本案例的目的是理解如何用Metal实现图像阀值素描滤镜,用于图像阀值素描,形成有噪点的素描;
效果图
Demo
- HarbethDemo地址
实操代码
// 用于图像阀值素描,形成有噪点的素描
let filter = C7ThresholdSketch.init(edgeStrength: 2.5, threshold: 0.25)
// 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: "C7ThresholdSketch")
,参数因子[edgeStrength, threshold]
对外开放参数
-
threshold
: 任何高于这个阈值的边缘都是黑色的,低于白色的任何东西都是黑色的。 -
edgeStrength
: 调整滤波器的动态范围。更高的值会导致更强的边缘,但可以饱和强度的色彩空间。
public struct C7ThresholdSketch: C7FilterProtocol {
public static let range: ParameterRange = .init(min: 0.0, max: 1.0, value: 0.25)
/// Any edge above this threshold will be black, and anything below white. Ranges from 0.0 to 1.0
@ZeroOneRange public var threshold: Float = range.value
/// Adjusts the dynamic range of the filter.
/// Higher values lead to stronger edges, but can saturate the intensity colorspace.
public var edgeStrength: Float = 1
public var modifier: Modifier {
return .compute(kernel: "C7ThresholdSketch")
}
public var factors: [Float] {
return [edgeStrength, threshold]
}
public init(edgeStrength: Float = 1, threshold: Float = range.value) {
self.edgeStrength = edgeStrength
self.threshold = threshold
}
}
- 着色器
取出周边1像素对应点的归一化坐标,获取到这些点对应的红色值;
水平方向取顶部和底部红色值做个整合处理,竖直方向取左边和右边做个整合处理,分别得到(h, v);
length
计算出范围值,step
计算出阈值对应的颜色,最后得到黑色或白色像素颜色即可;
kernel void C7ThresholdSketch(texture2d outputTexture [[texture(0)]],
texture2d inputTexture [[texture(1)]],
constant float *edgeStrength [[buffer(0)]],
constant float *threshold [[buffer(1)]],
uint2 grid [[thread_position_in_grid]]) {
constexpr sampler quadSampler(mag_filter::linear, min_filter::linear);
const float x = float(grid.x);
const float y = float(grid.y);
const float width = float(inputTexture.get_width());
const float height = float(inputTexture.get_height());
const float2 leftCoordinate = float2((x - 1) / width, y / height);
const float2 rightCoordinate = float2((x + 1) / width, y / height);
const float2 topCoordinate = float2(x / width, (y - 1) / height);
const float2 bottomCoordinate = float2(x / width, (y + 1) / height);
const float2 topLeftCoordinate = float2((x - 1) / width, (y - 1) / height);
const float2 topRightCoordinate = float2((x + 1) / width, (y - 1) / height);
const float2 bottomLeftCoordinate = float2((x - 1) / width, (y + 1) / height);
const float2 bottomRightCoordinate = float2((x + 1) / width, (y + 1) / height);
const half leftIntensity = inputTexture.sample(quadSampler, leftCoordinate).r;
const half rightIntensity = inputTexture.sample(quadSampler, rightCoordinate).r;
const half topIntensity = inputTexture.sample(quadSampler, topCoordinate).r;
const half bottomIntensity = inputTexture.sample(quadSampler, bottomCoordinate).r;
const half topLeftIntensity = inputTexture.sample(quadSampler, topLeftCoordinate).r;
const half topRightIntensity = inputTexture.sample(quadSampler, topRightCoordinate).r;
const half bottomLeftIntensity = inputTexture.sample(quadSampler, bottomLeftCoordinate).r;
const half bottomRightIntensity = inputTexture.sample(quadSampler, bottomRightCoordinate).r;
half h = -topLeftIntensity - 2.0h * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0h * bottomIntensity + bottomRightIntensity;
h = max(0.0h, h);
half v = -bottomLeftIntensity - 2.0h * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0h * rightIntensity + topRightIntensity;
v = max(0.0h, v);
half mag = length(half2(h, v)) * half(*edgeStrength);
mag = 1.0h - step(half(*threshold), mag);
const half4 outColor = half4(half3(mag), 1.0h);
outputTexture.write(outColor, grid);
}
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!!!
✌️.