我一直坚持使用 SwiftUI 和 Metal,几乎要放弃了。
我从 https://developer.apple.com/forums/thread/119112?answerId=654964022#654964022 得到这个示例:
import MetalKit
struct MetalView: NSViewRepresentable {
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
func makeNSView(context: NSViewRepresentableContext<MetalView>) -> MTKView {
let mtkView = MTKView()
mtkView.delegate = context.coordinator
mtkView.preferredFramesPerSecond = 60
mtkView.enableSetNeedsDisplay = true
if let metalDevice = MTLCreateSystemDefaultDevice() {
mtkView.device = metalDevice
}
mtkView.framebufferOnly = false
mtkView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
mtkView.drawableSize = mtkView.frame.size
mtkView.enableSetNeedsDisplay = true
return mtkView
}
func updateNSView(_ nsView: MTKView, context: NSViewRepresentableContext<MetalView>) {
}
class Coordinator : NSObject, MTKViewDelegate {
var parent: MetalView
var metalDevice: MTLDevice!
var metalCommandQueue: MTLCommandQueue!
init(_ parent: MetalView) {
self.parent = parent
if let metalDevice = MTLCreateSystemDefaultDevice() {
self.metalDevice = metalDevice
}
self.metalCommandQueue = metalDevice.makeCommandQueue()!
super.init()
}
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {
return
}
let commandBuffer = metalCommandQueue.makeCommandBuffer()
let rpd = view.currentRenderPassDescriptor
rpd?.colorAttachments[0].clearColor = MTLClearColorMake(0, 1, 0, 1)
rpd?.colorAttachments[0].loadAction = .clear
rpd?.colorAttachments[0].storeAction = .store
let re = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd!)
re?.endEncoding()
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
}
}
...但我无法理解如何使用这个 MetalView() 来显示数据,当我从 SwiftUI 视图调用它时,它似乎确实有效。我想用它来显示一个 CIImage,它将被 CIFilters 过滤和操作...
有人可以为我指出正确的方向,告诉我如何告诉这个视图如何显示某些内容吗?我想我需要它来显示纹理的内容,但尝试了无数个小时,最终从头开始无数次......
这就是我现在运行图像滤镜的方式,但它会导致滑块非常慢,这就是我决定尝试学习 Metal 的原因......但这确实非常耗时。由于缺乏文档而令人沮丧......
func ciExposure (inputImage: CIImage, inputEV: Double) -> CIImage {
let filter = CIFilter(name: "CIExposureAdjust")!
filter.setValue(inputImage, forKey: kCIInputImageKey)
filter.setValue(inputEV, forKey: kCIInputEVKey)
return filter.outputImage!
}
我想我需要获取该filter.outputImage并以某种方式将其传递到MetalView?
任何帮助都非常非常感谢...
Apple 的 WWDC 2022 包含一个名为“使用 Core Image、Metal 和 SwiftUI 显示 EDR 内容”的教程/视频,其中描述了如何将 Core Image 与 Metal 和 SwiftUI 混合。它指向一些名为“使用核心图像渲染目标生成动画”的新示例代码(此处)。
这个示例项目非常以 CoreImage 为中心(这应该非常适合您的目的),但我希望 Apple 发布更多示例代码示例,显示 Metal 与 SwiftUI 集成。
我在 Github 上有一个小型 Core Image + SwiftUI 示例项目,这对您来说可能是一个很好的起点。它还没有涵盖很多内容,但它已经演示了如何显示过滤后的相机帧。
特别检查视图的功能。它用于将
CIImage
渲染到
MTKView
中(您可以在委托的
draw
函数中执行相同操作)。
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {
return
}
let colorSpace = CGColorSpaceCreateDeviceRGB()
let commandBuffer = metalCommandQueue.makeCommandBuffer()
let rpd = view.currentRenderPassDescriptor
rpd?.colorAttachments[0].clearColor = MTLClearColorMake(0, 1, 0, 1)
rpd?.colorAttachments[0].loadAction = .clear
rpd?.colorAttachments[0].storeAction = .store
let re = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd!)
re?.endEncoding()
context.render((AppState.shared.rawImage ?? AppState.shared.rawImageOriginal)!,
to: drawable.texture,
commandBuffer: commandBuffer,
bounds: AppState.shared.rawImageOriginal!.extent,
colorSpace: colorSpace)
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
AppState.shared.rawImage 是我从过滤功能获得的 CIImage 纹理。上下文是在其他地方创建的,但应该是:
context = CIContext(mtlDevice: metalDevice)
下一步是添加 Frank Schlegel 提供的代码的居中部分。
因此,您可以创建一个 Rectangle() 并应用金属视觉效果(或扭曲效果)。
这是一个包含许多参数的长示例。
ContentView.swift
import SwiftUI
struct ContentView: View {
@State private var startTime: Date = .now
@State private var touch: CGPoint = .zero
@State private var schlorp: CGFloat = 5.0
@State private var crisp: CGFloat = 0.005
@State private var shapeCount: CGFloat = 5.0
var body: some View {
TimelineView(.animation) { timeline in
let time = startTime.distance(to: timeline.date)
ZStack {
Image("sf-ferry-bldg")
.resizable()
.aspectRatio(contentMode: .fill)
.visualEffect { content, proxy in
content
.colorEffect(ShaderLibrary.wavy(
.float2(proxy.size),
.float2(touch),
.float(time),
.float(schlorp),
.float(crisp),
.float(shapeCount)
)
)
}
.gesture( DragGesture(minimumDistance: .zero)
.onChanged { value in
touch = value.location
}
)
}
}
.toolbar {
ToolbarItem {
HStack {
Button(action: {
shapeCount -= 1.0
}, label: {
Image(systemName: "minus")
})
Text("Shapes: \(shapeCount.rounded())")
Button(action: {
shapeCount += 1.0
}, label: {
Image(systemName: "plus")
})
}
}
ToolbarItem {
Text("Crisp \((crisp * 1_000).formatted())")
}
ToolbarItem {
Slider(value: $crisp, in: 0.0001...0.01) {
Text("Crisp")
} minimumValueLabel: {
Text("1")
} maximumValueLabel: {
Text("100")
}
.frame(minWidth: 200)
}
ToolbarItem {
Text("Schlorp \(schlorp.formatted())")
}
ToolbarItem {
Slider(value: $schlorp, in: 2.0...100.0) {
Text("Schlorp")
} minimumValueLabel: {
Text("1.5")
} maximumValueLabel: {
Text("50")
}
.frame(minWidth: 200)
}
}
}
}
你需要一个像这样的金属锉刀:
[[ stitchable ]] half4 wavy(float2 position, half4 color, float2 size, float2 touch, float time, float schlorp = 5.0, float crisp = 10.0, float inShapeCount = 5) {
// Calculate the UV coordinates
float2 uv = position / size.xy;
// Calculate the sine wave displacement based on time and UV coordinates
float displacement = cos(uv.x * schlep + time) * sin(uv.y * crisp + time) * .1; // * 10.0 + time) * 0.1;
// Apply the displacement to the X coordinate to create the wavy effect
float x = uv.x + displacement;
// Create a grayscale color based on the X coordinate
float3 wavyColor = float3(x, -x, 1.0);
// Output the final color
return half4(half3(color), 1.0);
}