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yangKJ/Harbeth 0.6.6
Metal API for GPU accelerated Image and Video and Camera filter framework. Support macOS & iOS. 🎨 图像、视频、相机滤镜框架
⭐️ 259
🕓 1 week ago
iOS macOS watchOS tvOS
.package(url: "https://github.com/yangKJ/Harbeth.git", from: "0.6.6")

Harbeth

x

Carthage compatible CocoaPods Compatible CocoaPods Compatible Platform

Harbeth is a tiny set of utils and extensions over Apple's Metal framework dedicated to make your Swift GPU code much cleaner and let you prototype your pipelines faster.


English | 简体中文

Features

🟣 At the moment, the most important features of metal moudle can be summarized as follows:

  • Support iOS and macOS.
  • Support operator chain filter.
  • Support UIImage, CIImage, CGImage, CMSampleBuffer and CVPixelBuffer add fillters.
  • Support quick design filters.
  • Support merge multiple filter effects.
  • Support fast expansion of output sources.
  • Support camera capture effects.
  • Support video to add filter special effects.
  • Support matrix convolution.
  • Support MetalPerformanceShaders related types of filters.
  • Support compatible for CoreImage.
  • The filter part is roughly divided into the following modules:
    • Blend: This module mainly contains image blend filters.
    • Blur: Blur effect filters.
    • Pixel: Basic pixel processing of images.
    • Effect: Effect processing.
    • Lookup: Lookup table filters.
    • Matrix: Matrix convolution filters.
    • Shape: Image shape size related filters.
    • Visual: Visual dynamic effect filters.
    • MPS: MetalPerformanceShaders related types of filters.

A total of 100+ kinds of filters are currently available.✌️

Usage

  • Original code.
lazy var ImageView: UIImageView = {
    let imageView = UIImageView(image: originImage)
    //imageView.contentMode = .scaleAspectFit
    imageView.translatesAutoresizingMaskIntoConstraints = false
    imageView.layer.borderColor = R.color("background2")?.cgColor
    imageView.layer.borderWidth = 0.5
    return imageView
}()

ImageView.image = originImage
  • 🫡 Code zero intrusion add filter function.
let filter1 = C7ColorMatrix4x4(matrix: Matrix4x4.Color.sepia)

let filter2 = C7Granularity(grain: 0.8)

let filter3 = C7SoulOut(soul: 0.7)

let filters = [filter1, filter2, filter3]

// Use:
let dest = BoxxIO.init(element: originImage, filters: filters)
ImageView.image = try? dest.output()

// OR Use:
ImageView.image = try? originImage.makeGroup(filters: filters)

// OR Use Operator:
ImageView.image = originImage -->>> filters
  • 📸 Camera capture generates pictures.
// Add an edge detection filter:
let filter = C7EdgeGlow(lineColor: .red)

// Add a particle filter:
let filter2 = C7Granularity(grain: 0.8)

// Generate camera collector:
let camera = C7CollectorCamera.init(delegate: self)
camera.captureSession.sessionPreset = AVCaptureSession.Preset.hd1280x720
camera.filters = [filter, filter2]

extension CameraViewController: C7CollectorImageDelegate {
    func preview(_ collector: C7Collector, fliter image: C7Image) {
        DispatchQueue.main.async {
            self.originImageView.image = image
        }
    }
}
  • Local video or Network video are simply apply with filters.
lazy var video: C7CollectorVideo = {
    let videoURL = URL.init(string: "Link")!
    let asset = AVURLAsset.init(url: videoURL)
    let playerItem = AVPlayerItem.init(asset: asset)
    let player = AVPlayer.init(playerItem: playerItem)
    let video = C7CollectorVideo.init(player: player, delegate: self)
    video.filters = [C7ColorMatrix4x4(matrix: Matrix4x4.Color.sepia)]
    return video
}()

self.video.play()

extension PlayerViewController: C7CollectorImageDelegate {
    func preview(_ collector: C7Collector, fliter image: C7Image) {
        self.originImageView.image = image
        // Simulated dynamic effect.
        if let filter = self.tuple?.callback?(self.nextTime) {
            self.video.filters = [filter]
        }
    }
}

Advanced usage

  • Operator chain processing
/// 1.Convert to BGRA
let filter1 = C7ColorConvert(with: .bgra)

/// 2.Adjust the granularity
let filter2 = C7Granularity(grain: 0.8)

/// 3.Adjust white balance
let filter3 = C7WhiteBalance(temperature: 5555)

/// 4.Adjust the highlight shadows
let filter4 = C7HighlightShadow(shadows: 0.4, highlights: 0.5)

/// 5.Combination operation
filterImageView.image = originImage ->> filter1 ->> filter2 ->> filter3 ->> filter4

  • Batch processing
/// 1.Convert to RBGA
let filter1 = C7ColorConvert(with: .rbga)

/// 2.Adjust the granularity
let filter2 = C7Granularity(grain: 0.8)

/// 3.Soul effect
let filter3 = C7SoulOut(soul: 0.7)

/// 4.Combination operation
let group: [C7FilterProtocol] = [filter1, filter2, filter3]

/// 5.Get the result
filterImageView.image = try? originImage.makeGroup(filters: group)

Both methods can handle multiple filter schemes, depending on your mood.✌️


Design

  • For example, how to design an soul filter.🎷

  1. Accomplish C7FilterProtocal
public struct C7SoulOut: C7FilterProtocol {
    
    public static let range: ParameterRange<Float, Self> = .init(min: 0.0, max: 1.0, value: 0.5)
    
    /// The adjusted soul, from 0.0 to 1.0, with a default of 0.5
    @ZeroOneRange public var soul: Float = range.value
    public var maxScale: Float = 1.5
    public var maxAlpha: Float = 0.5
    
    public var modifier: Modifier {
        return .compute(kernel: "C7SoulOut")
    }
    
    public var factors: [Float] {
        return [soul, maxScale, maxAlpha]
    }
    
    public init(soul: Float = range.value, maxScale: Float = 1.5, maxAlpha: Float = 0.5) {
        self.soul = soul
        self.maxScale = maxScale
        self.maxAlpha = maxAlpha
    }
}
  1. Configure additional required textures.

  2. Configure the passed parameter factor, only supports Float type.

    • This filter requires three parameters:
      • soul: The adjusted soul, from 0.0 to 1.0, with a default of 0.5
      • maxScale: Maximum soul scale.
      • maxAlpha: The transparency of the max soul.
  3. Write a kernel function shader based on parallel computing.

kernel void C7SoulOut(texture2d<half, access::write> outputTexture [[texture(0)]],
                      texture2d<half, access::sample> inputTexture [[texture(1)]],
                      constant float *soulPointer [[buffer(0)]],
                      constant float *maxScalePointer [[buffer(1)]],
                      constant float *maxAlphaPointer [[buffer(2)]],
                      uint2 grid [[thread_position_in_grid]]) {
    constexpr sampler quadSampler(mag_filter::linear, min_filter::linear);
    const half4 inColor = inputTexture.read(grid);
    const float x = float(grid.x) / outputTexture.get_width();
    const float y = float(grid.y) / outputTexture.get_height();
    
    const half soul = half(*soulPointer);
    const half maxScale = half(*maxScalePointer);
    const half maxAlpha = half(*maxAlphaPointer);
    
    const half alpha = maxAlpha * (1.0h - soul);
    const half scale = 1.0h + (maxScale - 1.0h) * soul;
    
    const half soulX = 0.5h + (x - 0.5h) / scale;
    const half soulY = 0.5h + (y - 0.5h) / scale;
    
    const half4 soulMask = inputTexture.sample(quadSampler, float2(soulX, soulY));
    const half4 outColor = inColor * (1.0h - alpha) + soulMask * alpha;
    
    outputTexture.write(outColor, grid);
}
  1. Simple to use, since my design is based on a parallel computing pipeline, images can be generated directly.
/// Add a soul out of the body filter.
let filter = C7SoulOut(soul: 0.5, maxScale: 2.0)

/// Display directly in ImageView.
ImageView.image = originImage ->> filter
  1. As for the animation above, it is also very simple, add a timer, and then change the value of soul and you are done, simple.

CocoaPods

  • If you want to import Metal module, you need in your Podfile:
pod 'Harbeth'
  • If you want to import OpenCV image module, you need in your Podfile:
pod 'OpencvQueen'

Swift Package Manager

Swift Package Manager is a tool for managing the distribution of Swift code. It’s integrated with the Swift build system to automate the process of downloading, compiling, and linking dependencies.

Xcode 11+ is required to build Harbeth using Swift Package Manager.

To integrate Harbeth into your Xcode project using Swift Package Manager, add it to the dependencies value of your Package.swift:

dependencies: [
    .package(url: "https://github.com/yangKJ/Harbeth.git", branch: "master"),
]

Remarks

The general process is almost like this, the Demo is also written in great detail, you can check it out for yourself.🎷

HarbethDemo

Tip: If you find it helpful, please help me with a star. If you have any questions or needs, you can also issue.

Thanks.🎇

About the author


License

Harbeth is available under the MIT license. See the LICENSE file for more info.


GitHub

link
Stars: 259
Last commit: 2 days ago
jonrohan Something's broken? Yell at me @ptrpavlik. Praise and feedback (and money) is also welcome.

Related Packages

Release Notes

Harbeth
3 weeks ago

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