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本事例的目的是理解如何用Metal实现图画包装作用滤镜,用于图画处理颜色丢掉和模糊作用;


Demo

  • HarbethDemo地址
  • iDay每日共享文档地址

实操代码

// 颜色丢掉和模糊作用
let filter = C7ColorPacking.init(horizontalTexel: 2.5, verticalTexel: 5)
// 计划1:
let dest = BoxxIO.init(element: originImage, filter: filter)
ImageView.image = try? dest.output()
dest.filters.forEach {
  NSLog("%@", "\($0.parameterDescription)")
}
// 计划2:
ImageView.image = try? originImage.make(filter: filter)
// 计划3:
ImageView.image = originImage ->> filter

实现原理

  • 过滤器

这款滤镜选用并行计算编码器规划.compute(kernel: "C7ColorPacking"),参数因子[horizontalTexel, verticalTexel]

对外开放参数

  • horizontalTexel: 横向偏移,越大绿色概括虚影向右偏移越多;
  • verticalTexel: 纵向偏移,越大蓝色概括虚影向下偏移越多;
/// 颜色丢掉/模糊作用
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

纹路坐标和偏移均归一化处理,然后获取到上下左右4个纹路偏移坐标,取出对应的纹路赤色值,最终得到像素值;

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);
}

作用图

横行纵向偏移 横向偏移 纵向偏移
Metal每日分享,图像处理色彩丢失和模糊效果
Metal每日分享,图像处理色彩丢失和模糊效果
Metal每日分享,图像处理色彩丢失和模糊效果

Harbeth功能清单

  • 支撑ios体系和macOS体系
  • 支撑运算符函数式操作
  • 支撑多种形式数据源 UIImage, CIImage, CGImage, CMSampleBuffer, CVPixelBuffer.
  • 支撑快速规划滤镜
  • 支撑合并多种滤镜作用
  • 支撑输出源的快速扩展
  • 支撑相机采集特效
  • 支撑视频增加滤镜特效
  • 支撑矩阵卷积
  • 支撑运用体系 MetalPerformanceShaders.
  • 支撑兼容 CoreImage.
  • 滤镜部分大致分为以下几个模块:
    • Blend:图画融合技术
    • Blur:模糊作用
    • Pixel:图画的根本像素颜色处理
    • Effect:作用处理
    • Lookup:查找表过滤器
    • Matrix: 矩阵卷积滤波器
    • Shape:图画形状巨细相关
    • Visual: 视觉动态特效
    • MPS: 体系 MetalPerformanceShaders.

最终

  • 慢慢再弥补其他相关滤镜,喜爱就给我点个星吧。
  • 滤镜Demo地址,现在包括100+种滤镜,同时也支撑CoreImage混合运用。
  • 再附上一个开发加速库KJCategoriesDemo地址
  • 再附上一个网络根底库RxNetworksDemo地址
  • 喜爱的老板们能够点个星,谢谢各位老板!!!

✌️.