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本案例的目的是理解如何用Metal实现灵魂出窍滤镜,灵魂出窍效果实现原理是通过两个纹理叠加,根据时间上层纹理做缩放并且不断变化其不透明度来逐渐显现。之前在缓动函数介绍中已经知道如何实现缩放效果,灵魂出窍效果就是在其基础之上再多个纹理对象叠加就能够实现;
Demo
动态效果
实操代码
// 灵魂出窍滤镜
let filter = C7SoulOut.init(soul: 0.7)
// 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: "C7SoulOut")
,参数因子[soul, maxScale, maxAlpha]
对外开放参数:
soul
: 调整后的灵魂,从0.0到1.0,默认值为0.5maxScale
: 最大灵魂比例maxAlpha
: 灵魂最大透明度
/// 灵魂出窍效果
public struct C7SoulOut: C7FilterProtocol {
public static let soulRange: 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
public var soul: Float = soulRange.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 = soulRange.value, maxScale: Float = 1.5, maxAlpha: Float = 0.5) {
self.soul = soul
self.maxScale = maxScale
self.maxAlpha = maxAlpha
}
}
- 着色器
对坐标点归一化处理,然后采用最终色 = 基色 * (1 - a) + 混合色 * a
,最后取对应点(soulX, soulY)像素与原像素叠加产生;
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;
// 最终色 = 基色 * (1 - a) + 混合色 * a
const half4 soulMask = inputTexture.sample(quadSampler, float2(soulX, soulY));
const half4 outColor = inColor * (1.0h - alpha) + soulMask * alpha;
outputTexture.write(outColor, grid);
}
最后
- 关于灵魂出窍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。
✌️.