attribute vec4 position;\n" +
            "attribute vec4 inputTextureCoordinate;\n" +
            "\n" +
            "uniform highp float texelWidth; \n" +
            "uniform highp float texelHeight; \n" +
            "\n" +
            "varying vec2 textureCoordinate;\n" +
            "varying vec2 leftTextureCoordinate;\n" +
            "varying vec2 rightTextureCoordinate;\n" +
            "\n" +
            "varying vec2 topTextureCoordinate;\n" +
            "varying vec2 topLeftTextureCoordinate;\n" +
            "varying vec2 topRightTextureCoordinate;\n" +
            "\n" +
            "varying vec2 bottomTextureCoordinate;\n" +
            "varying vec2 bottomLeftTextureCoordinate;\n" +
            "varying vec2 bottomRightTextureCoordinate;\n" +
            "\n" +
            "void main()\n" +
            "{\n" +
            "    gl_Position = position;\n" +
            "\n" +
            "    vec2 widthStep = vec2(texelWidth, 0.0);\n" +
            "    vec2 heightStep = vec2(0.0, texelHeight);\n" +
            "    vec2 widthHeightStep = vec2(texelWidth, texelHeight);\n" +
            "    vec2 widthNegativeHeightStep = vec2(texelWidth, -texelHeight);\n" +
            "\n" +
            "    textureCoordinate = inputTextureCoordinate.xy;\n" +
            "    leftTextureCoordinate = inputTextureCoordinate.xy - widthStep;\n" +
            "    rightTextureCoordinate = inputTextureCoordinate.xy + widthStep;\n" +
            "\n" +
            "    topTextureCoordinate = inputTextureCoordinate.xy - heightStep;\n" +
            "    topLeftTextureCoordinate = inputTextureCoordinate.xy - widthHeightStep;\n" +
            "    topRightTextureCoordinate = inputTextureCoordinate.xy + widthNegativeHeightStep;\n" +
            "\n" +
            "    bottomTextureCoordinate = inputTextureCoordinate.xy + heightStep;\n" +
            "    bottomLeftTextureCoordinate = inputTextureCoordinate.xy - widthNegativeHeightStep;\n" +
            "    bottomRightTextureCoordinate = inputTextureCoordinate.xy + widthHeightStep;\n" +
            "}";

Fragment shader:

"precision mediump float;\n" +
            "\n" +
            "varying vec2 textureCoordinate;\n" +
            "varying vec2 leftTextureCoordinate;\n" +
            "varying vec2 rightTextureCoordinate;\n" +
            "\n" +
            "varying vec2 topTextureCoordinate;\n" +
            "varying vec2 topLeftTextureCoordinate;\n" +
            "varying vec2 topRightTextureCoordinate;\n" +
            "\n" +
            "varying vec2 bottomTextureCoordinate;\n" +
            "varying vec2 bottomLeftTextureCoordinate;\n" +
            "varying vec2 bottomRightTextureCoordinate;\n" +
            "\n" +
            "uniform sampler2D inputImageTexture;\n" +
            "\n" +
            "void main()\n" +
            "{\n" +
            "    float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;\n" +
            "    float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;\n" +
            "    float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;\n" +
            "    float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;\n" +
            "    float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;\n" +
            "    float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;\n" +
            "    float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;\n" +
            "    float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;\n" +
            "    float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;\n" +
            "    float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;\n" +
            "\n" +
            "    float mag = length(vec2(h, v));\n" +
            "\n" +
            "    gl_FragColor = vec4(vec3(mag), 1.0);\n" +
            "}";

3.原理

这个filter是继承自GpuImageFilterGroup的,首先进行灰度话,然后进行边缘检测。

首先获取3x3的周围9个点的像素。

"    float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;\n" +
"    float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;\n" +
"\n" +
"    float mag = length(vec2(h, v));\n" +
"\n" +

计算了横向和纵向的梯度,然后显示。

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