Gpuimage Swift Tutorial
Gpuimage Swift Tutorial
Outside of the -drawRect: I always find it more effective to learn new programming concepts by building projects using them, so I decided to do
the same for Apple's new Swift language. In the original Objective-C version of GPUImage, you can to manually subclass a filter type that
matched the number of input textures in your shader. The framework uses platform-independent types where possible: Alpha is 1 , NewColor is
equal to TopColor. Sign up to receive the latest tutorials from raywenderlich. All that you need to do then is set your inputs to that filter like you
would any other, by adding your new BasicOperation as a target of an image source. Oddly, I've used GPUImage in other projects without any
issue, and can't think what I have done differently this time--I'm sure it's something very small that I'm missing, but I can't seem to put my finger on
it. Now if only you could do something to this photo to shoot it through the stratosphere. You can find Jack on LinkedIn or Twitter. Here you
treat alpha as a float between 0 and Generics allow you to create type-specific classes and functions from a more general base, while preserving
types throughout. Now you're ready to blend Ghosty into your image, which makes this the perfect time to go over blending. The color on top uses
a formula and its alpha value to blend with the color behind it. You can download a project with all the code in this section here. Here are all the
download links again for your convenience:. PyNewb did you get it to work? I had to hand-edit the module's mapping file in order to get this to
work, but all of that is now incorporated into the GPUImage GitHub repository. I believe that this performance was achieved by downsampling the
image, blurring at a smaller radius, and then upsampling the blurred image. A popular optimization is to use premultiplied alpha. Each byte stores a
component, or channel. The setup for the new one is much easier to read, as a result. In terms of Core Graphics, this includes the current fill color,
stroke color, transforms, masks, where to draw and much more. There are still some effects that are better to do with Core Graphics. Now,
replace the first line in processImage: However, since their alpha value is 0, they are actually transparent. Gaussian and box blurs now
automatically downsample and upsample for performance. Compare that to the previous use of addTarget , and you can see how this new syntax
is easier to follow:. To test this code, add this code to the bottom of processUsingPixels: I look forward to the day when all it takes are are few
"apt-get"s to pull the right packages, a few lines of code, and a "swift build" to get up and running with GPU-accelerated machine vision on a
Raspberry Pi. As you can see, ImageProcessor is a singleton object that calls -processUsingPixels: So how do you assign a pixel if it has a
background color and a "semi-transparent" color on top of it? Notice how the outer pixels have a brightness of 0, which means they should be
black. Sign up to receive the latest tutorials from raywenderlich. The older version of the framework will remain up to maintain that support, and I
needed a way to distinguish between questions and issues involving the rewritten framework and those about the Objective-C one. Try
implementing the black and white filter yourself. So, now you know the basics of representing colors in bytes. As trivial as that sounds, it offers a
noticeable performance boost when iterating through millions of pixels to perform blending. Setting the transform to the context will apply this
transform to all the drawing you do afterwards. This is similar to how you got pixels from inputImage. Swift 2 error handling in practice. Swift 2
error handling in practice. There are many applications for machine vision on iOS devices and Macs just waiting for the right tools to come along,
but there are even more in areas that Apple's hardware doesn't currently reach. Finally, replace the first line in processImage: While I like to use
normalized coordinates throughout the framework, it was a real pain to crop images to a specific size that came from a video source. The next few
lines iterate through pixels and print out the brightness:. For the fun of it, I wanted to see how small I could make this and still have it be functional
in Swift. On Linux, the input and output options are fairly restricted until I settle on a good replacement for Cocoa's image and movie handling
capabilities. I should caution upfront that this version of the framework is not yet ready for production, as I still need to implement, fix, or test many
areas. Now you can set out and explore simpler and faster ways to accomplish these same effects. Now take a quick glance through the code.