Demo
HarbethDemo地址
iDay每日分享文档地址
实操代码
// 转成灰度图滤镜 let filter = C7ColorConvert(with: .gray) // 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: type.rawValue)
/// 颜色通道`RGB`位置转换 public struct C7ColorConvert: C7FilterProtocol { public enum ColorType: String, CaseIterable { case invert = "C7ColorInvert" case gray = "C7Color2Gray" case bgra = "C7Color2BGRA" case brga = "C7Color2BRGA" case gbra = "C7Color2GBRA" case grba = "C7Color2GRBA" case rbga = "C7Color2RBGA" } private let type: ColorType public var modifier: Modifier { return .compute(kernel: type.rawValue) } public init(with type: ColorType) { self.type = type } }
着色器
取出像素rgb值,然后根据对应像素颜色;灰度图则是取所有的颜色分量,将它们加权或平均;
// 颜色反转,1 - rgb kernel void C7ColorInvert(texture2d<half, access::write> outputTexture [[texture(0)]], texture2d<half, access::read> inputTexture [[texture(1)]], uint2 grid [[thread_position_in_grid]]) { const half4 inColor = inputTexture.read(grid); const half4 outColor(1.0h - inColor.rgb, inColor.a); outputTexture.write(outColor, grid); } // 转灰度图 kernel void C7Color2Gray(texture2d<half, access::write> outputTexture [[texture(0)]], texture2d<half, access::read> inputTexture [[texture(1)]], uint2 grid [[thread_position_in_grid]]) { const half4 inColor = inputTexture.read(grid); const half3 kRec709Luma = half3(0.2126, 0.7152, 0.0722); const half gray = dot(inColor.rgb, kRec709Luma); const half4 outColor = half4(half3(gray), 1.0h); outputTexture.write(outColor, grid); } kernel void C7Color2BGRA(texture2d<half, access::write> outputTexture [[texture(0)]], texture2d<half, access::read> inputTexture [[texture(1)]], uint2 grid [[thread_position_in_grid]]) { const half4 inColor = inputTexture.read(grid); const half4 outColor(inColor.bgr, inColor.a); outputTexture.write(outColor, grid); } kernel void C7Color2BRGA(texture2d<half, access::write> outputTexture [[texture(0)]], texture2d<half, access::read> inputTexture [[texture(1)]], uint2 grid [[thread_position_in_grid]]) { const half4 inColor = inputTexture.read(grid); const half4 outColor(inColor.brg, inColor.a); outputTexture.write(outColor, grid); } kernel void C7Color2GBRA(texture2d<half, access::write> outputTexture [[texture(0)]], texture2d<half, access::read> inputTexture [[texture(1)]], uint2 grid [[thread_position_in_grid]]) { const half4 inColor = inputTexture.read(grid); const half4 outColor(inColor.gbr, inColor.a); outputTexture.write(outColor, grid); } kernel void C7Color2GRBA(texture2d<half, access::write> outputTexture [[texture(0)]], texture2d<half, access::read> inputTexture [[texture(1)]], uint2 grid [[thread_position_in_grid]]) { const half4 inColor = inputTexture.read(grid); const half4 outColor(inColor.grb, inColor.a); outputTexture.write(outColor, grid); } kernel void C7Color2RBGA(texture2d<half, access::write> outputTexture [[texture(0)]], texture2d<half, access::read> inputTexture [[texture(1)]], uint2 grid [[thread_position_in_grid]]) { const half4 inColor = inputTexture.read(grid); const half4 outColor(inColor.rbg, inColor.a); outputTexture.write(outColor, grid); }
权值法
const half3 kRec709Luma = half3(0.2126, 0.7152, 0.0722); const half gray = dot(inColor.rgb, kRec709Luma); const half4 outColor = half4(half3(gray), 1.0h);
平均值法
const float color = (inColor.r + inColor.g + inColor.b) / 3.0; const half4 outColor = half4(color, color, color, 1.0h);
总结:
一般由于人眼对不同颜色的敏感度不一样,所以三种颜色值的权重不一样,一般来说绿色最高,红色其次,蓝色最低,最合理的取值分别为Wr = 30%,Wg = 59%,Wb = 11%,所以权值法相对效果更好一点。
对照图
invert | bgra | brga |
gbra | grba | rbga |
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
关于颜色转换滤镜介绍与设计到此为止吧。
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!!✌️.