GPUImage
是現(xiàn)在做濾鏡最主流的開源框架,沒有之一胎挎。作者BradLarson基于openGL
對(duì)圖片處理單元進(jìn)行封裝掘而,提供出GPUImageFilter
基類配深,配合shader
谆趾,常用濾鏡都拿下不是問題准颓。
一:簡(jiǎn)單使用
(1)使用案例一
- (void)viewDidLoad
{
[super viewDidLoad];
UIImage * inputImage = [UIImage imageNamed:@"k"];
//使用黑白素描濾鏡
GPUImageSketchFilter *disFilter = [[GPUImageSketchFilter alloc] init];
//設(shè)置要渲染的區(qū)域
[disFilter forceProcessingAtSize:inputImage.size];
[disFilter useNextFrameForImageCapture];
//獲取數(shù)據(jù)源
GPUImagePicture *stillImageSource = [[GPUImagePicture alloc]initWithImage:inputImage];
//添加上濾鏡
[stillImageSource addTarget:disFilter];
//開始渲染
[stillImageSource processImage];
//獲取渲染后的圖片
UIImage *newImage = [disFilter imageFromCurrentFramebuffer];
//加載出來
UIImageView *imageView = [[UIImageView alloc] initWithImage:newImage];
imageView.frame = CGRectMake(50,50,inputImage.size.width ,inputImage.size.height);
[self.view addSubview:imageView];
}
(2)使用案例二
#pragma mark - 滑塊觸發(fā)事件
- (IBAction)slider:(UISlider *)sender {
//1.取得滑塊
UISlider *slider = (UISlider *)[self.view viewWithTag:sender.tag];
//2.取得滑塊的value
CGFloat vlaue = slider.value;
//3.value值顯示
self.number.text = [NSString stringWithFormat:@"%f", vlaue];
//4.選擇滑塊
switch (slider.tag) {
case 100:
{// 亮度
GPUImageBrightnessFilter *brightness = [[GPUImageBrightnessFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
brightness.brightness = vlaue;//設(shè)置亮度 -1.0 to 1.0 默認(rèn) 0.0
[brightness forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[brightness useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:brightness];//渲染圖片并顯示
}
break;
case 101:
{// 曝光度
GPUImageExposureFilter *exposure = [[GPUImageExposureFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
exposure.exposure = vlaue;//設(shè)置亮度 -10 to 10 默認(rèn) 0
[exposure forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[exposure useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:exposure];//渲染圖片并顯示
}
break;
case 102:
{// 對(duì)比度
GPUImageContrastFilter *contrast = [[GPUImageContrastFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
contrast.contrast = vlaue;//設(shè)置對(duì)比度 0 to 4 默認(rèn) 1
[contrast forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[contrast useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:contrast];//渲染圖片并顯示
}
break;
case 103:
{// 飽和度
GPUImageSaturationFilter *saturation = [[GPUImageSaturationFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
saturation.saturation = vlaue;//設(shè)置飽和度 0 to 2 默認(rèn) 1
[saturation forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[saturation useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:saturation];//渲染圖片并顯示
}
break;
case 104:
{// 銳化
GPUImageSharpenFilter *sharpen = [[GPUImageSharpenFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
sharpen.sharpness = vlaue;//設(shè)置飽和度 -4 to 4 默認(rèn) 0
[sharpen forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[sharpen useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:sharpen];//渲染圖片并顯示
}
break;
case 105:
{// 形變
GPUImageTransformFilter *transform = [[GPUImageTransformFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
transform.transform3D = CATransform3DMakeScale(vlaue, vlaue, vlaue);//設(shè)置屬性
[transform forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[transform useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:transform];//渲染圖片并顯示
}
break;
case 106:
{// 高斯模糊
GPUImageGaussianBlurFilter *gaussianBlur = [[GPUImageGaussianBlurFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
gaussianBlur.texelSpacingMultiplier = vlaue;
[gaussianBlur forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[gaussianBlur useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:gaussianBlur];//渲染圖片并顯示
}
break;
case 107:
{// 卡通效果
GPUImageToonFilter *sketch = [[GPUImageToonFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
sketch.quantizationLevels = 10;
[sketch forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[sketch useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:sketch];//渲染圖片并顯示
}
break;
case 108:
{// 球形倒立效果
GPUImageSphereRefractionFilter *glass = [[GPUImageSphereRefractionFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
glass.radius = vlaue; //設(shè)置球 半徑
[glass forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[glass useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:glass];//渲染圖片并顯示
}
break;
case 109:
{// 懷舊效果
GPUImageSepiaFilter *sepia = [[GPUImageSepiaFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
[sepia forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[sepia useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:sepia];//渲染圖片并顯示
}
break;
case 110:
{// 反色效果
GPUImageColorInvertFilter *colorInvert = [[GPUImageColorInvertFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
[colorInvert forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[colorInvert useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:colorInvert];//渲染圖片并顯示
}
break;
case 111:
{// 色彩丟失效果
GPUImageColorPackingFilter *colorPacking = [[GPUImageColorPackingFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
[colorPacking forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[colorPacking useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:colorPacking];//渲染圖片并顯示
}
break;
case 112:
{// 暈影效果
GPUImageVignetteFilter *vigette = [[GPUImageVignetteFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
vigette.vignetteStart = 0;
[vigette forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[vigette useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:vigette];//渲染圖片并顯示
}
break;
case 113:
{// 交叉線效果
GPUImageCrosshatchFilter *crosshatch = [[GPUImageCrosshatchFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
crosshatch.crossHatchSpacing = vlaue;
[crosshatch forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[crosshatch useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:crosshatch];//渲染圖片并顯示
}
break;
case 114:
{// 哈哈鏡效果
GPUImageStretchDistortionFilter *stretch = [[GPUImageStretchDistortionFilter alloc] init];//創(chuàng)建濾鏡對(duì)象
stretch.center = CGPointMake(vlaue, vlaue);
[stretch forceProcessingAtSize:self.image.size];//設(shè)置要渲染的區(qū)域
[stretch useNextFrameForImageCapture];//捕獲圖片效果
[self filterWithObject:stretch];//渲染圖片并顯示
}
break;
default:
break;
}
}
二:GPUImage中的幾個(gè)概念
-
output
為輸出源 -
intput
為輸入源 -
filter
為濾鏡
28 #import "GPUImageBrightnessFilter.h" //亮度
29 #import "GPUImageExposureFilter.h" //曝光
30 #import "GPUImageContrastFilter.h" //對(duì)比度
31 #import "GPUImageSaturationFilter.h" //飽和度
32 #import "GPUImageGammaFilter.h" //伽馬線
33 #import "GPUImageColorInvertFilter.h" //反色
34 #import "GPUImageSepiaFilter.h" //褐色(懷舊)
35 #import "GPUImageLevelsFilter.h" //色階
36 #import "GPUImageGrayscaleFilter.h" //灰度
37 #import "GPUImageHistogramFilter.h" //色彩直方圖,顯示在圖片上
38 #import "GPUImageHistogramGenerator.h" //色彩直方圖
39 #import "GPUImageRGBFilter.h" //RGB
40 #import "GPUImageToneCurveFilter.h" //色調(diào)曲線
41 #import "GPUImageMonochromeFilter.h" //單色
42 #import "GPUImageOpacityFilter.h" //不透明度
43 #import "GPUImageHighlightShadowFilter.h" //提亮陰影
44 #import "GPUImageFalseColorFilter.h" //色彩替換(替換亮部和暗部色彩)
45 #import "GPUImageHueFilter.h" //色度
46 #import "GPUImageChromaKeyFilter.h" //色度鍵
47 #import "GPUImageWhiteBalanceFilter.h" //白平橫
48 #import "GPUImageAverageColor.h" //像素平均色值
49 #import "GPUImageSolidColorGenerator.h" //純色
50 #import "GPUImageLuminosity.h" //亮度平均
51 #import "GPUImageAverageLuminanceThresholdFilter.h" //像素色值亮度平均棺妓,圖像黑白(有類似漫畫效果)
52
53 #import "GPUImageLookupFilter.h" //lookup 色彩調(diào)整
54 #import "GPUImageAmatorkaFilter.h" //Amatorka lookup
55 #import "GPUImageMissEtikateFilter.h" //MissEtikate lookup
56 #import "GPUImageSoftEleganceFilter.h" //SoftElegance lookup
61 #pragma mark - 圖像處理 Handle Image
62
63 #import "GPUImageCrosshairGenerator.h" //十字
64 #import "GPUImageLineGenerator.h" //線條
65
66 #import "GPUImageTransformFilter.h" //形狀變化
67 #import "GPUImageCropFilter.h" //剪裁
68 #import "GPUImageSharpenFilter.h" //銳化
69 #import "GPUImageUnsharpMaskFilter.h" //反遮罩銳化
70
71 #import "GPUImageFastBlurFilter.h" //模糊
72 #import "GPUImageGaussianBlurFilter.h" //高斯模糊
73 #import "GPUImageGaussianSelectiveBlurFilter.h" //高斯模糊,選擇部分清晰
74 #import "GPUImageBoxBlurFilter.h" //盒狀模糊
75 #import "GPUImageTiltShiftFilter.h" //條紋模糊炮赦,中間清晰怜跑,上下兩端模糊
76 #import "GPUImageMedianFilter.h" //中間值,有種稍微模糊邊緣的效果
77 #import "GPUImageBilateralFilter.h" //雙邊模糊
78 #import "GPUImageErosionFilter.h" //侵蝕邊緣模糊吠勘,變黑白
79 #import "GPUImageRGBErosionFilter.h" //RGB侵蝕邊緣模糊性芬,有色彩
80 #import "GPUImageDilationFilter.h" //擴(kuò)展邊緣模糊,變黑白
81 #import "GPUImageRGBDilationFilter.h" //RGB擴(kuò)展邊緣模糊剧防,有色彩
82 #import "GPUImageOpeningFilter.h" //黑白色調(diào)模糊
83 #import "GPUImageRGBOpeningFilter.h" //彩色模糊
84 #import "GPUImageClosingFilter.h" //黑白色調(diào)模糊植锉,暗色會(huì)被提亮
85 #import "GPUImageRGBClosingFilter.h" //彩色模糊,暗色會(huì)被提亮
86 #import "GPUImageLanczosResamplingFilter.h" //Lanczos重取樣峭拘,模糊效果
87 #import "GPUImageNonMaximumSuppressionFilter.h" //非最大抑制俊庇,只顯示亮度最高的像素,其他為黑
88 #import "GPUImageThresholdedNonMaximumSuppressionFilter.h" //與上相比鸡挠,像素丟失更多
89
90 #import "GPUImageSobelEdgeDetectionFilter.h" //Sobel邊緣檢測(cè)算法(白邊辉饱,黑內(nèi)容,有點(diǎn)漫畫的反色效果)
91 #import "GPUImageCannyEdgeDetectionFilter.h" //Canny邊緣檢測(cè)算法(比上更強(qiáng)烈的黑白對(duì)比度)
92 #import "GPUImageThresholdEdgeDetectionFilter.h" //閾值邊緣檢測(cè)(效果與上差別不大)
93 #import "GPUImagePrewittEdgeDetectionFilter.h" //普瑞維特(Prewitt)邊緣檢測(cè)(效果與Sobel差不多拣展,貌似更平滑)
94 #import "GPUImageXYDerivativeFilter.h" //XYDerivative邊緣檢測(cè)彭沼,畫面以藍(lán)色為主,綠色為邊緣备埃,帶彩色
95 #import "GPUImageHarrisCornerDetectionFilter.h" //Harris角點(diǎn)檢測(cè)姓惑,會(huì)有綠色小十字顯示在圖片角點(diǎn)處
96 #import "GPUImageNobleCornerDetectionFilter.h" //Noble角點(diǎn)檢測(cè),檢測(cè)點(diǎn)更多
97 #import "GPUImageShiTomasiFeatureDetectionFilter.h" //ShiTomasi角點(diǎn)檢測(cè)按脚,與上差別不大
98 #import "GPUImageMotionDetector.h" //動(dòng)作檢測(cè)
99 #import "GPUImageHoughTransformLineDetector.h" //線條檢測(cè)
100 #import "GPUImageParallelCoordinateLineTransformFilter.h" //平行線檢測(cè)
101
102 #import "GPUImageLocalBinaryPatternFilter.h" //圖像黑白化于毙,并有大量噪點(diǎn)
103
104 #import "GPUImageLowPassFilter.h" //用于圖像加亮
105 #import "GPUImageHighPassFilter.h" //圖像低于某值時(shí)顯示為黑
106
107
108 #pragma mark - 視覺效果 Visual Effect
109
110 #import "GPUImageSketchFilter.h" //素描
111 #import "GPUImageThresholdSketchFilter.h" //閥值素描,形成有噪點(diǎn)的素描
112 #import "GPUImageToonFilter.h" //卡通效果(黑色粗線描邊)
113 #import "GPUImageSmoothToonFilter.h" //相比上面的效果更細(xì)膩辅搬,上面是粗曠的畫風(fēng)
114 #import "GPUImageKuwaharaFilter.h" //桑原(Kuwahara)濾波,水粉畫的模糊效果望众;處理時(shí)間比較長(zhǎng),慎用
115
116 #import "GPUImageMosaicFilter.h" //黑白馬賽克
117 #import "GPUImagePixellateFilter.h" //像素化
118 #import "GPUImagePolarPixellateFilter.h" //同心圓像素化
119 #import "GPUImageCrosshatchFilter.h" //交叉線陰影,形成黑白網(wǎng)狀畫面
120 #import "GPUImageColorPackingFilter.h" //色彩丟失烂翰,模糊(類似監(jiān)控?cái)z像效果)
121
122 #import "GPUImageVignetteFilter.h" //暈影夯缺,形成黑色圓形邊緣,突出中間圖像的效果
123 #import "GPUImageSwirlFilter.h" //漩渦甘耿,中間形成卷曲的畫面
124 #import "GPUImageBulgeDistortionFilter.h" //凸起失真踊兜,魚眼效果
125 #import "GPUImagePinchDistortionFilter.h" //收縮失真,凹面鏡
126 #import "GPUImageStretchDistortionFilter.h" //伸展失真佳恬,哈哈鏡
127 #import "GPUImageGlassSphereFilter.h" //水晶球效果
128 #import "GPUImageSphereRefractionFilter.h" //球形折射捏境,圖形倒立
129
130 #import "GPUImagePosterizeFilter.h" //色調(diào)分離,形成噪點(diǎn)效果
131 #import "GPUImageCGAColorspaceFilter.h" //CGA色彩濾鏡毁葱,形成黑垫言、淺藍(lán)、紫色塊的畫面
132 #import "GPUImagePerlinNoiseFilter.h" //柏林噪點(diǎn)倾剿,花邊噪點(diǎn)
133 #import "GPUImage3x3ConvolutionFilter.h" //3x3卷積筷频,高亮大色塊變黑,加亮邊緣前痘、線條等
134 #import "GPUImageEmbossFilter.h" //浮雕效果凛捏,帶有點(diǎn)3d的感覺
135 #import "GPUImagePolkaDotFilter.h" //像素圓點(diǎn)花樣
136 #import "GPUImageHalftoneFilter.h" //點(diǎn)染,圖像黑白化,由黑點(diǎn)構(gòu)成原圖的大致圖形
137
138
139 #pragma mark - 混合模式 Blend
140
141 #import "GPUImageMultiplyBlendFilter.h" //通常用于創(chuàng)建陰影和深度效果
142 #import "GPUImageNormalBlendFilter.h" //正常
143 #import "GPUImageAlphaBlendFilter.h" //透明混合,通常用于在背景上應(yīng)用前景的透明度
144 #import "GPUImageDissolveBlendFilter.h" //溶解
145 #import "GPUImageOverlayBlendFilter.h" //疊加,通常用于創(chuàng)建陰影效果
146 #import "GPUImageDarkenBlendFilter.h" //加深混合,通常用于重疊類型
147 #import "GPUImageLightenBlendFilter.h" //減淡混合,通常用于重疊類型
148 #import "GPUImageSourceOverBlendFilter.h" //源混合
149 #import "GPUImageColorBurnBlendFilter.h" //色彩加深混合
150 #import "GPUImageColorDodgeBlendFilter.h" //色彩減淡混合
151 #import "GPUImageScreenBlendFilter.h" //屏幕包裹,通常用于創(chuàng)建亮點(diǎn)和鏡頭眩光
152 #import "GPUImageExclusionBlendFilter.h" //排除混合
153 #import "GPUImageDifferenceBlendFilter.h" //差異混合,通常用于創(chuàng)建更多變動(dòng)的顏色
154 #import "GPUImageSubtractBlendFilter.h" //差值混合,通常用于創(chuàng)建兩個(gè)圖像之間的動(dòng)畫變暗模糊效果
155 #import "GPUImageHardLightBlendFilter.h" //強(qiáng)光混合,通常用于創(chuàng)建陰影效果
156 #import "GPUImageSoftLightBlendFilter.h" //柔光混合
157 #import "GPUImageChromaKeyBlendFilter.h" //色度鍵混合
158 #import "GPUImageMaskFilter.h" //遮罩混合
159 #import "GPUImageHazeFilter.h" //朦朧加暗
160 #import "GPUImageLuminanceThresholdFilter.h" //亮度閾
161 #import "GPUImageAdaptiveThresholdFilter.h" //自適應(yīng)閾值
162 #import "GPUImageAddBlendFilter.h" //通常用于創(chuàng)建兩個(gè)圖像之間的動(dòng)畫變亮模糊效果
163 #import "GPUImageDivideBlendFilter.h" //通常用于創(chuàng)建兩個(gè)圖像之間的動(dòng)畫變暗模糊效果
164
165
166 #pragma mark - 尚不清楚
167 #import "GPUImageJFAVoroniFilter.h"
168 #import "GPUImageVoroniConsumerFilter.h"