本案例的目的是理解如何用Metal实现图像包装效果滤镜,用于图像处理色彩丢失和模糊效果;


Demo

实操代码

// 色彩丢失和模糊效果
let filter = C7ColorPacking.init(horizontalTexel: 2.5, verticalTexel: 5)

// 方案1:
let dest = BoxxIO.init(element: originImage, filter: filter)
ImageView.image = try? dest.output()

dest.filters.forEach {
    NSLog("%@", "\($0.parameterDescription)")
}

// 方案2:
ImageView.image = try? originImage.make(filter: filter)

// 方案3:
ImageView.image = originImage ->> filter

实现原理

  • 过滤器

这款滤镜采用并行计算编码器设计.compute(kernel: "C7ColorPacking"),参数因子[horizontalTexel, verticalTexel]

对外开放参数

  • horizontalTexel: 横向偏移,越大绿色轮廓虚影向右偏移越多;
  • verticalTexel: 纵向偏移,越大蓝色轮廓虚影向下偏移越多;
/// 色彩丢失/模糊效果
public struct C7ColorPacking: C7FilterProtocol {
    
    /// The larger the transverse offset, the more the green contour shadow offset to the right.
    public var horizontalTexel: Float
    /// The larger the vertical offset, the more the blue contour shadow offset downward.
    public var verticalTexel: Float
    
    public var modifier: Modifier {
        return .compute(kernel: "C7ColorPacking")
    }
    
    public var factors: [Float] {
        return [horizontalTexel, verticalTexel]
    }
    
    public init(horizontalTexel: Float = 0, verticalTexel: Float = 0) {
        self.horizontalTexel = horizontalTexel
        self.verticalTexel = verticalTexel
    }
}
  • 着色器

纹理坐标和偏移均归一化处理,然后获取到上下左右4个纹理偏移坐标,取出对应的纹理红色值,最后得到像素值;

kernel void C7ColorPacking(texture2d<half, access::write> outputTexture [[texture(0)]],
                           texture2d<half, access::sample> inputTexture [[texture(1)]],
                           device float *texelWidthPointer [[buffer(0)]],
                           device float *texelHeightPointer [[buffer(1)]],
                           uint2 grid [[thread_position_in_grid]]) {
    constexpr sampler quadSampler(mag_filter::linear, min_filter::linear);
    const float width  = outputTexture.get_width();
    const float height = outputTexture.get_height();
    const float texelWidth  = float(*texelWidthPointer / width);
    const float texelHeight = float(*texelHeightPointer / height);
    
    const float2 textureCoordinate = float2(float(grid.x) / width, float(grid.y) / height);
    const float2 upperLeftTextureCoordinate = textureCoordinate + float2(-texelWidth, -texelHeight);
    const float2 upperRightTextureCoordinate = textureCoordinate + float2(texelWidth, -texelHeight);
    const float2 lowerLeftTextureCoordinate = textureCoordinate + float2(-texelWidth, texelHeight);
    const float2 lowerRightTextureCoordinate = textureCoordinate + float2(texelWidth, texelHeight);
    
    half upperLeftIntensity = inputTexture.sample(quadSampler, upperLeftTextureCoordinate).r;
    half upperRightIntensity = inputTexture.sample(quadSampler, upperRightTextureCoordinate).r;
    half lowerLeftIntensity = inputTexture.sample(quadSampler, lowerLeftTextureCoordinate).r;
    half lowerRightIntensity = inputTexture.sample(quadSampler, lowerRightTextureCoordinate).r;
    
    const half4 outColor = half4(upperLeftIntensity, upperRightIntensity, lowerLeftIntensity, lowerRightIntensity);
    
    outputTexture.write(outColor, grid);
}

效果图

Harbeth功能清单

  • 支持ios系统和macOS系统
  • 支持运算符函数式操作
  • 支持多种模式数据源 UIImage, CIImage, CGImage, CMSampleBuffer, CVPixelBuffer.
  • 支持快速设计滤镜
  • 支持合并多种滤镜效果
  • 支持输出源的快速扩展
  • 支持相机采集特效
  • 支持视频添加滤镜特效
  • 支持矩阵卷积
  • 支持使用系统 MetalPerformanceShaders.
  • 支持兼容 CoreImage.
  • 滤镜部分大致分为以下几个模块:
    • Blend:图像融合技术
    • Blur:模糊效果
    • Pixel:图像的基本像素颜色处理
    • Effect:效果处理
    • Lookup:查找表过滤器
    • Matrix: 矩阵卷积滤波器
    • Shape:图像形状大小相关
    • Visual: 视觉动态特效
    • MPS: 系统 MetalPerformanceShaders.

最后

  • 慢慢再补充其他相关滤镜,喜欢就给我点个星🌟吧。
  • 滤镜Demo地址,目前包含100+种滤镜,同时也支持CoreImage混合使用。
  • 再附上一个开发加速库KJCategoriesDemo地址
  • 再附上一个网络基础库RxNetworksDemo地址
  • 喜欢的老板们可以点个星🌟,谢谢各位老板!!!

✌️.

12-10 06:59