1. 程式人生 > >openGL ES進階教程(六)美顏濾鏡之美白,磨皮,紅潤

openGL ES進階教程(六)美顏濾鏡之美白,磨皮,紅潤

網上搜羅了一堆的美顏濾鏡效果,可惜盡不如人意。最後偶然看到ios上提供了一個用OC寫的美顏濾鏡,好吧,改寫成Java的試試。好在大學時期搞過一段時間IOS開發,用自己的半吊子的水平,沒想到還真改成功了。

先上效果圖:

網上搜漲痘痘的圖片,搜到劉濤了,罪過罪過~

原圖:

美顏後:

可見有四個可滑動的bar,從上到下分別是,磨皮度,磨皮值,美白,紅潤。

美顏原理

磨皮:本質就是讓畫素點模糊,可以使用高斯模糊,但是可能導致邊緣會不清晰,用雙邊濾波(Bilateral Filter) ,有針對性的模糊畫素點,能保證邊緣不被模糊。
美白:本質就是提高亮度。
紅潤:本質就是改變色調。

下面是濾鏡原始碼:


import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.view.WindowManager;

import com.ws.gl.opengltexture.programs.TextureShaderProgram;
import
com.ws.gl.opengltexture.util.GLBitmapUtils; import com.ws.gl.opengltexture.util.MatrixHelper; import com.ws.gl.opengltexture.util.TextureHelper; import com.ws.ijk.openglpicture.R; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; public
class BeautyRenderer implements GLSurfaceView.Renderer{ public static final String VERTEX_SHADER = "" + "attribute vec4 vPosition;\n" + "uniform mat4 vMatrix;\n"+ "attribute vec2 vCoordinate;\n" + " \n" + "varying vec2 textureCoordinate;\n" + " \n" + "void main()\n" + "{\n" + " gl_Position =vMatrix* vPosition;\n" + " textureCoordinate = vCoordinate;\n" + "}"; public static final String BILATERAL_FRAGMENT_SHADER = "" + "precision highp float;\n"+ " varying highp vec2 textureCoordinate;\n" + "\n" + " uniform sampler2D vTexture;\n" + "\n" + " uniform highp vec2 singleStepOffset;\n" + " uniform highp vec4 params;\n" + " uniform highp float brightness;\n" + " uniform float texelWidthOffset;\n"+ " uniform float texelHeightOffset;\n"+ "\n" + " const highp vec3 W = vec3(0.299, 0.587, 0.114);\n" + " const highp mat3 saturateMatrix = mat3(\n" + " 1.1102, -0.0598, -0.061,\n" + " -0.0774, 1.0826, -0.1186,\n" + " -0.0228, -0.0228, 1.1772);\n" + " highp vec2 blurCoordinates[24];\n" + "\n" + " highp float hardLight(highp float color) {\n" + " if (color <= 0.5)\n" + " color = color * color * 2.0;\n" + " else\n" + " color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);\n" + " return color;\n" + "}\n" + "\n" + " void main(){\n" + " highp vec3 centralColor = texture2D(vTexture, textureCoordinate).rgb;\n" + " vec2 singleStepOffset=vec2(texelWidthOffset,texelHeightOffset);\n"+ " blurCoordinates[0] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -10.0);\n" + " blurCoordinates[1] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 10.0);\n" + " blurCoordinates[2] = textureCoordinate.xy + singleStepOffset * vec2(-10.0, 0.0);\n" + " blurCoordinates[3] = textureCoordinate.xy + singleStepOffset * vec2(10.0, 0.0);\n" + " blurCoordinates[4] = textureCoordinate.xy + singleStepOffset * vec2(5.0, -8.0);\n" + " blurCoordinates[5] = textureCoordinate.xy + singleStepOffset * vec2(5.0, 8.0);\n" + " blurCoordinates[6] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, 8.0);\n" + " blurCoordinates[7] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, -8.0);\n" + " blurCoordinates[8] = textureCoordinate.xy + singleStepOffset * vec2(8.0, -5.0);\n" + " blurCoordinates[9] = textureCoordinate.xy + singleStepOffset * vec2(8.0, 5.0);\n" + " blurCoordinates[10] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, 5.0);\n" + " blurCoordinates[11] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, -5.0);\n" + " blurCoordinates[12] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -6.0);\n" + " blurCoordinates[13] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 6.0);\n" + " blurCoordinates[14] = textureCoordinate.xy + singleStepOffset * vec2(6.0, 0.0);\n" + " blurCoordinates[15] = textureCoordinate.xy + singleStepOffset * vec2(-6.0, 0.0);\n" + " blurCoordinates[16] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, -4.0);\n" + " blurCoordinates[17] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, 4.0);\n" + " blurCoordinates[18] = textureCoordinate.xy + singleStepOffset * vec2(4.0, -4.0);\n" + " blurCoordinates[19] = textureCoordinate.xy + singleStepOffset * vec2(4.0, 4.0);\n" + " blurCoordinates[20] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, -2.0);\n" + " blurCoordinates[21] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, 2.0);\n" + " blurCoordinates[22] = textureCoordinate.xy + singleStepOffset * vec2(2.0, -2.0);\n" + " blurCoordinates[23] = textureCoordinate.xy + singleStepOffset * vec2(2.0, 2.0);\n" + "\n" + " highp float sampleColor = centralColor.g * 22.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[0]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[1]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[2]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[3]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[4]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[5]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[6]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[7]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[8]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[9]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[10]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[11]).g;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[12]).g * 2.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[13]).g * 2.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[14]).g * 2.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[15]).g * 2.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[16]).g * 2.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[17]).g * 2.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[18]).g * 2.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[19]).g * 2.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[20]).g * 3.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[21]).g * 3.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[22]).g * 3.0;\n" + " sampleColor += texture2D(vTexture, blurCoordinates[23]).g * 3.0;\n" + "\n" + " sampleColor = sampleColor / 62.0;\n" + "\n" + " highp float highPass = centralColor.g - sampleColor + 0.5;\n" + "\n" + " for (int i = 0; i < 5; i++) {\n" + " highPass = hardLight(highPass);\n" + " }\n" + " highp float lumance = dot(centralColor, W);\n" + "\n" + " highp float alpha = pow(lumance, params.r);\n" + "\n" + " highp vec3 smoothColor = centralColor + (centralColor-vec3(highPass))*alpha*0.1;\n" + "\n" + " smoothColor.r = clamp(pow(smoothColor.r, params.g), 0.0, 1.0);\n" + " smoothColor.g = clamp(pow(smoothColor.g, params.g), 0.0, 1.0);\n" + " smoothColor.b = clamp(pow(smoothColor.b, params.g), 0.0, 1.0);\n" + "\n" + " highp vec3 lvse = vec3(1.0)-(vec3(1.0)-smoothColor)*(vec3(1.0)-centralColor);\n" + " highp vec3 bianliang = max(smoothColor, centralColor);\n" + " highp vec3 rouguang = 2.0*centralColor*smoothColor + centralColor*centralColor - 2.0*centralColor*centralColor*smoothColor;\n" + "\n" + " gl_FragColor = vec4(mix(centralColor, lvse, alpha), 1.0);\n" + " gl_FragColor.rgb = mix(gl_FragColor.rgb, bianliang, alpha);\n" + " gl_FragColor.rgb = mix(gl_FragColor.rgb, rouguang, params.b);\n" + "\n" + " highp vec3 satcolor = gl_FragColor.rgb * saturateMatrix;\n" + " gl_FragColor.rgb = mix(gl_FragColor.rgb, satcolor, params.a);\n" + " gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(brightness));\n" + "}"; private Context context; private TextureShaderProgram textureProgram; private int texture; private final float[] projectionMatrix = new float[16]; private final float[] modelMatrix = new float[16]; private Picture picture; public int mWidth,mHeight; private float toneLevel; private float beautyLevel; private float brightLevel; private float texelWidthOffset; private float texelHeightOffset; private int paramsLocation; private int brightnessLocation; private int singleStepOffsetLocation; private int texelWidthLocation; private int texelHeightLocation; private boolean isTakePicture; public BeautyRenderer(Context context) { this.context = context; texelWidthOffset=texelHeightOffset=2; toneLevel = -0.5f; beautyLevel =1.2f; brightLevel =0.47f; WindowManager wm = ((Activity)context).getWindowManager(); mWidth = wm.getDefaultDisplay().getWidth(); mHeight = wm.getDefaultDisplay().getHeight(); } @Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); picture = new Picture(); textureProgram = new TextureShaderProgram(VERTEX_SHADER,BILATERAL_FRAGMENT_SHADER); texture = TextureHelper.loadTexture(context, R.mipmap.liu); paramsLocation = GLES20.glGetUniformLocation(textureProgram.getProgram(), "params"); brightnessLocation = GLES20.glGetUniformLocation(textureProgram.getProgram(), "brightness"); singleStepOffsetLocation = GLES20.glGetUniformLocation(textureProgram.getProgram(), "singleStepOffset"); texelWidthLocation = GLES20.glGetUniformLocation(textureProgram.getProgram(), "texelWidthOffset"); texelHeightLocation = GLES20.glGetUniformLocation(textureProgram.getProgram(), "texelHeightOffset"); } @Override public void onSurfaceChanged(GL10 gl10, int width, int height) { GLES20.glViewport(0, 0, width,height); MatrixHelper.perspectiveM(projectionMatrix,45,(float)width/(float)height,1f,10f); Matrix.setIdentityM(modelMatrix,0); Matrix.translateM(modelMatrix,0,0f,0f,-2.5f); //Matrix.rotateM(modelMatrix,0,-60f,1f,0f,0f); final float[] temp = new float[16]; Matrix.multiplyMM(temp,0,projectionMatrix,0,modelMatrix,0); System.arraycopy(temp,0,projectionMatrix,0,temp.length); setTexelSize(width, height); mWidth = width; mHeight = height; } @Override public void onDrawFrame(GL10 gl10) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); textureProgram.useProgram(); textureProgram.setUniforms(projectionMatrix,texture); setParams(beautyLevel, toneLevel); setBrightLevel(brightLevel); setTexelOffset(texelWidthOffset); picture.bindData(textureProgram); picture.draw(); // 獲取GLSurfaceView的圖片並儲存 if (isTakePicture) { /* Bitmap bmp = GLBitmapUtils.createBitmapFromGLSurface(0, 0, mWidth, mHeight, gl10);*/ GLBitmapUtils.saveImage(mWidth,mHeight,context); isTakePicture = false; } } public void setTexelOffset(float texelOffset) { texelWidthOffset=texelHeightOffset=texelOffset; setFloat(texelWidthLocation, texelOffset/mWidth); setFloat(texelHeightLocation, texelOffset/mHeight); } public void setToneLevel(float toneLeve) { this.toneLevel = toneLeve; setParams(beautyLevel, toneLevel); } public void setBeautyLevel(float beautyLeve) { this.beautyLevel = beautyLeve; setParams(beautyLevel, toneLevel); } public void setBrightLevel(float brightLevel) { this.brightLevel = brightLevel; setFloat(brightnessLocation, 0.6f * (-0.5f + brightLevel)); } public void setParams(float beauty, float tone) { this.beautyLevel=beauty; this.toneLevel = tone; float[] vector = new float[4]; vector[0] = 1.0f - 0.6f * beauty; vector[1] = 1.0f - 0.3f * beauty; vector[2] = 0.1f + 0.3f * tone; vector[3] = 0.1f + 0.3f * tone; setFloatVec4(paramsLocation, vector); } private void setTexelSize(final float w, final float h) { setFloatVec2(singleStepOffsetLocation, new float[] {2.0f / w, 2.0f / h}); } protected void setFloat(final int location, final float floatValue) { GLES20.glUniform1f(location, floatValue); } protected void setFloatVec2(final int location, final float[] arrayValue) { GLES20.glUniform2fv(location, 1, FloatBuffer.wrap(arrayValue)); } protected void setFloatVec3(final int location, final float[] arrayValue) { GLES20.glUniform3fv(location, 1, FloatBuffer.wrap(arrayValue)); } protected void setFloatVec4(final int location, final float[] arrayValue) { GLES20.glUniform4fv(location, 1, FloatBuffer.wrap(arrayValue)); } public void saveImage(){ isTakePicture =true; } }

使用:


import android.opengl.GLSurfaceView;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.util.Log;
import android.view.View;
import android.widget.Button;
import android.widget.ImageView;
import android.widget.SeekBar;

import com.ws.gl.opengltexture.util.GLBitmapUtils;
import com.ws.ijk.openglpicture.R;

public class BeautyActivity extends AppCompatActivity implements SeekBar.OnSeekBarChangeListener {

    private GLSurfaceView glSurfaceView;
    private BeautyRenderer mRenderer;
    private ImageView mImageView;
    private Button startBtn,saveBtn;
    private boolean isStart=true;


    private SeekBar sb_step,sb_tone,sb_beauty,sb_bright;
    private static float minstepoffset= -10;
    private static float maxstepoffset= 10;
    private static float minToneValue= -5;
    private static float maxToneValue= 5;
    private static float minbeautyValue= 0;
    private static float maxbeautyValue= 2.5f;
    private static float minbrightValue= 0;
    private static float maxbrightValue= 1;


    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_beauty);

        glSurfaceView= (GLSurfaceView) findViewById(R.id.glView);
        glSurfaceView.setEGLContextClientVersion(2);
        mRenderer =new BeautyRenderer(this);
        glSurfaceView.setRenderer(mRenderer);
        glSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);

        mImageView= (ImageView) findViewById(R.id.image);
        mImageView.setImageResource(R.mipmap.liu);
        startBtn = (Button) findViewById(R.id.startbtn);
        startBtn.setOnClickListener(new View.OnClickListener() {
            @Override
            public void onClick(View view) {
                if(isStart){
                    mImageView.setVisibility(View.GONE);

                }else {
                    mImageView.setVisibility(View.VISIBLE);
                }
                isStart = !isStart;
            }
        });

        saveBtn  = (Button) findViewById(R.id.picBtn);
        saveBtn.setOnClickListener(new View.OnClickListener() {
            @Override
            public void onClick(View view) {
                mRenderer.saveImage();
                glSurfaceView.requestRender();
            }
        });


        initView();
    }

    private void initView() {
        sb_step = (SeekBar) findViewById(R.id.sb_step);
        sb_step.setOnSeekBarChangeListener(this);
        sb_tone = (SeekBar) findViewById(R.id.sb_tone);
        sb_tone.setOnSeekBarChangeListener(this);
        sb_beauty = (SeekBar) findViewById(R.id.sb_beauty);
        sb_beauty.setOnSeekBarChangeListener(this);
        sb_bright = (SeekBar) findViewById(R.id.sb_bright);
        sb_bright.setOnSeekBarChangeListener(this);
    }

    @Override
    protected void onPause() {
        super.onPause();
        glSurfaceView.onPause();
    }

    @Override
    protected void onResume() {
        super.onResume();
        glSurfaceView.onResume();
    }

    @Override
    public void onProgressChanged(SeekBar seekBar, int progress, boolean b) {
              switch (seekBar.getId()){
                  case R.id.sb_step:

                      mRenderer.setTexelOffset(range(progress,minstepoffset,maxstepoffset));
                      break;
                  case R.id.sb_tone:

                      mRenderer.setToneLevel(range(progress,minToneValue,maxToneValue));
                      break;
                  case R.id.sb_beauty:
                    mRenderer.setBeautyLevel(range(progress,minbeautyValue,maxbeautyValue));
                      break;
                  case R.id.sb_bright:

                      mRenderer.setBrightLevel(range(progress,minbrightValue,maxbrightValue));
                      break;
              }
              glSurfaceView.requestRender();
    }

    @Override
    public void onStartTrackingTouch(SeekBar seekBar) {

    }

    @Override
    public void onStopTrackingTouch(SeekBar seekBar) {

    }

    protected float range(final int percentage, final float start, final float end) {
        return (end - start) * percentage / 100.0f + start;
    }
}