Demo
HarbethDemo地址
iDay每日分享文档地址
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
横行纵向偏移 | 横向偏移 | 纵向偏移 |
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!!!✌️.