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如何在Android中使用renderscript使用Smoothstep函数

[英]How to use smoothstep function using renderscript in android

How can we use the smoothstep function in renderscript to smoothen a mask image (already blurred using gaussian blur with kernel size 3 or 5) and make its edges smoother. 我们如何在渲染脚本中使用smoothstep函数来平滑蒙版图像(已经使用内核大小为3或5的高斯模糊来模糊)并使其边缘更平滑。 I tried the following code in other frameworks and they worked as expected. 我在其他框架中尝试了以下代码,它们按预期工作。

iOS shader code:- iOS着色器代码:-

let kernelStr = """
            kernel vec4 myColor(__sample source) {
                float maskValue = smoothstep(0.3, 0.5, source.r);
                return vec4(maskValue,maskValue,maskValue,1.0);
            }
        """

In opengl glsl fragment shader:- 在opengl glsl片段着色器中:-

    float mask = btex.r;
    float maskValue = smoothstep(0.3, 0.5, mask);
    vec4 ress = vec4(maskValue,maskValue,maskValue,1.0);

RenderScript doesn't have a buit-in smoothstep function, so the simplest thing is to implement it yourself. RenderScript没有内置的smoothstep函数,因此最简单的事情是自己实现。 Next the source ready to be used in your scripts: 接下来,准备在脚本中使用的源代码:

static inline float smoothstep(float edge0, float edge1, float x)
{
    float value = clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
    return value * value * (3.0f - 2.0f * value);
}

Example of usage: 用法示例:

static inline float smoothstep(float edge0, float edge1, float x)
{
    float value = clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
    return value * value * (3.0f - 2.0f * value);
}

uchar4 RS_KERNEL root(uint32_t x, uint32_t y)
{
      ....
      float mask = btex.r;
      float maskValue = smoothstep(0.3f, 0.5f, mask);
      float4 ress = (float4){maskValue, maskValue, maskValue, 1.0f};
      ....
}

And next a link about how smoothstep internally works, in case you have any other doubts: 接下来是有关平滑步骤内部工作方式的链接,以防您有任何其他疑问:

smoothstep 平稳的步伐

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