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。