Joj*_*dmo 7 core-graphics ios ciimage swift
我正在创建一个应用程序,需要实时应用过滤器到图像.将UIImagea 转换为a CIImage,并应用滤镜都是非常快速的操作,但将创建的CIImage背面转换为a CGImageRef并显示图像需要很长时间(1/5秒,如果编辑需要真实,这实际上很多-时间).
图像大约2500 x 2500像素,这很可能是问题的一部分
目前,我正在使用
let image: CIImage //CIImage with applied filters
let eagl = EAGLContext(API: EAGLRenderingAPI.OpenGLES2)
let context = CIContext(EAGLContext: eagl, options: [kCIContextWorkingColorSpace : NSNull()])
//this line takes too long for real-time processing
let cg: CGImage = context.createCGImage(image, fromRect: image.extent)
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我已经考虑过使用了 EAGLContext.drawImage()
context.drawImage(image, inRect: destinationRect, fromRect: image.extent)
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然而,我找不到任何关于如何做到这一点的可靠文档,或者它是否会更快
是否有更快的方式来显示CIImage屏幕(在a中UIImageView,或直接在a上CALayer)?我想避免过多地降低图像质量,因为这可能对用户来说是显而易见的.
Sim*_*man 12
可能值得考虑金属和显示与MTKView.
你需要一个可以用它创建的金属设备MTLCreateSystemDefaultDevice().这用于创建命令队列和Core Image上下文.这两个对象都是持久的并且实例化起来非常昂贵,所以理想情况下应该创建一次:
lazy var commandQueue: MTLCommandQueue =
{
return self.device!.newCommandQueue()
}()
lazy var ciContext: CIContext =
{
return CIContext(MTLDevice: self.device!)
}()
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你还需要一个色彩空间:
let colorSpace = CGColorSpaceCreateDeviceRGB()!
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在渲染a时CIImage,您需要创建一个短暂的命令缓冲区:
let commandBuffer = commandQueue.commandBuffer()
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你想要把你的CIImage(让它叫它image)呈现给currentDrawable?.texturea MTKView.如果这是绑定的targetTexture,渲染语法是:
ciContext.render(image,
toMTLTexture: targetTexture,
commandBuffer: commandBuffer,
bounds: image.extent,
colorSpace: colorSpace)
commandBuffer.presentDrawable(currentDrawable!)
commandBuffer.commit()
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我这里有一个工作版本.
希望有所帮助!
西蒙
我最终使用了这个context.drawImage(image, inRect: destinationRect, fromRect: image.extent)方法.这是我创建的图像视图类
import Foundation
//GLKit must be linked and imported
import GLKit
class CIImageView: GLKView{
var image: CIImage?
var ciContext: CIContext?
//initialize with the frame, and CIImage to be displayed
//(or nil, if the image will be set using .setRenderImage)
init(frame: CGRect, image: CIImage?){
super.init(frame: frame, context: EAGLContext(API: EAGLRenderingAPI.OpenGLES2))
self.image = image
//Set the current context to the EAGLContext created in the super.init call
EAGLContext.setCurrentContext(self.context)
//create a CIContext from the EAGLContext
self.ciContext = CIContext(EAGLContext: self.context)
}
//for usage in Storyboards
required init?(coder aDecoder: NSCoder){
super.init(coder: aDecoder)
self.context = EAGLContext(API: EAGLRenderingAPI.OpenGLES2)
EAGLContext.setCurrentContext(self.context)
self.ciContext = CIContext(EAGLContext: self.context)
}
//set the current image to image
func setRenderImage(image: CIImage){
self.image = image
//tell the processor that the view needs to be redrawn using drawRect()
self.setNeedsDisplay()
}
//called automatically when the view is drawn
override func drawRect(rect: CGRect){
//unwrap the current CIImage
if let image = self.image{
//multiply the frame by the screen's scale (ratio of points : pixels),
//because the following .drawImage() call uses pixels, not points
let scale = UIScreen.mainScreen().scale
let newFrame = CGRectMake(rect.minX, rect.minY, rect.width * scale, rect.height * scale)
//draw the image
self.ciContext?.drawImage(
image,
inRect: newFrame,
fromRect: image.extent
)
}
}
}
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然后,简单地使用它
let myFrame: CGRect //frame in self.view where the image should be displayed
let myImage: CIImage //CIImage with applied filters
let imageView: CIImageView = CIImageView(frame: myFrame, image: myImage)
self.view.addSubview(imageView)
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在将UIImage转换为CIImage之前将其大小调整为屏幕大小也有帮助.在高质量图像的情况下,它会加速很多事情.确保在实际保存时使用全尺寸图像.
而已!然后,更新视图中的图像
imageView.setRenderImage(newCIImage)
//note that imageView.image = newCIImage won't work because
//the view won't be redrawn
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