Metal每日分享,颜色转换滤镜效果
2022-11-22 本文已影响0人
弹吉他的少年
本案例的目的是理解如何用Metal实现像素颜色转换滤镜,通过对像素颜色的不同读取方式获取到相应像素颜色,灰度图移除场景中除了黑白灰以外所有的颜色,让整个图像灰度化;
效果图
WX20221121-165812.png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: "C7ColorConvert")
/// 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);
}
多滤镜联动
<p align="left">
<img src="https://p9-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/ae83280ff32340a889d7d4a61d0af8f6~tplv-k3u1fbpfcp-zoom-in-crop-mark:1304:0:0:0.awebp" width="250" hspace="1px">
</p>
- 运算符链式处理
/// 1.转换成BGRA
let filter1 = C7ColorConvert(with: C7ColorConvert.ColorType.bgra)
/// 2.调整颗粒度
var filter2 = C7Granularity()
filter2.grain = 0.8
/// 3.调整白平衡
var filter3 = C7WhiteBalance()
filter3.temperature = 5555
/// 4.调整高光阴影
var filter4 = C7HighlightShadow()
filter4.shadows = 0.4
filter4.highlights = 0.5
/// 5.组合操作,获取结果
filterImageView.image = originImage ->> filter1 ->> filter2 ->> filter3 ->> filter4
<p align="left">
<img src="https://p9-juejin.byteimg.com/tos-cn-i-k3u1fbpfcp/6f454038a958434da8bc26fc3aa1486a~tplv-k3u1fbpfcp-zoom-in-crop-mark:1304:0:0:0.awebp" width="250" hspace="1px">
</p>
- 组合操作
/// 1.转换成RBGA
let filter1 = C7ColorConvert(with: C7ColorConvert.ColorType.rbga)
/// 2.调整颗粒度
var filter2 = C7Granularity()
filter2.grain = 0.8
/// 3.配置灵魂效果
var filter3 = C7SoulOut()
filter3.soul = 0.7
/// 4.组合操作
let group: [C7FilterProtocol] = [filter1, filter2, filter3]
/// 5.获取结果
filterImageView.image = try? originImage.makeGroup(filters: group)
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:
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!!!
✌️.