Sam*_*rns 4 filter ios scenekit swift4 arkit
我想做的就是采用基本的arkit视图并将其转换为黑白视图.现在基本视图是正常的,我不知道如何添加过滤器.理想情况下,在截取屏幕截图时,黑白过滤器会添加到屏幕截图中.
import UIKit
import SceneKit
import ARKit
class ViewController: UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
sceneView.showsStatistics = true
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let configuration = ARWorldTrackingConfiguration()
sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
@IBAction func changeTextColour(){
let snapShot = self.augmentedRealityView.snapshot()
UIImageWriteToSavedPhotosAlbum(snapShot, self, #selector(image(_:didFinishSavingWithError:contextInfo:)), nil)
}
}
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如果要实时应用过滤器,最好的方法就是使用SCNTechnique.技术用于后处理,并允许我们SCNView在几个过程中呈现内容 - 正是我们需要的(首先渲染场景,然后对其应用效果).
这是示例项目.
首先,我们需要在.plist文件中描述一种技术.
这plist是我想出的一个截图(为了更好的可视化):
这是它的来源:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>sequence</key>
<array>
<string>apply_filter</string>
</array>
<key>passes</key>
<dict>
<key>apply_filter</key>
<dict>
<key>metalVertexShader</key>
<string>scene_filter_vertex</string>
<key>metalFragmentShader</key>
<string>scene_filter_fragment</string>
<key>draw</key>
<string>DRAW_QUAD</string>
<key>inputs</key>
<dict>
<key>scene</key>
<string>COLOR</string>
</dict>
<key>outputs</key>
<dict>
<key>color</key>
<string>COLOR</string>
</dict>
</dict>
</dict>
</dict>
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SCNTechniques 的主题是广泛的,我只会快速介绍我们手头的案例.为了真正了解他们的能力,我建议您阅读Apple关于技术的综合文档.
技术说明
passes是一个字典,包含您想要SCNTechnique执行的过程的描述.
sequence 是一个数组,指定使用其键执行这些传递的顺序.
你没有在这里指定主渲染通道(意思是在不应用SCNTechniques的情况下渲染的任何东西) - 它是隐含的,并且它的结果颜色可以使用COLOR常量访问(稍微多一点).
因此,我们要做的唯一"额外"传递(除了主要传递)将是apply_filter将颜色转换为黑白(它可以命名为任何你想要的,只需确保它具有相同的键passes和sequence).
现在来说明apply_filter传球本身.
渲染传递说明
metalVertexShader和metalFragmentShader- Metal将用于绘图的着色器函数的名称.
draw定义传递将要呈现的内容.DRAW_QUAD代表:
仅渲染覆盖视图整个边界的矩形.使用此选项绘制处理先前传递输出的图像缓冲区的传递.
粗略地说,这意味着我们将使用渲染过程渲染一个简单的"图像".
inputs指定我们将能够在着色器中使用的输入资源.正如我之前所说,COLOR指的是主渲染通道提供的颜色数据.
outputs指定输出.它可以是color,depth或者stencil,但我们只需要一个color输出.COLOR值意味着我们简单地说,将"直接"渲染到屏幕上(而不是渲染到中间目标中).
创建.metal包含以下内容的文件:
#include <metal_stdlib>
using namespace metal;
#include <SceneKit/scn_metal>
struct VertexInput {
float4 position [[ attribute(SCNVertexSemanticPosition) ]];
float2 texcoord [[ attribute(SCNVertexSemanticTexcoord0) ]];
};
struct VertexOut {
float4 position [[position]];
float2 texcoord;
};
// metalVertexShader
vertex VertexOut scene_filter_vertex(VertexInput in [[stage_in]])
{
VertexOut out;
out.position = in.position;
out.texcoord = float2((in.position.x + 1.0) * 0.5 , (in.position.y + 1.0) * -0.5);
return out;
}
// metalFragmentShader
fragment half4 scene_filter_fragment(VertexOut vert [[stage_in]],
texture2d<half, access::sample> scene [[texture(0)]])
{
constexpr sampler samp = sampler(coord::normalized, address::repeat, filter::nearest);
constexpr half3 weights = half3(0.2126, 0.7152, 0.0722);
half4 color = scene.sample(samp, vert.texcoord);
color.rgb = half3(dot(color.rgb, weights));
return color;
}
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请注意,片段和顶点着色器的函数名称应plist与传递描述符中的文件中指定的名称相同.
要更好地了解内容VertexInput和VertexOut结构的含义,请参阅SCNProgram文档.
给定的顶点函数可以在任何DRAW_QUAD渲染过程中使用.它基本上为我们提供了屏幕空间的标准化坐标(可以vert.texcoord在片段着色器中访问).
片段功能是所有"魔法"发生的地方.在那里,你可以操纵你从主要传递中获得的纹理.使用此设置,您可以实现大量过滤器/效果等.
在我们的例子中,我使用了基本的去饱和度(零饱和度)公式来获得黑白颜色.
现在,我们终于可以在ARKit/中使用所有这些了SceneKit.
let plistName = "SceneFilterTechnique" // the name of the plist you've created
guard let url = Bundle.main.url(forResource: plistName, withExtension: "plist") else {
fatalError("\(plistName).plist does not exist in the main bundle")
}
guard let dictionary = NSDictionary(contentsOf: url) as? [String: Any] else {
fatalError("Failed to parse \(plistName).plist as a dictionary")
}
guard let technique = SCNTechnique(dictionary: dictionary) else {
fatalError("Failed to initialize a technique using \(plistName).plist")
}
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而只是将其设置为technique的ARSCNView.
sceneView.technique = technique
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而已.现在整个场景将以灰度渲染,包括拍摄快照时.
过滤ARSCNView快照:如果要创建黑白屏幕,ARSCNView可以执行以下操作,该操作返回UIImageGrayScale并由此augmentedRealityView引用一个ARSCNView:
/// Converts A UIImage To A High Contrast GrayScaleImage
///
/// - Returns: UIImage
func highContrastBlackAndWhiteFilter() -> UIImage?
{
//1. Convert It To A CIIamge
guard let convertedImage = CIImage(image: self) else { return nil }
//2. Set The Filter Parameters
let filterParameters = [kCIInputBrightnessKey: 0.0,
kCIInputContrastKey: 1.1,
kCIInputSaturationKey: 0.0]
//3. Apply The Basic Filter To The Image
let imageToFilter = convertedImage.applyingFilter("CIColorControls", parameters: filterParameters)
//4. Set The Exposure
let exposure = [kCIInputEVKey: NSNumber(value: 0.7)]
//5. Process The Image With The Exposure Setting
let processedImage = imageToFilter.applyingFilter("CIExposureAdjust", parameters: exposure)
//6. Create A CG GrayScale Image
guard let grayScaleImage = CIContext().createCGImage(processedImage, from: processedImage.extent) else { return nil }
return UIImage(cgImage: grayScaleImage, scale: self.scale, orientation: self.imageOrientation)
}
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因此,使用此示例如下所示:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//1. Create A UIImageView Dynamically
let imageViewResult = UIImageView(frame: CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height))
self.view.addSubview(imageViewResult)
//2. Create The Snapshot & Get The Black & White Image
guard let snapShotImage = self.augmentedRealityView.snapshot().highContrastBlackAndWhiteFilter() else { return }
imageViewResult.image = snapShotImage
//3. Remove The ImageView After A Delay Of 5 Seconds
DispatchQueue.main.asyncAfter(deadline: .now() + 5) {
imageViewResult.removeFromSuperview()
}
}
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这将产生如下结果:
为了使您的代码可重用,您还可以创建一个extensionUIImage:
//------------------------
//MARK: UIImage Extensions
//------------------------
extension UIImage
{
/// Converts A UIImage To A High Contrast GrayScaleImage
///
/// - Returns: UIImage
func highContrastBlackAndWhiteFilter() -> UIImage?
{
//1. Convert It To A CIIamge
guard let convertedImage = CIImage(image: self) else { return nil }
//2. Set The Filter Parameters
let filterParameters = [kCIInputBrightnessKey: 0.0,
kCIInputContrastKey: 1.1,
kCIInputSaturationKey: 0.0]
//3. Apply The Basic Filter To The Image
let imageToFilter = convertedImage.applyingFilter("CIColorControls", parameters: filterParameters)
//4. Set The Exposure
let exposure = [kCIInputEVKey: NSNumber(value: 0.7)]
//5. Process The Image With The Exposure Setting
let processedImage = imageToFilter.applyingFilter("CIExposureAdjust", parameters: exposure)
//6. Create A CG GrayScale Image
guard let grayScaleImage = CIContext().createCGImage(processedImage, from: processedImage.extent) else { return nil }
return UIImage(cgImage: grayScaleImage, scale: self.scale, orientation: self.imageOrientation)
}
}
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然后您可以轻松使用它,如下所示:
guard let snapShotImage = self.augmentedRealityView.snapshot().highContrastBlackAndWhiteFilter() else { return }
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记住,您应该将扩展名放在class declaration例如:
extension UIImage{
}
class ViewController: UIViewController, ARSCNViewDelegate {
}
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因此,根据您的问题中提供的代码,您将获得以下内容:
/// Creates A Black & White ScreenShot & Saves It To The Photo Album
@IBAction func changeTextColour(){
//1. Create A Snapshot
guard let snapShotImage = self.augmentedRealityView.snapshot().highContrastBlackAndWhiteFilter() else { return }
//2. Save It The Photos Album
UIImageWriteToSavedPhotosAlbum(snapShotImage, self, #selector(image(_:didFinishSavingWithError:contextInfo:)), nil)
}
///Calback To Check Whether The Image Has Been Saved
@objc func image(_ image: UIImage, didFinishSavingWithError error: Error?, contextInfo: UnsafeRawPointer) {
if let error = error {
print("Error Saving ARKit Scene \(error)")
} else {
print("ARKit Scene Successfully Saved")
}
}
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黑白实时渲染: 使用diviaki在此处给出的出色答案,我还可以使用以下方法获得整个摄像机源,以黑白渲染:
1号 注册ARSessionDelegate像这样:
augmentedRealitySession.delegate = self
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2号 然后在下面的委托回调中添加以下内容:
//-----------------------
//MARK: ARSessionDelegate
//-----------------------
extension ViewController: ARSessionDelegate{
func session(_ session: ARSession, didUpdate frame: ARFrame) {
/*
Full Credit To /sf/ask/3214382181/
*/
//1. Convert The Current Frame To Black & White
guard let currentBackgroundFrameImage = augmentedRealityView.session.currentFrame?.capturedImage,
let pixelBufferAddressOfPlane = CVPixelBufferGetBaseAddressOfPlane(currentBackgroundFrameImage, 1) else { return }
let x: size_t = CVPixelBufferGetWidthOfPlane(currentBackgroundFrameImage, 1)
let y: size_t = CVPixelBufferGetHeightOfPlane(currentBackgroundFrameImage, 1)
memset(pixelBufferAddressOfPlane, 128, Int(x * y) * 2)
}
}
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可以成功渲染黑白摄像机的供稿:
黑白SCNScene的过滤元素:
就像@Confused正确地说的那样,如果您决定希望cameraFeed彩色,但您的内容为AR Experience黑白,则可以将过滤器直接应用到SCNNode使用它的filters属性,这很简单:
一组核心图像滤镜,将应用于节点的渲染内容。
举例来说,假设我们SCNNodes使用a 动态创建了3 ,Sphere Geometry我们可以CoreImageFilter像这样直接将a 应用于这些对象:
/// Creates 3 Objects And Adds Them To The Scene (Rendering Them In GrayScale)
func createObjects(){
//1. Create An Array Of UIColors To Set As The Geometry Colours
let colours = [UIColor.red, UIColor.green, UIColor.yellow]
//2. Create An Array Of The X Positions Of The Nodes
let xPositions: [CGFloat] = [-0.3, 0, 0.3]
//3. Create The Nodes & Add Them To The Scene
for i in 0 ..< 3{
let sphereNode = SCNNode()
let sphereGeometry = SCNSphere(radius: 0.1)
sphereGeometry.firstMaterial?.diffuse.contents = colours[i]
sphereNode.geometry = sphereGeometry
sphereNode.position = SCNVector3( xPositions[i], 0, -1.5)
augmentedRealityView.scene.rootNode.addChildNode(sphereNode)
//a. Create A Black & White Filter
guard let blackAndWhiteFilter = CIFilter(name: "CIColorControls", withInputParameters: [kCIInputSaturationKey:0.0]) else { return }
blackAndWhiteFilter.name = "bw"
sphereNode.filters = [blackAndWhiteFilter]
sphereNode.setValue(CIFilter(), forKeyPath: "bw")
}
}
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这将产生如下结果:
有关这些过滤器的完整列表,请参考以下内容:CoreImage过滤器参考
示例项目:这是一个完整的示例项目,您可以自己下载和浏览。
希望能帮助到你...