How to use LUT png for CIColorCube filter?

前端 未结 2 1039
一生所求
一生所求 2021-02-03 15:31

I would like to use a lookup table png (example) as color cube data for the CIColorCube filter in Swift. All I tried (and found) so far are examples with a computed

2条回答
  •  挽巷
    挽巷 (楼主)
    2021-02-03 16:24

    I now used this and this project to adapt their Objective-C implementation for Swift:

    func colorCubeFilterFromLUT(imageName : NSString) -> CIFilter? {
    
        let kDimension : UInt = 64
    
        let lutImage    = UIImage(named: imageName)!.CGImage
        let lutWidth    = CGImageGetWidth(lutImage!)
        let lutHeight   = CGImageGetHeight(lutImage!)
        let rowCount    = lutHeight / kDimension
        let columnCount = lutWidth / kDimension
    
        if ((lutWidth % kDimension != 0) || (lutHeight % kDimension != 0) || (rowCount * columnCount != kDimension)) {
    
            NSLog("Invalid colorLUT %@", imageName);
            return nil
        }
    
        let bitmap  = self.createRGBABitmapFromImage(lutImage)
        let size    = Int(kDimension) * Int(kDimension) * Int(kDimension) * sizeof(Float) * 4
        let data    = UnsafeMutablePointer(malloc(UInt(size)))
    
        var bitmapOffset : Int = 0
        var z : UInt = 0
    
    
        for (var row: UInt = 0; row < rowCount; row++)
        {
            for (var y: UInt = 0; y < kDimension; y++)
            {
                var tmp = z
                for (var col: UInt = 0; col < columnCount; col++)
                {
                    for (var x: UInt = 0; x < kDimension; x++) {
    
                        let alpha   = Float(bitmap[Int(bitmapOffset)]) / 255.0
                        let red     = Float(bitmap[Int(bitmapOffset+1)]) / 255.0
                        let green   = Float(bitmap[Int(bitmapOffset+2)]) / 255.0
                        let blue    = Float(bitmap[Int(bitmapOffset+3)]) / 255.0
    
                        var dataOffset = Int(z * kDimension * kDimension + y * kDimension + x) * 4
    
                        data[dataOffset] = red
                        data[dataOffset + 1] = green
                        data[dataOffset + 2] = blue
                        data[dataOffset + 3] = alpha
                        bitmapOffset += 4
                    }
                    z++
                }
                z = tmp
            }
            z += columnCount
        }
    
        let colorCubeData = NSData(bytesNoCopy: data, length: size, freeWhenDone: true)
    
        // create CIColorCube Filter
        var filter = CIFilter(name: "CIColorCube")
        filter.setValue(colorCubeData, forKey: "inputCubeData")
        filter.setValue(kDimension, forKey: "inputCubeDimension")
    
        return filter
    }
    
    
    func createRGBABitmapFromImage(inImage: CGImage) -> UnsafeMutablePointer {
    
        //Get image width, height
        let pixelsWide = CGImageGetWidth(inImage) 
        let pixelsHigh = CGImageGetHeight(inImage) 
    
        // Declare the number of bytes per row. Each pixel in the bitmap in this
        // example is represented by 4 bytes; 8 bits each of red, green, blue, and
        // alpha.
        let bitmapBytesPerRow = Int(pixelsWide) * 4 
        let bitmapByteCount = bitmapBytesPerRow * Int(pixelsHigh)
    
        // Use the generic RGB color space.
        let colorSpace = CGColorSpaceCreateDeviceRGB()
    
        // Allocate memory for image data. This is the destination in memory
        // where any drawing to the bitmap context will be rendered.
        let bitmapData = malloc(CUnsignedLong(bitmapByteCount)) // bitmap
        let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.PremultipliedFirst.rawValue) 
    
        // Create the bitmap context. We want pre-multiplied RGBA, 8-bits
        // per component. Regardless of what the source image format is
        // (CMYK, Grayscale, and so on) it will be converted over to the format
        // specified here by CGBitmapContextCreate.
        let context = CGBitmapContextCreate(bitmapData, pixelsWide, pixelsHigh, 8, UInt(bitmapBytesPerRow), colorSpace, bitmapInfo)
    
    
        let rect = CGRect(x:0, y:0, width:Int(pixelsWide), height:Int(pixelsHigh))        
    
        // Draw the image to the bitmap context. Once we draw, the memory
        // allocated for the context for rendering will then contain the
        // raw image data in the specified color space.
        CGContextDrawImage(context, rect, inImage)
    
        // Now we can get a pointer to the image data associated with the bitmap
        // context.
        // var data = CGBitmapContextGetData(context)
        // var dataType = UnsafeMutablePointer(data)
        // return dataType
    
    
        var convertedBitmap = malloc(UInt(bitmapByteCount * sizeof(Float)))
        vDSP_vfltu8(UnsafePointer(bitmapData), 1, UnsafeMutablePointer(convertedBitmap), 1, vDSP_Length(bitmapByteCount))
    
        free(bitmapData)
        return UnsafeMutablePointer(convertedBitmap)
    }
    

    Also see this answer.

提交回复
热议问题