【问题标题】:Increase the intensity of texture in shader code - OpenGL在着色器代码中增加纹理的强度 - OpenGL
【发布时间】:2019-08-23 17:24:53
【问题描述】:

如何使用 opengl shadercode 增加图像的强度?目的是使生成的图像看起来比实际图像更亮。 在此处找到相关的link。但它适用于安卓系统。

private void CreateShaders()
{
    /***********Vert Shader********************/
    vertShader = GL.CreateShader(ShaderType.VertexShader);
    GL.ShaderSource(vertShader, @"
        attribute vec3 a_position;
        varying vec2 vTexCoord;
        void main() {
            vTexCoord = (a_position.xy + 1) / 2;
            gl_Position = vec4(a_position,1);
        }");
    GL.CompileShader(vertShader);

    /***********Frag Shader ****************/
    fragShader = GL.CreateShader(ShaderType.FragmentShader);
    GL.ShaderSource(fragShader, @"
        precision highp float;
        uniform sampler2D sTexture;
        varying vec2 vTexCoord;
        vec3 RGBtoHSV(in vec3 RGB)
        {
            vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0 / 3.0) : vec4(RGB.gb, 0.0, -1.0 / 3.0);
            vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
            float C = Q.x - min(Q.w, Q.y);
            float H = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
            vec3 HCV = vec3(H, C, Q.x);
            float S = HCV.y / (HCV.z + Epsilon);
            return vec3(HCV.x, S, HCV.z);
        }
        vec3 HSVtoRGB(in vec3 HSV)
        {
            float H = HSV.x;
            float R = abs(H * 6.0 - 3.0) - 1.0;
            float G = 2.0 - abs(H * 6.0 - 2.0);
            float B = 2.0 - abs(H * 6.0 - 4.0);
            vec3 RGB = clamp(vec3(R, G, B), 0.0, 1.0);
            return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
        }

        void main ()
        {
            vec4  color = texture2D (sTexture, vTexCoord);
            float u_saturate=0.9;
            vec3 col_hsv = RGBtoHSV(color.rgb);
            col_hsv.y *= (u_saturate * 2.0);
            vec3 col_rgb = HSVtoRGB(col_hsv.rgb);
            gl_FragColor = vec4(col_rgb.rgb, color.a);
        }");
    GL.CompileShader(fragShader);
}

【问题讨论】:

    标签: c# opengl image-processing glsl opentk


    【解决方案1】:

    一种可能性是将 RGB 颜色转换为 HSV (hue, saturation, value)。更改饱和度并将其转换回 RGB 值。

    可在RGB to HSV/HSL/HCY/HCL in HLSL 找到用于在 RGB 和 HSV 之间转换的 HLSL 实现。

    从HLSL移植到GLSL的代码是:

    RGB 转 HSV:

    const float Epsilon = 1e-10;
    
    vec3 RGBtoHSV(in vec3 RGB)
    {
        vec4  P   = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
        vec4  Q   = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
        float C   = Q.x - min(Q.w, Q.y);
        float H   = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
        vec3  HCV = vec3(H, C, Q.x);
        float S   = HCV.y / (HCV.z + Epsilon);
        return vec3(HCV.x, S, HCV.z);
    }
    

    HSV 转 RGB:

    vec3 HSVtoRGB(in vec3 HSV)
    {
        float H   = HSV.x;
        float R   = abs(H * 6.0 - 3.0) - 1.0;
        float G   = 2.0 - abs(H * 6.0 - 2.0);
        float B   = 2.0 - abs(H * 6.0 - 4.0);
        vec3  RGB = clamp( vec3(R,G,B), 0.0, 1.0 );
        return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
    }
    

    代码可以轻松集成到您的片段着色器中。 u_saturate 是 [0.0, 1.0] 范围内的值。 0.5 表示图像保持原样。 u_saturate 大于 0.5 表示图像饱和,小于 0.5 表示图像变白:

    void main ()
    {
        vec4 color  = texture2D (sTexture, vTexCoord);
    
        vec3 col_hsv = RGBtoHSV(texColor.rgb);
        col_hsv.y *= (u_saturate * 2.0);
        vec3 col_rgb = HSVtoRGB(col_hsv.rgb);
    
        gl_FragColor = vec4(col_rgb.rgb, color.a);
    }
    

    查看WebGL示例,演示效果:

    (function loadscene() {
    
    var gl, canvas, prog, bufObj = {}, textureObj, maskTextureObj;
    
    function render(deltaMS) {
    
        var saturate = document.getElementById( "saturate" ).value / 100.0;
    
        gl.viewport( 0, 0, vp_size[0], vp_size[1] );
        gl.enable( gl.DEPTH_TEST );
        gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
        gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
        var texUnit = 0;
        gl.activeTexture( gl.TEXTURE0 + texUnit );
        gl.bindTexture( gl.TEXTURE_2D, textureObj );
        ShProg.Use( progDraw );
        ShProg.SetI1( progDraw, "u_texture", texUnit );
        ShProg.SetF2( progDraw, "u_vp_size", vp_size );
        ShProg.SetF1( progDraw, "u_saturate", saturate );
        VertexBuffer.Draw( bufRect );
    
        requestAnimationFrame(render);
    }  
    
    function initScene() {
    
        canvas = document.getElementById( "texture-canvas");
        gl = canvas.getContext( "experimental-webgl" );
        //gl = canvas.getContext( "webgl2" );
        if ( !gl )
          return;
    
        var texCX = 128;
        var texCY = 128;
        var texPlan = [];
        for (ix = 0; ix < texCX; ++ix) {
            for (iy = 0; iy < texCY; ++iy) {
                var val_x = Math.sin( Math.PI * 6.0 * ix / texCX )
                var val_y = Math.sin( Math.PI * 6.0 * iy / texCY )
                texPlan.push( 128 + 127 * val_x, 63, 128 + 127 * val_y, 255 );
            }
        }
        
        textureObj = Texture.LoadTexture2D( "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/supermario.jpg" );
          
        progDraw = ShProg.Create( 
          [ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
            { source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
          ] );
        progDraw.inPos = gl.getAttribLocation( progDraw.progObj, "inPos" );
        if ( progDraw.progObj == 0 )
            return;
    
        bufRect = VertexBuffer.Create(
        [ { data :  [ -1, -1, 1, -1, 1, 1, -1, 1 ], attrSize : 2, attrLoc : progDraw.inPos } ],
          [ 0, 1, 2, 0, 2, 3 ] );
    
        window.onresize = resize;
        resize();
        requestAnimationFrame(render);
    }
    
    function resize() {
        //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
        vp_size = [window.innerWidth, window.innerHeight]
        //vp_size = [256, 256]
        canvas.width = vp_size[0];
        canvas.height = vp_size[1];
    }
    
    var ShProg = {
    Create: function (shaderList) {
        var shaderObjs = [];
        for (var i_sh = 0; i_sh < shaderList.length; ++i_sh) {
            var shderObj = this.Compile(shaderList[i_sh].source, shaderList[i_sh].stage);
            if (shderObj) shaderObjs.push(shderObj);
        }
        var prog = {}
        prog.progObj = this.Link(shaderObjs)
        if (prog.progObj) {
            prog.attrInx = {};
            var noOfAttributes = gl.getProgramParameter(prog.progObj, gl.ACTIVE_ATTRIBUTES);
            for (var i_n = 0; i_n < noOfAttributes; ++i_n) {
                var name = gl.getActiveAttrib(prog.progObj, i_n).name;
                prog.attrInx[name] = gl.getAttribLocation(prog.progObj, name);
            }
            prog.uniLoc = {};
            var noOfUniforms = gl.getProgramParameter(prog.progObj, gl.ACTIVE_UNIFORMS);
            for (var i_n = 0; i_n < noOfUniforms; ++i_n) {
                var name = gl.getActiveUniform(prog.progObj, i_n).name;
                prog.uniLoc[name] = gl.getUniformLocation(prog.progObj, name);
            }
        }
        return prog;
    },
    AttrI: function (prog, name) { return prog.attrInx[name]; },
    UniformL: function (prog, name) { return prog.uniLoc[name]; },
    Use: function (prog) { gl.useProgram(prog.progObj); },
    SetI1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1i(prog.uniLoc[name], val); },
    SetF1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1f(prog.uniLoc[name], val); },
    SetF2: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform2fv(prog.uniLoc[name], arr); },
    SetF3: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform3fv(prog.uniLoc[name], arr); },
    SetF4: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform4fv(prog.uniLoc[name], arr); },
    SetM33: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix3fv(prog.uniLoc[name], false, mat); },
    SetM44: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix4fv(prog.uniLoc[name], false, mat); },
    Compile: function (source, shaderStage) {
        var shaderScript = document.getElementById(source);
        if (shaderScript)
            source = shaderScript.text;
        var shaderObj = gl.createShader(shaderStage);
        gl.shaderSource(shaderObj, source);
        gl.compileShader(shaderObj);
        var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
        if (!status) alert(gl.getShaderInfoLog(shaderObj));
        return status ? shaderObj : null;
    },
    Link: function (shaderObjs) {
        var prog = gl.createProgram();
        for (var i_sh = 0; i_sh < shaderObjs.length; ++i_sh)
            gl.attachShader(prog, shaderObjs[i_sh]);
        gl.linkProgram(prog);
        status = gl.getProgramParameter(prog, gl.LINK_STATUS);
        if ( !status ) alert(gl.getProgramInfoLog(prog));
        return status ? prog : null;
    } };
    
    var VertexBuffer = {
    Create: function(attribs, indices, type) {
        var buffer = { buf: [], attr: [], inx: gl.createBuffer(), inxLen: indices.length, primitive_type: type ? type : gl.TRIANGLES };
        for (var i=0; i<attribs.length; ++i) {
            buffer.buf.push(gl.createBuffer());
            buffer.attr.push({ size : attribs[i].attrSize, loc : attribs[i].attrLoc, no_of: attribs[i].data.length/attribs[i].attrSize });
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer.buf[i]);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( attribs[i].data ), gl.STATIC_DRAW);
        }
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        if ( buffer.inxLen > 0 ) {
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer.inx);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW);
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
        }
        return buffer;
    },
    Draw: function(bufObj) {
        for (var i=0; i<bufObj.buf.length; ++i) {
            gl.bindBuffer(gl.ARRAY_BUFFER, bufObj.buf[i]);
            gl.vertexAttribPointer(bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0);
            gl.enableVertexAttribArray( bufObj.attr[i].loc);
        }
        if ( bufObj.inxLen > 0 ) {
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufObj.inx);
            gl.drawElements(bufObj.primitive_type, bufObj.inxLen, gl.UNSIGNED_SHORT, 0);
            gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
        }
        else
            gl.drawArrays(bufObj.primitive_type, 0, bufObj.attr[0].no_of );
        for (var i=0; i<bufObj.buf.length; ++i)
            gl.disableVertexAttribArray(bufObj.attr[i].loc);
        gl.bindBuffer( gl.ARRAY_BUFFER, null );
    } };
    
    var Texture = {};
    Texture.HandleLoadedTexture2D = function( image, texture, flipY ) {
        gl.activeTexture( gl.TEXTURE0 );
        gl.bindTexture( gl.TEXTURE_2D, texture );
        gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, flipY != undefined && flipY == true );
        gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image );
        gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );
        gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR );
        gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT );
      	gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT );
        gl.bindTexture( gl.TEXTURE_2D, null );
        return texture;
    }
    Texture.LoadTexture2D = function( name ) {
        var texture = gl.createTexture();
        texture.image = new Image();
        texture.image.setAttribute('crossorigin', 'anonymous');
        texture.image.onload = function () {
            Texture.HandleLoadedTexture2D( texture.image, texture, false )
        }
        texture.image.src = name;
        return texture;
    }
    
    initScene();
    
    })();
    html,body { margin: 0; overflow: hidden; }
    #gui-left { position : absolute; top : 0; left : 0; color: #40f040; }
    <script id="draw-shader-vs" type="x-shader/x-vertex">
        precision mediump float;
    
        attribute vec2 inPos;
        varying   vec2 vertPos;
        uniform   vec2 u_vp_size;
    
        void main()
        {
            vec2 scale  = u_vp_size.x > u_vp_size.y ? vec2(u_vp_size.y/u_vp_size.x, 1.0) : vec2(1.0, u_vp_size.x/u_vp_size.y);
            vertPos     = inPos;
            gl_Position = vec4( inPos * scale, 0.0, 1.0 );
        }
    </script>
    
    <script id="draw-shader-fs" type="x-shader/x-fragment">
        precision mediump float;
    
        varying vec2      vertPos;
        uniform sampler2D u_texture;
        uniform float     u_saturate;
    
        const float Epsilon = 1e-10;
     
        vec3 RGBtoHSV(in vec3 RGB)
        {
            vec4  P   = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
            vec4  Q   = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
            float C   = Q.x - min(Q.w, Q.y);
            float H   = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
            vec3  HCV = vec3(H, C, Q.x);
            float S   = HCV.y / (HCV.z + Epsilon);
            return vec3(HCV.x, S, HCV.z);
        }
    
        vec3 HSVtoRGB(in vec3 HSV)
        {
            float H   = HSV.x;
            float R   = abs(H * 6.0 - 3.0) - 1.0;
            float G   = 2.0 - abs(H * 6.0 - 2.0);
            float B   = 2.0 - abs(H * 6.0 - 4.0);
            vec3  RGB = clamp( vec3(R,G,B), 0.0, 1.0 );
            return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
        }
        
        void main()
        {
            vec2 texCoord = vec2( vertPos.s, -vertPos.t ) * 0.5 + 0.5;
            vec3 texColor = texture2D( u_texture, texCoord.st ).rgb;
    
            vec3 col_hsv = RGBtoHSV(texColor.rgb);
            col_hsv.y *= (u_saturate * 2.0); 
            vec3 col_rgb = HSVtoRGB(col_hsv.rgb);
    
            gl_FragColor  = vec4( col_rgb.rgb, 1.0 );
        }
    </script>
    
    <div id="gui-left">
      <table>
      <tr><td>saturate</td><td><input type="range" id="saturate" min="0" max="100" value="50"/></td></tr>
      </table>
    </div>
    
    <canvas id="texture-canvas" style="border: none"></canvas>

    【讨论】:

    • 请按照您的建议查看我编辑的答案。但它显示黑色图像。调用 RGBtoHSV(texColor.rgb) 给出黑色
    • @H.NS 它必须是vTexCoord = (a_position.xy + 1.0) / 2.0; - 关注1.02.0。片段着色器中还缺少const float Epsilon = 1e-10;。可能需要翻转图像:vTexCoord = (vec2(a_position.x, 1.0-a_position.y) + 1.0) / 2.0;
    • 嗨,我可以不选择 u_saturate,而是找到平均强度并将其设置为 col_hsv.y 吗?
    • @H.NS 在片段着色器中执行此操作将是一个坏主意,因为您会为每个片段再次执行此操作。在 CPU 上执行此操作或在领先进程中使用计算着色器。或者生成 mipmap 并从最高 mipmap 级别读取平均值。但这是一个全新的任务,并且可能是新问题,例如:“如何在 OpenTK 中打赌纹理的“平均强度”?”
    【解决方案2】:

    如果你只是想增加单个颜色的强度,在像素着色器代码中

    vec4  color = texture2D (sTexture, vTexCoord);
    color.g = color.g * 1.2;
    gl_FragColor = color;
    

    绿色会亮 1.2 倍。如果你想改变像 all 颜色的强度这样的东西,那么你需要看看像 HSL 颜色空间这样的东西。我回答了一个问题:GLSL shader to boost the color

    【讨论】:

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