
检查异步学。
受Pixelkit&Renderkit的启发。
iOS,MACOS和TVOS的直播图形
在Renderkit上运行,由金属驱动
Pixelkit结合了自定义着色器,金属性能着色器,核心图像过滤器和视觉,以创建用于实时渲染的工具。
示例:相机效果 - 绿屏
信息:协调空间 - 混合操作员 - 效果便利函数 - 高位模式
| Camerapix | Depthcamerapix | ImagePix | videopix | ScrencapturePix | StreaminPix | slopepix |
| colorpix | CirclePix | RectanglePix | 多边形 | arcpix | linePix | 渐变图 | StackPix |
| NOISEPIX | textpix | MetalPix | wirlpix | 反馈书 | delaypix | 夏普 | StreamOutPix |
| LevelSpix | Blurpix | EdgePix | 阈值 | QuantizePix | transformpix | 万花筒 |
| ChannelMixPix | Chromakeypix | CornerPinpix | ColorsHiftPix | FlipflopPix | rangepix | starpix |
| Sepiapix | convertpix | 降低点 | 拼写 | Freezepix | Flarepix | AirPlayPix | RecordPix |
| Blendpix | crosspix | lookuppix | ExpracePix | remappix | ReorderPix | 分辨率图 | 杂种 |
| Blendspix | Lumalevelspix | LumablurPix | LumatransformPix | timemachinepix | arraypix |
. package ( url : " https://github.com/heestand-xyz/PixelKit " , from : " 3.0.0 " ) import SwiftUI
import PixelKit
struct ContentView : View {
@ StateObject var circlePix = CirclePIX ( )
@ StateObject var blurPix = BlurPIX ( )
var body : some View {
PixelView ( pix : blurPix )
. onAppear {
blurPix . input = circlePix
blurPix . radius = 0.25
}
}
}import UIKit
import PixelKit
class ViewController : UIViewController {
override func viewDidLoad ( ) {
super . viewDidLoad ( )
let circlePix = CirclePIX ( )
let blurPix = BlurPIX ( )
blurPix . input = circlePix
blurPix . radius = 0.25
let finalPix : PIX = blurPix
finalPix . view . frame = view . bounds
view . addSubview ( finalPix . view )
}
} 在PixelKit中,所有像素都有一个分辨率。一些像素已经定义了分辨率(默认为.auto ),并且一些像素已得出分辨率。
.auto分辨率将填充视图并根据视图大小获得正确的分辨率。如果视图为100x100点,则分辨率将为MACOS上的200x200像素,而iPhone上的300x300像素将为300x300像素。
导入解决方案软件包以使用分辨率:
import Resolution您可以将分辨率乘以CGFloat或Int 。
有预定义的分辨率,例如._1080p & ._4K 。
. renderedImage // UIImage or NSImage
. renderedTexture // MTLTexture![]() | ![]() | ![]() | ![]() | ![]() |
|---|
import SwiftUI
import PixelKit
class ViewModel : ObservableObject {
let camera : CameraPIX
let levels : LevelsPIX
let colorShift : ColorShiftPIX
let blur : BlurPIX
let circle : CirclePIX
let finalPix : PIX
init ( ) {
camera = CameraPIX ( )
camera . cameraResolution = . _1080p
levels = LevelsPIX ( )
levels . input = camera
levels . brightness = 1.5
levels . gamma = 0.5
colorShift = ColorShiftPIX ( )
colorShift . input = levels
colorShift . saturation = 0.5
blur = BlurPIX ( )
blur . input = colorShift
blur . radius = 0.25
circle = CirclePIX ( at : . square ( 1080 ) )
circle . radius = 0.45
circle . backgroundColor = . clear
finalPix = blur & ( camera * circle )
}
}
struct ContentView : View {
@ StateObject var viewModel = ViewModel ( )
var body : some View {
PixelView ( pix : viewModel . finalPix )
}
}这也可以通过有效的便利功能来完成:
let pix = CameraPIX ( ) . pixBrightness ( 1.5 ) . pixGamma ( 0.5 ) . pixSaturation ( 0.5 ) . pixBlur ( 0.25 ) remeber将NSCameraUsageDescription添加到您的info.plist
![]() | ![]() | ![]() | ![]() |
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import RenderKit import PixelKit
let cityImage = ImagePIX ( )
cityImage . image = UIImage ( named : " city " )
let supermanVideo = VideoPIX ( )
supermanVideo . load ( fileNamed : " superman " , withExtension : " mov " )
let supermanKeyed = ChromaKeyPIX ( )
supermanKeyed . input = supermanVideo
supermanKeyed . keyColor = . green
let blendPix = BlendPIX ( )
blendPix . blendingMode = . over
blendPix . inputA = cityImage
blendPix . inputB = supermanKeyed
let finalPix : PIX = blendPix
finalPix . view . frame = view . bounds
view . addSubview ( finalPix . view )这也可以使用混合运营商来完成,并效果便利函数:
let pix = cityImage & supermanVideo . pixChromaKey ( . green )import RenderKit import PixelKit
let cameraPix = CameraPIX ( )
cameraPix . camera = . front
let depthCameraPix = DepthCameraPIX . setup ( with : cameraPix )
let levelsPix = LevelsPIX ( )
levelsPix . input = depthCameraPix
levelsPix . inverted = true
let lumaBlurPix = cameraPix . pixLumaBlur ( pix : levelsPix , radius : 0.1 )
let finalPix : PIX = lumaBlurPix
finalPix . view . frame = view . bounds
view . addSubview ( finalPix . view ) DepthCameraPIX添加在Pixelkit v0.8.4中,需要iPhone X或更新。
注意使用setup(with:filter:) DepthCameraPIX的方法。
它将照顾方向,颜色和使CameraPIX的深度。
为了访问0.0和1.0边界的深度值OUSIDE,
启用这样的16 bit模式: PixelKit.main.render.bits = ._16
let cameraPix = CameraPIX ( )
cameraPix . camera = . back
let multiCameraPix = MultiCameraPIX . setup ( with : cameraPix , camera : . front )
let movedMultiCameraPix = multiCameraPix . pixScale ( by : 0.25 ) . pixTranslate ( x : 0.375 * ( 9 / 16 ) , y : 0.375 )
let finalPix : PIX = camearPix & movedMultiCameraPix
finalPix . view . frame = view . bounds
view . addSubview ( finalPix . view )注意MultiCameraPIX需要iOS 13。
PixelKit坐标空间被纳向垂直轴(高度为1.0),中间的原点(0.0,0.0)。
请注意,与本机Uikit和Swiftui视图相比,垂直轴被翻转并移动,这在使用Pixelkit中的图形时更具说服力。完整旋转由1.0定义
中心: cgpoint(x:0,y:0)
左下: cgpoint(x:-0.5 * expackratio,y:-0.5)
右上: cgpoint(x:0.5 * expactratio,y:0.5)
提示: Resolution具有.aspect属性:
let aspectRatio: CGFloat = Resolution._1080p.aspect
快速便捷地混合pix的方法
这些是受支持的BlendingMode运营商:
& | !& | + | - | * | ** | !** | % | ~ | ° |
|---|---|---|---|---|---|---|---|---|---|
| 遍 | 。在下面 | 。添加 | 。减去 | .multiply | 。力量 | .gamma | 。不同之处 | 。平均的 | 余弦 |
<> | >< | ++ | -- | <-> | >-< | +-+ |
|---|---|---|---|---|---|---|
| 。最低限度 | 。最大限度 | .addwithalpha | .subtractWithAlpha | 内部 | 外部 | 独家 |
let blendPix = ( CameraPIX ( ) !** NoisePIX ( at : . fullHD ( . portrait ) ) ) * CirclePIX ( at : . fullHD ( . portrait ) )默认的全局混合操作员填充模式为.fit ,以下更改它:
PIX.blendOperators.globalPlacement = .fill
请记住,这些功能将创建新的像素。
请注意超载GPU内存,一些弹药会创建几个像素。
诸如替代品和Slopepix之类的效果可以从更高的位深度中受益。
默认值为8位。像这样更改它: PixelKit.main.render.bits = ._16
在创建任何像素之前,启用高位模式。
注意资源尚不支持更高的位。
当前有一些带有资源的伽马偏移。

let metalPix = MetalPIX ( at : . _1080p , code :
"""
pix = float4(u, v, 0.0, 1.0);
"""
) let metalEffectPix = MetalEffectPIX ( code :
"""
float gamma = 0.25;
pix = pow(input, 1.0 / gamma);
"""
)
metalEffectPix . input = CameraPIX ( ) let metalMergerEffectPix = MetalMergerEffectPIX ( code :
"""
pix = pow(inputA, 1.0 / inputB);
"""
)
metalMergerEffectPix . inputA = CameraPIX ( )
metalMergerEffectPix . inputB = ImagePIX ( " img_name " ) let metalMultiEffectPix = MetalMultiEffectPIX ( code :
"""
float4 inPixA = inTexs.sample(s, uv, 0);
float4 inPixB = inTexs.sample(s, uv, 1);
float4 inPixC = inTexs.sample(s, uv, 2);
pix = inPixA + inPixB + inPixC;
"""
)
metalMultiEffectPix . inputs = [ ImagePIX ( " img_a " ) , ImagePIX ( " img_b " ) , ImagePIX ( " img_c " ) ] var lumUniform = MetalUniform ( name : " lum " )
let metalPix = MetalPIX ( at : . _1080p , code :
"""
pix = float4(in.lum, in.lum, in.lum, 1.0);
""" ,
uniforms : [ lumUniform ]
)
lumUniform . value = 0.5受到安东·海斯特(Anton Heestand Xyz)创建的触摸设计师的启发