相机之美颜磨皮

相机之使用OpenGL预览
相机之使用OpenGL拍照
相机之使用OpenGL录像
相机之为录像添加音频
相机之大眼
相机之贴纸
相机之口红

片段着色器

precision mediump float;

uniform sampler2D vTexture;
varying vec2 v_TextureCoord;
// 图像宽度
uniform float width;
// 图像高度
uniform float height;
// 磨皮程度,取值1/3~1
uniform float smoothRatio;
// 用于存储采样点四周的点坐标
vec2 blurCoord[20];
// 用于与采样点相乘,计算灰度图
const vec3 W = vec3(0.299, 0.587, 0.114);

// 强光处理,传入颜色分量
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);
    // 获取要采样的点的四周的点
    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);

    // 当前采样点的颜色
    vec3 currentColor = texture2D(vTexture, v_TextureCoord).rgb;

    // 计算当前采样点和其四周的点的颜色的G分量的加权平均值,当前采样点的比重最大,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分量的加权平均值,也就是模糊后的G分量值
    sampleColor = sampleColor / 40.0;
    // 高反差保留 = 原图 - 高斯模糊图,如果直接使用模糊后的颜色值,会将整个图像模糊掉,眉眼口鼻都会模糊,因此要保留高反差的地方
    float highPassG = currentColor.g - sampleColor + 0.5;
    // 强光处理,使反差值扩大,可以使得噪声更加突出
    for (int i = 0; i < 5; i++) {
        highPassG = hardLight(highPassG);
    }
    // 当前采样点的灰度值
    float luminance = dot(currentColor, W);
    // 将灰度值作为阈值,用来排除非皮肤部分,第二个参数可调(1/3~1),值越小,alpha越大,磨皮效果越明显,修改该值可作为美颜程度
    float alpha = pow(luminance, smoothRatio);
    // 根据灰度值计算,将原图与结果图合成
    vec3 smoothColor = currentColor + (currentColor - vec3(highPassG)) * alpha * 0.1;
    vec3 resultColor = mix(smoothColor.rgb, max(smoothColor, currentColor), alpha);
    gl_FragColor = vec4(smoothColor, 1.0);
}

着色器程序

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) {

        // 先将textureId的图像画到这一个FBO中
        //激活纹理单元0
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
        //将textureId纹理绑定到纹理单元0
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId)
        //将纹理单元0传给vTexture,告诉vTexture采样器从纹理单元0读取数据
        GLES20.glUniform1i(vTexture, 0)
        //在textureId纹理上画出图像
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)

        // 传入宽高
        GLES20.glUniform1f(widthLocation, width.toFloat())
        GLES20.glUniform1f(heightLocation, height.toFloat())
        // 传入磨皮程度
        GLES20.glUniform1f(smoothRatioLocation, smoothRatio)

        //解除绑定
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0)
    }

    /**
     * 设置美颜磨皮程度
     * @param ratio Float
     */
    fun setSmoothRatio(ratio: Float) {
        // 将ratio转换为[1,1/3]范围内,越小磨皮效果越大
        val correctRatio = ratio / (-3f / 2f) + 1
        Log.d("TAG", "setSmoothRatio: correctRatio=${correctRatio}")
        this.smoothRatio = correctRatio
    }
}

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