相機(jī)之使用OpenGL預(yù)覽
相機(jī)之使用OpenGL拍照
相機(jī)之使用OpenGL錄像
相機(jī)之為錄像添加音頻
相機(jī)之大眼
相機(jī)之貼紙
相機(jī)之口紅
片段著色器
precision mediump float;
uniform sampler2D vTexture;
varying vec2 v_TextureCoord;
// 圖像寬度
uniform float width;
// 圖像高度
uniform float height;
// 磨皮程度抄邀,取值1/3~1
uniform float smoothRatio;
// 用于存儲(chǔ)采樣點(diǎn)四周的點(diǎn)坐標(biāo)
vec2 blurCoord[20];
// 用于與采樣點(diǎn)相乘腹备,計(jì)算灰度圖
const vec3 W = vec3(0.299, 0.587, 0.114);
// 強(qiáng)光處理,傳入顏色分量
float hardLight(float colorChannel){
if (colorChannel <= 0.5){
colorChannel = colorChannel * colorChannel * 2.0;
} else {
colorChannel = 1.0 - ((1.0 - colorChannel)*(1.0 - colorChannel) * 2.0);
}
return colorChannel;
}
void main() {
vec2 offset = vec2(1.0 / width, 1.0 / height);
// 獲取要采樣的點(diǎn)的四周的點(diǎn)
blurCoord[0] = v_TextureCoord.xy + offset * vec2(0.0, -10.0);
blurCoord[1] = v_TextureCoord.xy + offset * vec2(0.0, 10.0);
blurCoord[2] = v_TextureCoord.xy + offset * vec2(-10.0, 0.0);
blurCoord[3] = v_TextureCoord.xy + offset * vec2(10.0, 0.0);
blurCoord[4] = v_TextureCoord.xy + offset * vec2(5.0, -8.0);
blurCoord[5] = v_TextureCoord.xy + offset * vec2(5.0, 8.0);
blurCoord[6] = v_TextureCoord.xy + offset * vec2(-5.0, 8.0);
blurCoord[7] = v_TextureCoord.xy + offset * vec2(-5.0, -8.0);
blurCoord[8] = v_TextureCoord.xy + offset * vec2(8.0, -5.0);
blurCoord[9] = v_TextureCoord.xy + offset * vec2(8.0, 5.0);
blurCoord[10] = v_TextureCoord.xy + offset * vec2(-8.0, 5.0);
blurCoord[11] = v_TextureCoord.xy + offset * vec2(-8.0, -5.0);
blurCoord[12] = v_TextureCoord.xy + offset * vec2(0.0, -6.0);
blurCoord[13] = v_TextureCoord.xy + offset * vec2(0.0, 6.0);
blurCoord[14] = v_TextureCoord.xy + offset * vec2(6.0, 0.0);
blurCoord[15] = v_TextureCoord.xy + offset * vec2(-6.0, 0.0);
blurCoord[16] = v_TextureCoord.xy + offset * vec2(-4.0, -4.0);
blurCoord[17] = v_TextureCoord.xy + offset * vec2(-4.0, 4.0);
blurCoord[18] = v_TextureCoord.xy + offset * vec2(4.0, -4.0);
blurCoord[19] = v_TextureCoord.xy + offset * vec2(4.0, 4.0);
// 當(dāng)前采樣點(diǎn)的顏色
vec3 currentColor = texture2D(vTexture, v_TextureCoord).rgb;
// 計(jì)算當(dāng)前采樣點(diǎn)和其四周的點(diǎn)的顏色的G分量的加權(quán)平均值有梆,當(dāng)前采樣點(diǎn)的比重最大雌续,因此乘以20.0
float sampleColor = currentColor.g * 20.0;
for (int i = 0; i < 20; i++){
sampleColor += texture2D(vTexture, blurCoord[i].xy).g;
}
// G分量的加權(quán)平均值斟湃,也就是模糊后的G分量值
sampleColor = sampleColor / 40.0;
// 高反差保留 = 原圖 - 高斯模糊圖联予,如果直接使用模糊后的顏色值瓣履,會(huì)將整個(gè)圖像模糊掉率翅,眉眼口鼻都會(huì)模糊,因此要保留高反差的地方
float highPassG = currentColor.g - sampleColor + 0.5;
// 強(qiáng)光處理袖迎,使反差值擴(kuò)大冕臭,可以使得噪聲更加突出
for (int i = 0; i < 5; i++) {
highPassG = hardLight(highPassG);
}
// 當(dāng)前采樣點(diǎn)的灰度值
float luminance = dot(currentColor, W);
// 將灰度值作為閾值,用來(lái)排除非皮膚部分燕锥,第二個(gè)參數(shù)可調(diào)(1/3~1)辜贵,值越小,alpha越大归形,磨皮效果越明顯托慨,修改該值可作為美顏程度
float alpha = pow(luminance, smoothRatio);
// 根據(jù)灰度值計(jì)算,將原圖與結(jié)果圖合成
vec3 smoothColor = currentColor + (currentColor - vec3(highPassG)) * alpha * 0.1;
vec3 resultColor = mix(smoothColor.rgb, max(smoothColor, currentColor), alpha);
gl_FragColor = vec4(smoothColor, 1.0);
}
著色器程序
class BeautyFilter(context: Context, width: Int, height: Int) :
FboFilter(context, R.raw.base_vertex, R.raw.beauty_frag, width, height) {
private var smoothRatio: Float = 0f
private val widthLocation = GLES20.glGetUniformLocation(mProgram, "width")
private val heightLocation = GLES20.glGetUniformLocation(mProgram, "height")
private val smoothRatioLocation = GLES20.glGetUniformLocation(mProgram, "smoothRatio")
override fun onDrawInFBO(textureId: Int) {
// 先將textureId的圖像畫到這一個(gè)FBO中
//激活紋理單元0
GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
//將textureId紋理綁定到紋理單元0
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId)
//將紋理單元0傳給vTexture暇榴,告訴vTexture采樣器從紋理單元0讀取數(shù)據(jù)
GLES20.glUniform1i(vTexture, 0)
//在textureId紋理上畫出圖像
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)
// 傳入寬高
GLES20.glUniform1f(widthLocation, width.toFloat())
GLES20.glUniform1f(heightLocation, height.toFloat())
// 傳入磨皮程度
GLES20.glUniform1f(smoothRatioLocation, smoothRatio)
//解除綁定
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0)
}
/**
* 設(shè)置美顏磨皮程度
* @param ratio Float
*/
fun setSmoothRatio(ratio: Float) {
// 將ratio轉(zhuǎn)換為[1,1/3]范圍內(nèi)厚棵,越小磨皮效果越大
val correctRatio = ratio / (-3f / 2f) + 1
Log.d("TAG", "setSmoothRatio: correctRatio=${correctRatio}")
this.smoothRatio = correctRatio
}
}