特征点
1.圆内放大 2.圆内缩小 3.向某一点拉伸
用一张gif图来概括上面的内容,也是本文章最终的达成的效果,如开头所展示的效果图
经过前面我们了解了
1.设置图层 2.设置图形上下文 3.设置渲染缓冲区(renderBuffer) 4.设置帧缓冲区(frameBuffer) 5.编译、链接着色器(shader) 6.设置VBO (Vertex Buffer Objects) 7.设置纹理 8.渲染
这些基本步骤大致是不变的。这章是摄像头渲染+"多滤镜"渲染思想的结合提现。内容是感觉是增加了,但是实际的开发流程还是一样的。接下来让我们进入正题。
经过分析我们主要有以下3个工作:
需求图
核心代码:
///绘制面部特征点 func renderFacePoint() { //MARK: - 1.绘制摄像头 //使用着色器 glUseProgram(renderProgram) //绑定frameBuffer glBindFramebuffer(GLenum(GL_FRAMEBUFFER), facePointFrameBuffer) //设置清屏颜色 glClearColor(0.0, 0.0, 0.0, 1.0) //清除屏幕 glClear(GLbitfield(GL_COLOR_BUFFER_BIT)) //1.设置视口大小 let scale = self.contentScaleFactor glViewport(0, 0, GLsizei(self.frame.size.width * scale), GLsizei(self.frame.size.height * scale)) #warning("注意⚠️:想要获取shader里面的变量,这里要记住要在glLinkProgram后面、后面、后面") //----处理顶点数据------- //将顶点数据通过renderProgram中的传递到顶点着色程序的position /*1.glGetAttribLocation,用来获取vertex attribute的入口的. 2.告诉OpenGL ES,通过glEnableVertexAttribArray, 3.最后数据是通过glVertexAttribPointer传递过去的。 */ //注意:第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致 let position = glGetAttribLocation(renderProgram, "position") //设置合适的格式从buffer里面读取数据 glEnableVertexAttribArray(GLuint(position)) //设置读取方式 //参数1:index,顶点数据的索引 //参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4. //参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT //参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE) //参数5:stride,连续顶点属性之间的偏移量,默认为0; //参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0// glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<GLfloat>.size * 5), UnsafeRawPointer(bitPattern: MemoryLayout<GLfloat>.size * 0)) glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, standardVertex) //----处理纹理数据------- //1.glGetAttribLocation,用来获取vertex attribute的入口的. //注意:第二参数字符串必须和shaderv.vsh中的输入变量:textCoordinate保持一致 let textCoord = glGetAttribLocation(renderProgram, "textCoordinate") //设置合适的格式从buffer里面读取数据 glEnableVertexAttribArray(GLuint(textCoord)) //3.设置读取方式 //参数1:index,顶点数据的索引 //参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4. //参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT //参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE) //参数5:stride,连续顶点属性之间的偏移量,默认为0; //参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0// glVertexAttribPointer(GLuint(textCoord), 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<GLfloat>.size * 5), UnsafeRawPointer(bitPattern: MemoryLayout<GLfloat>.size * 3)) glVertexAttribPointer(GLuint(textCoord), 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, standardVerticalInvertFragment) //法一:使用 CVOpenGLESTexture进行加载,打开下面 glActiveTexture(GLenum(GL_TEXTURE0)) glUniform1i(glGetUniformLocation(self.renderProgram, "colorMap"), 0) //法二:使用 glTexImage2D 方式加载,打开下面// glActiveTexture(GLenum(GL_TEXTURE1))// glBindTexture(GLenum(GL_TEXTURE_2D), originalTexture)// glUniform1i(glGetUniformLocation(self.renderProgram, "colorMap"), 1) //单个纹理可以不用设置 glDrawArrays(GLenum(GL_TRIANGLES), 0, 6) //MARK: - 2.绘制面部特征点 if drawLandMark { //注意⚠️:不能清屏。否则看不到照相机画面 // glClearColor(0.0, 0.0, 0.0, 1.0) //清除屏幕 // glClear(GLbitfield(GL_COLOR_BUFFER_BIT)) //1.设置视口大小 glViewport(0, 0, GLsizei(self.frame.size.width * scale), GLsizei(self.frame.size.height * scale)) //使用着色器 glUseProgram(faceProgram) for faceInfo in FaceDetector.shareInstance().faceModels { var tempPoint: [GLfloat] = [GLfloat].init(repeating: 0, count: faceInfo.landmarks.count * 3) var indices: [GLubyte] = [GLubyte].init(repeating: 0, count: faceInfo.landmarks.count) for i in 0..<faceInfo.landmarks.count { let point = faceInfo.landmarks[i].cgPointValue tempPoint[i*3+0] = GLfloat(point.x * 2 - 1) tempPoint[i*3+1] = GLfloat(point.y * 2 - 1) tempPoint[i*3+2] = 0.0 indices[i] = GLubyte(i) } let position = glGetAttribLocation(faceProgram, "position") glEnableVertexAttribArray(GLuint(position)) //这种方式得先把顶点数据提交到GPU // glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<GLfloat>.size * 3), UnsafeRawPointer(bitPattern: MemoryLayout<GLfloat>.size * 0)) glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, tempPoint) let lineWidth = faceInfo.bounds.size.width / CGFloat(self.frame.width * scale) let sizeScaleUniform = glGetUniformLocation(self.faceProgram, "sizeScale") glUniform1f(GLint(sizeScaleUniform), GLfloat(lineWidth * 20)) // var scaleMatrix = GLKMatrix4Identity//GLKMatrix4Scale(GLKMatrix4Identity, 1/Float(lineWidth), 1/Float(lineWidth), 0) // let scaleMatrixUniform = shader.uniformIndex("scaleMatrix")! // glUniformMatrix4fv(GLint(scaleMatrixUniform), 1, GLboolean(GL_FALSE), &scaleMatrix.m.0) glDrawElements(GLenum(GL_POINTS), GLsizei(indices.count), GLenum(GL_UNSIGNED_BYTE), indices) } } //MARK: - 3.绘制纹理完毕,开始瘦脸 renderThinFace() } //MARK: - 绘制瘦脸 ///绘制瘦脸 func renderThinFace() { //使用着色器 glUseProgram(thinFaceProgram) //绑定frameBuffer glBindFramebuffer(GLenum(GL_FRAMEBUFFER), thinFaceFrameBuffer) let faceInfo = FaceDetector.shareInstance().oneFace if faceInfo.landmarks.count == 0 { glUniform1i(hasFaceUniform, 0) //3.绘制纹理完毕,开始渲染到屏幕上 displayRenderToScreen(facePointTexture) return } glClearColor(0.0, 0.0, 0.0, 1.0) //清除屏幕 glClear(GLbitfield(GL_COLOR_BUFFER_BIT)) //1.设置视口大小 let scale = self.contentScaleFactor glViewport(0, 0, GLsizei(self.frame.size.width * scale), GLsizei(self.frame.size.height * scale)) hasFaceUniform = glGetUniformLocation(self.thinFaceProgram, "hasFace") aspectRatioUniform = glGetUniformLocation(self.thinFaceProgram, "aspectRatio") facePointsUniform = glGetUniformLocation(self.thinFaceProgram, "facePoints") thinFaceDeltaUniform = glGetUniformLocation(self.thinFaceProgram, "thinFaceDelta") bigEyeDeltaUniform = glGetUniformLocation(self.thinFaceProgram, "bigEyeDelta") glUniform1i(hasFaceUniform, 1) let aspect: Float = Float(inputTextureW / inputTextureH) glUniform1f(aspectRatioUniform, aspect) glUniform1f(thinFaceDeltaUniform, thinFaceDelta) glUniform1f(bigEyeDeltaUniform, bigEyeDelta) let size = 106 * 2 var tempPoint: [GLfloat] = [GLfloat].init(repeating: 0, count: size) var index = 0 for i in 0..<faceInfo.landmarks.count { let point = faceInfo.landmarks[i].cgPointValue tempPoint[i*2+0] = GLfloat(point.x) tempPoint[i*2+1] = GLfloat(point.y) index += 2 if (index == size) { break } } glUniform1fv(facePointsUniform, GLsizei(size), tempPoint) //注意:第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致 let position = glGetAttribLocation(thinFaceProgram, "position") glEnableVertexAttribArray(GLuint(position)) glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, standardVertex) //----处理纹理数据------- let textCoord = glGetAttribLocation(thinFaceProgram, "inputTextureCoordinate") //设置合适的格式从buffer里面读取数据 glEnableVertexAttribArray(GLuint(textCoord)) glVertexAttribPointer(GLuint(textCoord), 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, standardVerticalInvertFragment) glActiveTexture(GLenum(GL_TEXTURE1)) glBindTexture(GLenum(GL_TEXTURE_2D), facePointTexture) glUniform1i(glGetUniformLocation(self.thinFaceProgram, "inputImageTexture"), 1) //单个纹理可以不用设置 glDrawArrays(GLenum(GL_TRIANGLES), 0, 6) //MARK: - 3.绘制纹理完毕,开始渲染到屏幕上 displayRenderToScreen(thinFaceTexture) } //8.渲染到屏幕上 private func displayRenderToScreen(_ texture: GLuint) { //注意⚠️:打破之前的纹理绑定关系,使OpenGL的纹理绑定状态恢复到默认状态。 glBindTexture(GLenum(GL_TEXTURE_2D), 0) //将2D纹理绑定到默认的纹理,一般用于打破之前的纹理绑定关系,使OpenGL的纹理绑定状态恢复到默认状态。 glBindFramebuffer(GLenum(GL_FRAMEBUFFER), 0)//将framebuffer绑定到默认的FBO处,一般用于打破之前的FBO绑定关系,使OpenGL的FBO绑定状态恢复到默认状态。 //设置清屏颜色 glClearColor(0.0, 0.0, 0.0, 1.0) //清除屏幕 glClear(GLbitfield(GL_COLOR_BUFFER_BIT)) //1.设置视口大小 let scale = self.contentScaleFactor glViewport(0, 0, GLsizei(self.frame.size.width * scale), GLsizei(self.frame.size.height * scale)) //使用着色器 glUseProgram(displayProgram) //绑定frameBuffer glBindFramebuffer(GLenum(GL_FRAMEBUFFER), frameBuffer) #warning("注意⚠️:想要获取shader里面的变量,这里要记住要在glLinkProgram后面、后面、后面") //----处理顶点数据------- //将顶点数据通过renderProgram中的传递到顶点着色程序的position /*1.glGetAttribLocation,用来获取vertex attribute的入口的. 2.告诉OpenGL ES,通过glEnableVertexAttribArray, 3.最后数据是通过glVertexAttribPointer传递过去的。 */ //注意:第二参数字符串必须和shaderv.vsh中的输入变量:position保持一致 let position = glGetAttribLocation(displayProgram, "position") //设置合适的格式从buffer里面读取数据 glEnableVertexAttribArray(GLuint(position)) //设置读取方式 //参数1:index,顶点数据的索引 //参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4. //参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT //参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE) //参数5:stride,连续顶点属性之间的偏移量,默认为0; //参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0// glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<GLfloat>.size * 5), UnsafeRawPointer(bitPattern: MemoryLayout<GLfloat>.size * 0)) glVertexAttribPointer(GLuint(position), 3, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, standardVertex) //----处理纹理数据------- //1.glGetAttribLocation,用来获取vertex attribute的入口的. //注意:第二参数字符串必须和shaderv.vsh中的输入变量:textCoordinate保持一致 let textCoord = glGetAttribLocation(displayProgram, "textCoordinate") //设置合适的格式从buffer里面读取数据 glEnableVertexAttribArray(GLuint(textCoord)) //3.设置读取方式 //参数1:index,顶点数据的索引 //参数2:size,每个顶点属性的组件数量,1,2,3,或者4.默认初始值是4. //参数3:type,数据中的每个组件的类型,常用的有GL_FLOAT,GL_BYTE,GL_SHORT。默认初始值为GL_FLOAT //参数4:normalized,固定点数据值是否应该归一化,或者直接转换为固定值。(GL_FALSE) //参数5:stride,连续顶点属性之间的偏移量,默认为0; //参数6:指定一个指针,指向数组中的第一个顶点属性的第一个组件。默认为0// glVertexAttribPointer(GLuint(textCoord), 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), GLsizei(MemoryLayout<GLfloat>.size * 5), UnsafeRawPointer(bitPattern: MemoryLayout<GLfloat>.size * 3)) glVertexAttribPointer(GLuint(textCoord), 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, standardVerticalInvertFragment) glActiveTexture(GLenum(GL_TEXTURE0)) glBindTexture(GLenum(GL_TEXTURE_2D), texture) glUniform1i(glGetUniformLocation(self.displayProgram, "inputImageTexture"), 0) //单个纹理可以不用设置 glDrawArrays(GLenum(GL_TRIANGLES), 0, 6) if (EAGLContext.current() == myContext) { myContext.presentRenderbuffer(Int(GL_RENDERBUFFER)) } }
这里值得注意的是:绘制特征点的时候不能进行Clear清屏操作,否则会看不摄像头所捕获的内容
大眼片元着色器算法:
//圓內放大 vec2 enlargeEye(vec2 textureCoord, vec2 originPosition, float radius, float delta) { float weight = distance(vec2(textureCoord.x, textureCoord.y / aspectRatio), vec2(originPosition.x, originPosition.y / aspectRatio)) / radius; weight = 1.0 - (1.0 - weight * weight) * delta; weight = clamp(weight,0.0,1.0); textureCoord = originPosition + (textureCoord - originPosition) * weight; return textureCoord;} vec2 bigEye(vec2 currentCoordinate) { vec2 faceIndexs[2]; faceIndexs[0] = vec2(74., 72.);//如下图中,以74为圆心,74到72作为半径R faceIndexs[1] = vec2(77., 75.); for(int i = 0; i < 2; I++) { int originIndex = int(faceIndexs[i].x); int targetIndex = int(faceIndexs[i].y); vec2 originPoint = vec2(facePoints[originIndex * 2], facePoints[originIndex * 2 + 1]); vec2 targetPoint = vec2(facePoints[targetIndex * 2], facePoints[targetIndex * 2 + 1]); float radius = distance(vec2(targetPoint.x, targetPoint.y / aspectRatio), vec2(originPoint.x, originPoint.y / aspectRatio)); radius = radius * 5.; currentCoordinate = enlargeEye(currentCoordinate, originPoint, radius, bigEyeDelta); } return currentCoordinate;}
textureCoord表示当前要修改的坐标,originPosition表示圆心坐标,radius表示圆的半径,delta用来 控制 变形强度。 和瘦脸的算法类似,根据originPosition和targetPosition确定一个圆,圆内的坐标会参与计算,圆外的不变。 圆内的坐标围绕圆心originPosition在变化,最终的坐标完全是由weight的值决定,weight越大,最终的坐标变化越小,当weight为1,即坐标处于圆边界或圆外时,最终的坐标不变;当weight小于1时,最终的坐标会落在原坐标和圆点之间,也就是说最终返回的像素点比原像素点距离圆点更近,这样就产生了以圆点为中心的放大效果。
如下图中,以74为圆心,74到72作为半径R
1.png
瘦脸片元着色器算法:
vec2 curveWarp(vec2 textureCoord, vec2 originPosition, vec2 targetPosition, float delta) { vec2 offset = vec2(0.0); vec2 result = vec2(0.0); vec2 direction = (targetPosition - originPosition) ; float radius = distance(vec2(targetPosition.x, targetPosition.y / aspectRatio), vec2(originPosition.x, originPosition.y / aspectRatio)); float ratio = distance(vec2(textureCoord.x, textureCoord.y / aspectRatio), vec2(originPosition.x, originPosition.y / aspectRatio)) / radius; ratio = 1.0 - ratio; ratio = clamp(ratio, 0.0, 1.0); offset = direction * ratio * delta; result = textureCoord - offset; return result;} //指定9对 圆心坐标和目标坐标,如下图vec2 thinFace(vec2 currentCoordinate) { vec2 faceIndexs[9]; faceIndexs[0] = vec2(3., 44.); faceIndexs[1] = vec2(29., 44.); faceIndexs[2] = vec2(7., 45.); faceIndexs[3] = vec2(25., 45.); faceIndexs[4] = vec2(10., 46.); faceIndexs[5] = vec2(22., 46.); faceIndexs[6] = vec2(14., 49.); faceIndexs[7] = vec2(18., 49.); faceIndexs[8] = vec2(16., 49.); for(int i = 0; i < 9; I++) { int originIndex = int(faceIndexs[i].x); int targetIndex = int(faceIndexs[i].y); vec2 originPoint = vec2(facePoints[originIndex * 2], facePoints[originIndex * 2 + 1]); vec2 targetPoint = vec2(facePoints[targetIndex * 2], facePoints[targetIndex * 2 + 1]); currentCoordinate = curveWarp(currentCoordinate, originPoint, targetPoint, thinFaceDelta); } return currentCoordinate;}
textureCoord表示当前要修改的坐标,originPosition表示圆心坐标,targetPosition表示目标坐标,delta用来控制变形强度。
上述shader方法可以这样理解,首先确定一个以originPosition为圆心、targetPosition和 originPosition之间的距离为半径的圆,然后将圆内的像素朝着同一个方向移动一个偏移值,且偏移值在距离圆心越近时越大,最终将变换后的坐标返回。
如果将方法简化为这样的表达式变换后的坐标 = 原坐标 - (目标坐标 - 圆心坐标) * 变形强度,也就是说,方法的作用就是要在原坐标的基础上减去一个偏移值,而(targetPosition - originPosition)决定了移动的方向和 最大值 。
2.png
刚开始想的是实现像开头动图那样的效果,但是在实现的时候遇到了一些问题。刚开始的想法是这样的,如下图
3.png
后面想到在实现多滤镜的时候,上一个片元着色器的输出,作为下一个片元着色器的输入, 如下图所示:
流程图
具体详情请查看源码。
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