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Metal每日分享,4x4颜色矩阵滤镜效果

Metal每日分享,4x4颜色矩阵滤镜效果

作者: 弹吉他的少年 | 来源:发表于2022-12-04 10:14 被阅读0次

    本案例的目的是理解如何用Metal实现图像4x4颜色矩阵效果滤镜,通过4x4矩阵对RGBA像素处理;


    Demo

    实操代码

    // 绿色通道加倍
    let filter = C7ColorMatrix4x4(matrix: Matrix4x4.Color.greenDouble)
    
    // 方案1:
    ImageView.image = try? BoxxIO(element: originImage, filters: [filter, filter2, filter3]).output()
    
    // 方案2:
    ImageView.image = originImage.filtering(filter, filter2, filter3)
    
    // 方案3:
    ImageView.image = originImage ->> filter ->> filter2 ->> filter3
    

    效果对比图

    WX20221205-094954.png

    实现原理

    • 过滤器

    这款滤镜采用并行计算编码器设计.compute(kernel: "C7ColorMatrix4x4"),参数因子[intensity] + offset.toFloatArray()

    对外开放参数

    • intensity: 新转换的颜色取代每个像素原始颜色的程度,默认1;
    • offset: 每个通道的颜色偏移量;
    • matrix: 颜色矩阵;
    /// 4x4 color matrix.
    public struct C7ColorMatrix4x4: C7FilterProtocol {
        
        public static let range: ParameterRange<Float, Self> = .init(min: 0.0, max: 1.0, value: 1.0)
        
        /// The degree to which the new transformed color replaces the original color for each pixel, default 1
        @ZeroOneRange public var intensity: Float = range.value
        /// Color offset for each channel.
        public var offset: RGBAColor = .zero
        public var matrix: Matrix4x4
        
        public var modifier: Modifier {
            return .compute(kernel: "C7ColorMatrix4x4")
        }
        
        public var factors: [Float] {
            return [intensity] + offset.toFloatArray()
        }
        
        public func setupSpecialFactors(for encoder: MTLCommandEncoder, index: Int) {
            guard let computeEncoder = encoder as? MTLComputeCommandEncoder else { return }
            var factor = matrix.to_factor()
            computeEncoder.setBytes(&factor, length: Matrix4x4.size, index: index + 1)
        }
        
        public init(matrix: Matrix4x4) {
            self.matrix = matrix
        }
    }
    
    /// RGBA色彩空间中的颜色,在`0 ~ 1`区间内
    /// Color in the RGBA color space, from 0 to 1.
    public struct RGBAColor {
        
        public static let zero = RGBAColor(red: 0, green: 0, blue: 0, alpha: 0)
        public static let one  = RGBAColor(red: 1, green: 1, blue: 1, alpha: 1)
        
        @ZeroOneRange public var red: Float
        @ZeroOneRange public var green: Float
        @ZeroOneRange public var blue: Float
        @ZeroOneRange public var alpha: Float
        
        public init(red: Float, green: Float, blue: Float, alpha: Float = 1.0) {
            self.red = red
            self.green = green
            self.blue = blue
            self.alpha = alpha
        }
        
        public init(color: C7Color) {
            // See: https://developer.apple.com/documentation/uikit/uicolor/1621919-getred
            let tuple = color.mt.toRGBA()
            self.init(red: tuple.red, green: tuple.green, blue: tuple.blue, alpha: tuple.alpha)
        }
    }
    
    extension RGBAColor: Convertible {
        public func toFloatArray() -> [Float] {
            [red, green, blue, alpha]
        }
        
        public func toRGB() -> [Float] {
            [red, green, blue]
        }
    }
    
    extension RGBAColor: Equatable {
        
        public static func == (lhs: RGBAColor, rhs: RGBAColor) -> Bool {
            lhs.red == rhs.red &&
            lhs.green == rhs.green &&
            lhs.blue == rhs.blue &&
            lhs.alpha == rhs.alpha
        }
    }
    
    • 着色器

    对RGBA进行矩阵运算,然后加上偏移值offset,按intensity程度获取新的像素颜色;

    kernel void C7ColorMatrix4x4(texture2d<half, access::write> outputTexture [[texture(0)]],
                                 texture2d<half, access::read> inputTexture [[texture(1)]],
                                 constant float *intensity [[buffer(0)]],
                                 constant float *redOffset [[buffer(1)]],
                                 constant float *greenOffset [[buffer(2)]],
                                 constant float *blueOffset [[buffer(3)]],
                                 constant float *alphaOffset [[buffer(4)]],
                                 constant float4x4 *colorMatrix [[buffer(5)]],
                                 uint2 grid [[thread_position_in_grid]]) {
        const half4 inColor = inputTexture.read(grid);
        const half r = inColor.r;
        const half g = inColor.g;
        const half b = inColor.b;
        const half a = inColor.a;
        
        const half4x4 matrix = half4x4(*colorMatrix);
        const half red   = r * matrix[0][0] + g * matrix[0][1] + b * matrix[0][2] + a * matrix[0][3] + (*redOffset);
        const half green = r * matrix[1][0] + g * matrix[1][1] + b * matrix[1][2] + a * matrix[1][3] + (*greenOffset);
        const half blue  = r * matrix[2][0] + g * matrix[2][1] + b * matrix[2][2] + a * matrix[2][3] + (*blueOffset);
        const half alpha = r * matrix[3][0] + g * matrix[3][1] + b * matrix[3][2] + a * matrix[3][3] + (*alphaOffset);
        
        const half4 color = half4(red, green, blue, alpha);
        const half4 outColor = half(*intensity) * color + (1.0h - half(*intensity)) * inColor;
        
        outputTexture.write(outColor, grid);
    }
    

    4x4矩阵

    • 部分4x4颜色矩阵
    extension Matrix4x4 {
        /// 常见4x4颜色矩阵,考线性代数时刻😪
        /// 第一行的值决定了红色值,第二行决定绿色,第三行蓝色,第四行是透明通道值
        /// Common 4x4 color matrix
        /// See: https://medium.com/macoclock/coreimage-911-color-matrix-4x4-50a7098414f4
        public struct Color { }
    }
    
    extension Matrix4x4.Color {
        
        public static let identity = Matrix4x4(values: [
            1.0, 0.0, 0.0, 0.0,
            0.0, 1.0, 0.0, 0.0,
            0.0, 0.0, 1.0, 0.0,
            0.0, 0.0, 0.0, 1.0,
        ])
        
        /// 棕褐色,老照片
        public static let sepia = Matrix4x4(values: [
            0.3588, 0.7044, 0.1368, 0.0,
            0.2990, 0.5870, 0.1140, 0.0,
            0.2392, 0.4696, 0.0912, 0.0,
            0.0000, 0.0000, 0.0000, 1.0,
        ])
        
        /// 怀旧效果
        public static let nostalgic = Matrix4x4(values: [
            0.272, 0.534, 0.131, 0.0,
            0.349, 0.686, 0.168, 0.0,
            0.393, 0.769, 0.189, 0.0,
            0.000, 0.000, 0.000, 1.0,
        ])
        
        /// 复古效果
        public static let retroStyle = Matrix4x4(values: [
            0.50, 0.50, 0.50, 0.0,
            0.33, 0.33, 0.33, 0.0,
            0.25, 0.25, 0.25, 0.0,
            0.00, 0.00, 0.00, 1.0,
        ])
        
        /// 宝丽来彩色
        public static let polaroid = Matrix4x4(values: [
            1.4380, -0.062, -0.062, 0.0,
            -0.122, 1.3780, -0.122, 0.0,
            -0.016, -0.016, 1.4830, 0.0,
            -0.030, 0.0500, -0.020, 1.0,
        ])
        
        /// 绿色通道加倍
        public static let greenDouble = Matrix4x4(values: [
            1.0, 0.0, 0.0, 0.0,
            0.0, 2.0, 0.0, 0.0,
            0.0, 0.0, 1.0, 0.0,
            0.0, 0.0, 0.0, 1.0,
        ])
        
        /// 天蓝色变绿色,天蓝色是由绿色和蓝色叠加
        public static let skyblue_turns_green = Matrix4x4(values: [
            1.0, 0.0, 0.0, 0.0,
            0.0, 1.0, 0.0, 0.0,
            0.0, 0.0, 0.0, 0.0,
            0.0, 0.0, 0.0, 1.0,
        ])
        
        /// 灰度图矩阵,平均值法
        public static let gray = Matrix4x4(values: [
            0.33, 0.33, 0.33, 0.0,
            0.33, 0.33, 0.33, 0.0,
            0.33, 0.33, 0.33, 0.0,
            0.00, 0.00, 0.00, 1.0,
        ])
        
        /// 去掉绿色和蓝色
        public static let remove_green_blue = Matrix4x4(values: [
            1.0, 0.0, 0.0, 0.0,
            0.0, 0.0, 0.0, 0.0,
            0.0, 0.0, 0.0, 0.0,
            0.0, 0.0, 0.0, 1.0,
        ])
        
        /// 红色绿色对调位置
        public static let replaced_red_green = Matrix4x4(values: [
            0.0, 1.0, 0.0, 0.0,
            1.0, 0.0, 0.0, 0.0,
            0.0, 0.0, 1.0, 0.0,
            0.0, 0.0, 0.0, 1.0,
        ])
        
        /// 白色剪影
        /// In case you have to produce a white silhouette you need to supply data to the last column of the color matrix.
        public static let white_silhouette = Matrix4x4(values: [
            0.0, 0.0, 0.0, 1.0,
            0.0, 0.0, 0.0, 1.0,
            0.0, 0.0, 0.0, 1.0,
            0.0, 0.0, 0.0, 1.0,
        ])
        
        /// maps RGB to BGR (rows permuted)
        public static let rgb_to_bgr = Matrix4x4(values: [
            0.22, 0.22, 0.90, 0.0,
            0.11, 0.70, 0.44, 0.0,
            0.90, 0.11, 0.11, 0.0,
            0.00, 0.00, 0.00, 1.0
        ])
        
        /// When you have a premultiplied image, where RGB is multiplied by Alpha, decreasing A value you decrease a whole opacity of RGB.
        /// Thus, any underlying layer becomes partially visible from under our translucent image.
        /// - Parameter alpha: Alpha, 0 ~ 1
        public static func decreasingOpacity(_ alpha: Float) -> Matrix4x4 {
            var matrix = Matrix4x4.Color.identity
            matrix.values[15] = min(1.0, max(0.0, alpha))
            return matrix
        }
        
        /// Rotates the color matrix by alpha degrees clockwise about the red component axis.
        /// - Parameter angle: rotation degree.
        /// - Returns: 4x4 color matrix.
        public static func axix_red_rotate(_ angle: Float) -> Matrix4x4 {
            var matrix = Matrix4x4.Color.identity
            let radians = angle * Float.pi / 180.0
            matrix.values[5] = cos(radians)
            matrix.values[6] = sin(radians)
            matrix.values[9] = -sin(radians)
            matrix.values[10] = cos(radians)
            return matrix
        }
        
        /// Rotates the color matrix by alpha degrees clockwise about the green component axis.
        /// - Parameter angle: rotation degree.
        /// - Returns: 4x4 color matrix.
        public static func axix_green_rotate(_ angle: Float) -> Matrix4x4 {
            var matrix = Matrix4x4.Color.identity
            let radians = angle * Float.pi / 180.0
            matrix.values[0] = cos(radians)
            matrix.values[2] = -sin(radians)
            matrix.values[7] = sin(radians)
            matrix.values[9] = cos(radians)
            return matrix
        }
        
        /// Rotates the color matrix by alpha degrees clockwise about the blue component axis.
        /// - Parameter angle: rotation degree.
        /// - Returns: 4x4 color matrix.
        public static func axix_blue_rotate(_ angle: Float) -> Matrix4x4 {
            var matrix = Matrix4x4.Color.identity
            let radians = angle * Float.pi / 180.0
            matrix.values[0] = cos(radians)
            matrix.values[1] = sin(radians)
            matrix.values[4] = -sin(radians)
            matrix.values[5] = cos(radians)
            return matrix
        }
    }
    

    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!!!

    ✌️.

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