我正在尝试抖动图像。我制作了一些应用 floyd steinberg 抖动的快速代码,但处理图像需要很长时间,因为它没有包装在 cifilter 中,它只是快速代码。我在想,如果我可以制作一个自定义 cifilter,它将在 gpu 上进行处理并加快处理速度。但是我不是 CIfilter 语言的专家。
这是我的快速代码。为了清楚起见,我已经完整地写出了误差分布矩阵的计算。
internal struct color {
let r: Int
let g: Int
let b: Int
}
func ditherImage2(){
let image = UIImage(named: "image")
let width = Int(image!.size.width)
let height = Int(image!.size.height)
let pixelArray = pixelarray(image)
func offset(row: Int, column: Int) -> Int {
return row * width + column
}
for y in 0 ..< height {
for x in 0 ..< width {
let currentOffset = offset(row: y, column: x)
let currentColor = pixelArray![currentOffset]
// get current colour of pixel
let oldR = currentColor.r
let oldG = currentColor.g
let oldB = currentColor.b
// quantize / reduce the colours to pallet of 6 colours
let factor = 1;
let newR = round(factor * oldR / 255) * (255/factor)
let newG = round(factor * oldG / 255) * (255/factor)
let newB = round(factor * oldB / 255) * (255/factor)
pixelArray[currentOffset] = color(r:newR, g:newG, b:newB)
let errR = oldR - newR;
let errG = oldG - newG;
let errB = oldB - newB;
// distribute the error to the surrounding pixels using floyd stenberg matrix
let index = offset(row:x+1, column:y)
let c = pixelArray[index]
let r = c.r
let g = c.g
let b = c.b
r = r + errR * 7/16.0;
g = g + errG * 7/16.0;
b = b + errB * 7/16.0;
pixelArray[index] = color(r:r, g:g, b:b);
let index2 = offset(row:x-1, column:y+1 );
let c2 = pixelArray[index2]
let r2 = c.r
let g2 = c.g
let b2 = c.b
r2 = r2 + errR * 3/16.0;
g2 = g2 + errG * 3/16.0;
b2 = b2 + errB * 3/16.0;
pixelArray[index] = color(r:r2, g:g2, b:b2);
let index3 = offset(row:x, column:y+1);
let c3 = pixelArray[index3]
let r3 = c.r
let g3 = c.g
let b3 = c.b
r3 = r3 + errR * 5/16.0;
g3 = g3 + errG * 5/16.0;
b3 = b3 + errB * 5/16.0;
pixelArray[index] = color(r:r3, g:g3, b:b3);
let index4 = offset(row:x+1, column:y+1);
let c4 = pixelArray[index]
let r4 = c.r
let g4 = c.g
let b4 = c.b
r4 = r4 + errR * 1/16.0;
g4 = g4 + errG * 1/16.0;
b4 = b4 + errB * 1/16.0;
pixelArray[index] = color(r:r4, g:g4, b:b4);
}
}
}
我发现了这个https://github.com/rhoeper/Filterpedia-Swift4,它包括一个用于有序抖动的自定义过滤器,我可以将其用作基础并尝试适应错误扩散抖动。在开始学习 CIfilter 语言之前,我更愿意找到一个现有的自定义内核来完成这项工作。所以我想知道是否有人有一个现有的内核或一个链接?
有序抖动代码
float orderedDither2x2(float colorin, float bx, float by, float errorIntensity) { float error = 0.0; int px = int(bx); int py = int(by); if (py == 0) { if (px == 0) { error = 1.0 / 4.0; } if (px == 1) { error = 3.0 / 4.0; } } if (py == 1) { if (px == 0) { error = 4.0 / 4.0; } if (px == 1) { error = 2.0 / 4.0; } } return colorin * (error * errorIntensity); } kernel vec4 ditherBayer(sampler image, float intensity, float matrix, float palette) { vec4 pixel = sample(image, samplerCoord(image)); int msize = int(matrix); float px = mod(pixel.x, msize >= 5 ? float(4.0) : float(msize)); float py = mod(pixel.y, msize >= 5 ? float(4.0) : float(msize)); float red = pixel.r; float green = pixel.g; float blue = pixel.b; if (msize == 2) { pixel.r = orderedDither2x2(red, px, py, intensity); pixel.g = orderedDither2x2(green, px, py, intensity); pixel.b = orderedDither2x2(blue, px, py, intensity); } if (msize == 3) { pixel.r = orderedDither3x3(red, px, py, intensity); pixel.g = orderedDither3x3(green, px, py, intensity); pixel.b = orderedDither3x3(blue, px, py, intensity); } if (msize == 4) { pixel.r = orderedDither4x4(red, px, py, intensity); pixel.g = orderedDither4x4(green, px, py, intensity); pixel.b = orderedDither4x4(blue, px, py, intensity); } if (msize >= 5) { pixel.r = orderedDither8x8(red, px, py, intensity); pixel.g = orderedDither8x8(green, px, py, intensity); pixel.b = orderedDither8x8(blue, px, py, intensity); } if (int(palette) == 0) { return vec4(binary(vec3(pixel.r, pixel.g, pixel.b)), pixel.a); } if (int(palette) == 1) { return vec4(commodore64(vec3(pixel.r, pixel.g, pixel.b)), pixel.a); } if (int(palette) == 2) { return vec4(vic20(vec3(pixel.r, pixel.g, pixel.b)), pixel.a); } if (int(palette) == 3) { return vec4(appleII(vec3(pixel.r, pixel.g, pixel.b)), pixel.a); } if (int(palette) == 4) { return vec4(zxSpectrumBright(vec3(pixel.r, pixel.g, pixel.b)), pixel.a); } if (int(palette) == 5) { return vec4(zxSpectrumDim(vec3(pixel.r, pixel.g, pixel.b)), pixel.a); } return pixel; }