我正在创建一个应用程序,需要实时应用过滤器的图像。将UIImage转换为CIImage和应用过滤器都是非常快的操作,但是要将创建的CIImage转换回CGImageRef并显示图像(1/5秒,如果编辑需要实时的话,这实际上是很多事情)。
图像大小约为2500×2500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)我已经研究过使用EAGLContext.drawImage()
context.drawImage(image, inRect: destinationRect, fromRect: image.extent)然而,我找不到任何关于这件事是如何完成的可靠的文档,或者它是否会更快。
是否有更快的方法将CIImage显示到屏幕上(无论是在UIImageView中还是直接在CALayer上)?我想避免降低太多的图像质量,因为这可能是明显的用户。
发布于 2016-05-27 00:14:10
最后我使用了context.drawImage(image, inRect: destinationRect, fromRect: image.extent)方法。下面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
)
}
}
}然后,使用它,简单地
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)在将UIImage转换为CIImage之前,将其调整为屏幕大小也有帮助。在高质量图像的情况下,它大大加快了速度。只需确保使用全尺寸的图像时,实际保存它。
就这样!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发布于 2016-05-27 04:16:03
这可能是值得考虑的金属和显示与一个MTKView。
您将需要一个可以用MTLCreateSystemDefaultDevice()创建的金属设备。用于创建命令队列和核心图像上下文。这两个对象都是持久的,实例化成本也很高,因此理想情况下应该只创建一次:
lazy var commandQueue: MTLCommandQueue =
{
return self.device!.newCommandQueue()
}()
lazy var ciContext: CIContext =
{
return CIContext(MTLDevice: self.device!)
}()您还需要一个颜色空间:
let colorSpace = CGColorSpaceCreateDeviceRGB()!当涉及到呈现CIImage时,您需要创建一个短暂的命令缓冲区:
let commandBuffer = commandQueue.commandBuffer()您将希望将您的CIImage (我们称之为image)呈现为MTKView的currentDrawable?.texture。如果这被绑定到targetTexture,则呈现语法是:
ciContext.render(image,
toMTLTexture: targetTexture,
commandBuffer: commandBuffer,
bounds: image.extent,
colorSpace: colorSpace)
commandBuffer.presentDrawable(currentDrawable!)
commandBuffer.commit()我有一个工作版本的这里。
希望这能帮上忙!
西蒙
发布于 2016-05-26 10:41:19
您可以像使用GlkView ()一样使用context.drawImage和呈现:
let glView = GLKView(frame: superview.bounds, context: EAGLContext(API: .OpenGLES2))
let context = CIContext(EAGLContext: glView.context)处理后呈现图像:
glView.bindDrawable()
context.drawImage(image, inRect: destinationRect, fromRect: image.extent)
glView.display()https://stackoverflow.com/questions/37450696
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