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| <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>视频滤镜</title> <link rel="stylesheet" href="./css/element.css" /> <style> * { margin: 0; padding: 0; box-sizing: border-box; } video { display: none; opacity: 0; } </style> </head> <body> <div id="app"> <el-select @change="setFilter" v-model="curFilter" placeholder="请选择"> <el-option v-for="item in filters" :key="item.value" :label="item.label" :value="item.value" > </el-option> </el-select> <video ref="myVideo" autoplay playsinline muted></video> </div> <script src="./js//qrcode.js"></script> <script src="./js//vue.js"></script> <script src="./js//element.js"></script> <script src="./js/5.3.3/pixi.min.js"></script> <script> const filters = { def: null, grey: { fragmentShader: ` precision mediump float; varying vec2 vTextureCoord; uniform sampler2D uSampler; const vec3 W = vec3(0.2125, 0.7154, 0.0721); void main(void) { vec4 color = texture2D(uSampler, vTextureCoord); float temp = dot(color.rgb, W); gl_FragColor = vec4(vec3(temp), 1.0); } `, }, blur: { fragmentShader: ` precision mediump float; varying vec2 vTextureCoord; uniform sampler2D uSampler; uniform vec2 uResolution; // 纹理分辨率 uniform float uBlurRadius; // 模糊半径
// 高斯函数 float gaussian(float x, float sigma) { return exp(-(x * x) / (2.0 * sigma * sigma)) / (2.0 * 3.14159 * sigma * sigma); }
void main(void) { // 在此处添加自定义的着色器逻辑 vec2 texelSize = 1.0 / uResolution; float sigma = uBlurRadius; // 高斯函数的标准差
vec4 colorSum = vec4(0.0); float weightSum = 0.0;
// 对周围像素进行采样和加权平均 for (int i = -5; i <= 5; i++) { for (int j = -5; j <= 5; j++) { vec2 offset = vec2(float(i), float(j)) * texelSize; vec4 sampleColor = texture2D(uSampler, vTextureCoord + offset);
float weight = gaussian(float(i), sigma) * gaussian(float(j), sigma); colorSum += sampleColor * weight; weightSum += weight; } }
// 归一化颜色和权重 vec4 blurredColor = colorSum / weightSum;
gl_FragColor = blurredColor; } `, uniforms: { uResolution: [800, 600], uBlurRadius: 10, }, }, brighten: { fragmentShader: ` precision mediump float; varying vec2 vTextureCoord; uniform sampler2D uSampler; uniform float strength; void main(void) { // 在此处添加自定义的着色器逻辑 vec4 color = texture2D(uSampler, vTextureCoord); color.rgb += strength; gl_FragColor = color; } `, uniforms: { strength: 0.1, }, }, inverseColor: { fragmentShader: ` precision mediump float; varying vec2 vTextureCoord; uniform sampler2D uSampler; void main(void) { // 在此处添加自定义的着色器逻辑 vec4 color = texture2D(uSampler, vTextureCoord); gl_FragColor = vec4(1.-color.rgb,1.); } `, }, };
const constraints = { video: { facingMode: { ideal: "environment", }, }, audio: false, };
const vue = new Vue({ el: "#app", data: function () { this.filters = Object.keys(filters).map((it) => { return { label: it, value: it, }; }); return { curFilter: "", }; }, mounted() { window.ins = this; this.init(); }, computed: { videoEl() { return this.$refs["myVideo"]; }, }, methods: { setFilter(key) { if (!filters[key]) { this.curFilter = "def"; this.videoSprite.filters = []; return; } this.curFilter = key; const filter = filters[key]; const shader = new PIXI.Filter( null, filter.fragmentShader, filter.uniforms || {} ); this.videoSprite.filters = [shader]; }, async init() { const localStream = await navigator.mediaDevices .getUserMedia(constraints) .catch((err) => console.log(err)); this.videoEl.srcObject = localStream;
this.app = new PIXI.Application({ }); this.$el.appendChild(this.app.view); const videoTexture = PIXI.Texture.fromVideo(this.videoEl); const videoSprite = new PIXI.Sprite(videoTexture); this.videoSprite = videoSprite; videoSprite.x = 0; videoSprite.y = 0; videoSprite.width = this.app.screen.width; videoSprite.height = this.app.screen.height; this.setFilter("inverseColor");
this.app.stage.addChild(videoSprite); }, }, }); </script> </body> </html>
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