#import "GPUImageSobelEdgeDetectionFilter.h"
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#import "GPUImageGrayscaleFilter.h"
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#import "GPUImage3x3ConvolutionFilter.h"
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// Code from "Graphics Shaders: Theory and Practice" by M. Bailey and S. Cunningham
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#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
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NSString *const kGPUImageSobelEdgeDetectionFragmentShaderString = SHADER_STRING
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(
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precision mediump float;
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varying vec2 textureCoordinate;
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varying vec2 leftTextureCoordinate;
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varying vec2 rightTextureCoordinate;
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varying vec2 topTextureCoordinate;
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varying vec2 topLeftTextureCoordinate;
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varying vec2 topRightTextureCoordinate;
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varying vec2 bottomTextureCoordinate;
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varying vec2 bottomLeftTextureCoordinate;
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varying vec2 bottomRightTextureCoordinate;
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uniform sampler2D inputImageTexture;
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uniform float edgeStrength;
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void main()
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{
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float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
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float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
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float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
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float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
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float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
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float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
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float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
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float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
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float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
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float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
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float mag = length(vec2(h, v)) * edgeStrength;
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gl_FragColor = vec4(vec3(mag), 1.0);
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}
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);
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#else
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NSString *const kGPUImageSobelEdgeDetectionFragmentShaderString = SHADER_STRING
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(
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varying vec2 textureCoordinate;
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varying vec2 leftTextureCoordinate;
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varying vec2 rightTextureCoordinate;
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varying vec2 topTextureCoordinate;
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varying vec2 topLeftTextureCoordinate;
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varying vec2 topRightTextureCoordinate;
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varying vec2 bottomTextureCoordinate;
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varying vec2 bottomLeftTextureCoordinate;
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varying vec2 bottomRightTextureCoordinate;
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uniform sampler2D inputImageTexture;
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uniform float edgeStrength;
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void main()
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{
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float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
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float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
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float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
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float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
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float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
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float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
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float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
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float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
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float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
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float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
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float mag = length(vec2(h, v)) * edgeStrength;
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gl_FragColor = vec4(vec3(mag), 1.0);
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}
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);
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#endif
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@implementation GPUImageSobelEdgeDetectionFilter
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@synthesize texelWidth = _texelWidth;
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@synthesize texelHeight = _texelHeight;
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@synthesize edgeStrength = _edgeStrength;
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#pragma mark -
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#pragma mark Initialization and teardown
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- (id)init;
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{
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if (!(self = [self initWithFragmentShaderFromString:kGPUImageSobelEdgeDetectionFragmentShaderString]))
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{
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return nil;
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}
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return self;
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}
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- (id)initWithFragmentShaderFromString:(NSString *)fragmentShaderString;
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{
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// Do a luminance pass first to reduce the calculations performed at each fragment in the edge detection phase
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if (!(self = [super initWithFirstStageVertexShaderFromString:kGPUImageVertexShaderString firstStageFragmentShaderFromString:kGPUImageLuminanceFragmentShaderString secondStageVertexShaderFromString:kGPUImageNearbyTexelSamplingVertexShaderString secondStageFragmentShaderFromString:fragmentShaderString]))
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{
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return nil;
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}
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hasOverriddenImageSizeFactor = NO;
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texelWidthUniform = [secondFilterProgram uniformIndex:@"texelWidth"];
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texelHeightUniform = [secondFilterProgram uniformIndex:@"texelHeight"];
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edgeStrengthUniform = [secondFilterProgram uniformIndex:@"edgeStrength"];
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self.edgeStrength = 1.0;
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return self;
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}
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- (void)setupFilterForSize:(CGSize)filterFrameSize;
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{
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if (!hasOverriddenImageSizeFactor)
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{
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_texelWidth = 1.0 / filterFrameSize.width;
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_texelHeight = 1.0 / filterFrameSize.height;
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runSynchronouslyOnVideoProcessingQueue(^{
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GLProgram *previousProgram = [GPUImageContext sharedImageProcessingContext].currentShaderProgram;
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[GPUImageContext setActiveShaderProgram:secondFilterProgram];
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glUniform1f(texelWidthUniform, _texelWidth);
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glUniform1f(texelHeightUniform, _texelHeight);
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[GPUImageContext setActiveShaderProgram:previousProgram];
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});
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}
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}
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- (void)setUniformsForProgramAtIndex:(NSUInteger)programIndex;
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{
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[super setUniformsForProgramAtIndex:programIndex];
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if (programIndex == 1)
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{
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glUniform1f(texelWidthUniform, _texelWidth);
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glUniform1f(texelHeightUniform, _texelHeight);
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}
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}
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- (BOOL)wantsMonochromeInput;
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{
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// return YES;
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return NO;
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}
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- (BOOL)providesMonochromeOutput;
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{
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// return YES;
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return NO;
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}
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#pragma mark -
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#pragma mark Accessors
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- (void)setTexelWidth:(CGFloat)newValue;
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{
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hasOverriddenImageSizeFactor = YES;
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_texelWidth = newValue;
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[self setFloat:_texelWidth forUniform:texelWidthUniform program:secondFilterProgram];
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}
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- (void)setTexelHeight:(CGFloat)newValue;
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{
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hasOverriddenImageSizeFactor = YES;
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_texelHeight = newValue;
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[self setFloat:_texelHeight forUniform:texelHeightUniform program:secondFilterProgram];
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}
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- (void)setEdgeStrength:(CGFloat)newValue;
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{
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_edgeStrength = newValue;
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[self setFloat:_edgeStrength forUniform:edgeStrengthUniform program:secondFilterProgram];
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}
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@end
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