如何使用 GPUImageLibrary“减去”颜色滤镜?
目前,BlendModes(减法,排除等)使用启动器图像作为掩码。我可以将这些混合模式应用于ColorMatrix吗?
我正在使用GPUImageLibrary:
colorMatrix[
0.393, 0.7689999, 0.18899999, 0, 0,
0.349, 0.6859999, 0.16799999, 0, 0,
0.272, 0.5339999, 0.13099999, 0, 0,
0, 0, 0, 1, 0];
减去BlendFilter.java
public class GPUImageSubtractBlendFilter extends GPUImageTwoInputFilter {
public static final String SUBTRACT_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" +
" varying highp vec2 textureCoordinate2;\n" +
"\n" +
" uniform sampler2D inputImageTexture;\n" +
" uniform sampler2D inputImageTexture2;\n" +
" \n" +
" void main()\n" +
" {\n" +
" lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);\n" +
" lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);\n" +
"\n" +
" gl_FragColor = vec4(textureColor.rgb - textureColor2.rgb, textureColor.a);\n" +
" }";
public GPUImageSubtractBlendFilter() {
super(SUBTRACT_BLEND_FRAGMENT_SHADER);
}
}
GPUIMageTwoInputFilter.java
public class GPUImageTwoInputFilter extends GPUImageFilter {
private static final String VERTEX_SHADER = "attribute vec4 position;\n" +
"attribute vec4 inputTextureCoordinate;\n" +
"attribute vec4 inputTextureCoordinate2;\n" +
" \n" +
"varying vec2 textureCoordinate;\n" +
"varying vec2 textureCoordinate2;\n" +
" \n" +
"void main()\n" +
"{\n" +
" gl_Position = position;\n" +
" textureCoordinate = inputTextureCoordinate.xy;\n" +
" textureCoordinate2 = inputTextureCoordinate2.xy;\n" +
"}";
public int mFilterSecondTextureCoordinateAttribute;
public int mFilterInputTextureUniform2;
public int mFilterSourceTexture2 = OpenGlUtils.NO_TEXTURE;
private ByteBuffer mTexture2CoordinatesBuffer;
private Bitmap mBitmap;
public GPUImageTwoInputFilter(String fragmentShader) {
this(VERTEX_SHADER, fragmentShader);
}
public GPUImageTwoInputFilter(String vertexShader, String fragmentShader) {
super(vertexShader, fragmentShader);
setRotation(Rotation.NORMAL, false, false);
}
@Override
public void onInit() {
super.onInit();
mFilterSecondTextureCoordinateAttribute = GLES20.glGetAttribLocation(getProgram(), "inputTextureCoordinate2");
mFilterInputTextureUniform2 = GLES20.glGetUniformLocation(getProgram(), "inputImageTexture2"); // This does assume a name of "inputImageTexture2" for second input texture in the fragment shader
GLES20.glEnableVertexAttribArray(mFilterSecondTextureCoordinateAttribute);
if (mBitmap != null&&!mBitmap.isRecycled()) {
setBitmap(mBitmap);
}
}
public void setBitmap(final Bitmap bitmap) {
if (bitmap != null && bitmap.isRecycled()) {
return;
}
mBitmap = bitmap;
if (mBitmap == null) {
return;
}
runOnDraw(new Runnable() {
public void run() {
if (mFilterSourceTexture2 == OpenGlUtils.NO_TEXTURE) {
if (bitmap == null || bitmap.isRecycled()) {
return;
}
GLES20.glActiveTexture(GLES20.GL_TEXTURE3);
mFilterSourceTexture2 = OpenGlUtils.loadTexture(bitmap, OpenGlUtils.NO_TEXTURE, false);
}
}
});
}
public Bitmap getBitmap() {
return mBitmap;
}
public void recycleBitmap() {
if (mBitmap != null && !mBitmap.isRecycled()) {
mBitmap.recycle();
mBitmap = null;
}
}
public void onDestroy() {
super.onDestroy();
GLES20.glDeleteTextures(1, new int[]{
mFilterSourceTexture2
}, 0);
mFilterSourceTexture2 = OpenGlUtils.NO_TEXTURE;
}
@Override
protected void onDrawArraysPre() {
GLES20.glEnableVertexAttribArray(mFilterSecondTextureCoordinateAttribute);
GLES20.glActiveTexture(GLES20.GL_TEXTURE3);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFilterSourceTexture2);
GLES20.glUniform1i(mFilterInputTextureUniform2, 3);
mTexture2CoordinatesBuffer.position(0);
GLES20.glVertexAttribPointer(mFilterSecondTextureCoordinateAttribute, 2, GLES20.GL_FLOAT, false, 0, mTexture2CoordinatesBuffer);
}
public void setRotation(final Rotation rotation, final boolean flipHorizontal, final boolean flipVertical) {
float[] buffer = TextureRotationUtil.getRotation(rotation, flipHorizontal, flipVertical);
ByteBuffer bBuffer = ByteBuffer.allocateDirect(32).order(ByteOrder.nativeOrder());
FloatBuffer fBuffer = bBuffer.asFloatBuffer();
fBuffer.put(buffer);
fBuffer.flip();
mTexture2CoordinatesBuffer = bBuffer;
}
}
我猜它涉及用 & 改变一些东西。String SUBTRACT_BLEND_GRAGMENT_SHADER
String VERTEX_SHADER