Check out AsyncGraphics.
Inspired by PixelKit & RenderKit.
Live Graphics for iOS, macOS and tvOS
Runs on RenderKit, powered by Metal
PixelKit combines custom shaders, metal performance shaders, core image filters and vision to create tools for real-time rendering.
Examples:
Camera Effects -
Green Screen
Info:
Coordinate Space -
Blend Operators -
Effect Convenience Funcs -
High Bit Mode
CameraPIX | DepthCameraPIX | ImagePIX | VideoPIX | ScreenCapturePIX | StreamInPIX | SlopePIX |
ColorPIX | CirclePIX | RectanglePIX | PolygonPIX | ArcPIX | LinePIX | GradientPIX | StackPIX |
NoisePIX | TextPIX | MetalPIX | TwirlPIX | FeedbackPIX | DelayPIX | SharpenPIX | StreamOutPIX |
LevelsPIX | BlurPIX | EdgePIX | ThresholdPIX | QuantizePIX | TransformPIX | KaleidoscopePIX |
ChannelMixPIX | ChromaKeyPIX | CornerPinPIX | ColorShiftPIX | FlipFlopPIX | RangePIX | StarPIX |
SepiaPIX | ConvertPIX | ReducePIX | ClampPIX | FreezePIX | FlarePIX | AirPlayPIX | RecordPIX |
BlendPIX | CrossPIX | LookupPIX | DisplacePIX | RemapPIX | ReorderPIX | ResolutionPIX | CropPIX |
BlendsPIX | LumaLevelsPIX | LumaBlurPIX | LumaTransformPIX | TimeMachinePIX | ArrayPIX |
.package(url: "https://github.com/heestand-xyz/PixelKit", from: "3.0.0")
import SwiftUI
import PixelKit
struct ContentView: View {
@StateObject var circlePix = CirclePIX()
@StateObject var blurPix = BlurPIX()
var body: some View {
PixelView(pix: blurPix)
.onAppear {
blurPix.input = circlePix
blurPix.radius = 0.25
}
}
}
import UIKit
import PixelKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let circlePix = CirclePIX()
let blurPix = BlurPIX()
blurPix.input = circlePix
blurPix.radius = 0.25
let finalPix: PIX = blurPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
}
}
In PixelKit all PIXs have a resolution. Some PIXs have defined resolutions (default to .auto
) and some PIXs have derived resolutions.
The .auto
resolution will fill up the view and get the correct resolution based on the view size. If a view is 100x100 points, the resolution will be 200x200 pixels on macOS and 300x300 pixels on iPhone.
Import the resolution package to work with resolutions:
import Resolution
You can multiply and divide resolutions with a CGFloat
or Int
.
There are predefined resolutions like ._1080p
& ._4K
.
.renderedImage // UIImage or NSImage
.renderedTexture // MTLTexture
import SwiftUI
import PixelKit
class ViewModel: ObservableObject {
let camera: CameraPIX
let levels: LevelsPIX
let colorShift: ColorShiftPIX
let blur: BlurPIX
let circle: CirclePIX
let finalPix: PIX
init() {
camera = CameraPIX()
camera.cameraResolution = ._1080p
levels = LevelsPIX()
levels.input = camera
levels.brightness = 1.5
levels.gamma = 0.5
colorShift = ColorShiftPIX()
colorShift.input = levels
colorShift.saturation = 0.5
blur = BlurPIX()
blur.input = colorShift
blur.radius = 0.25
circle = CirclePIX(at: .square(1080))
circle.radius = 0.45
circle.backgroundColor = .clear
finalPix = blur & (camera * circle)
}
}
struct ContentView: View {
@StateObject var viewModel = ViewModel()
var body: some View {
PixelView(pix: viewModel.finalPix)
}
}
This can also be done with Effect Convenience Funcs:
let pix = CameraPIX().pixBrightness(1.5).pixGamma(0.5).pixSaturation(0.5).pixBlur(0.25)
Remeber to add NSCameraUsageDescription
to your Info.plist
import RenderKit import PixelKit
let cityImage = ImagePIX()
cityImage.image = UIImage(named: "city")
let supermanVideo = VideoPIX()
supermanVideo.load(fileNamed: "superman", withExtension: "mov")
let supermanKeyed = ChromaKeyPIX()
supermanKeyed.input = supermanVideo
supermanKeyed.keyColor = .green
let blendPix = BlendPIX()
blendPix.blendingMode = .over
blendPix.inputA = cityImage
blendPix.inputB = supermanKeyed
let finalPix: PIX = blendPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
This can also be done with Blend Operators and Effect Convenience Funcs:
let pix = cityImage & supermanVideo.pixChromaKey(.green)
import RenderKit import PixelKit
let cameraPix = CameraPIX()
cameraPix.camera = .front
let depthCameraPix = DepthCameraPIX.setup(with: cameraPix)
let levelsPix = LevelsPIX()
levelsPix.input = depthCameraPix
levelsPix.inverted = true
let lumaBlurPix = cameraPix.pixLumaBlur(pix: levelsPix, radius: 0.1)
let finalPix: PIX = lumaBlurPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
The DepthCameraPIX
was added in PixelKit v0.8.4
and requires an iPhone X or newer.
Note to use the setup(with:filter:)
method of DepthCameraPIX
.
It will take care of orientation, color and enable depth on the CameraPIX
.
To gain access to depth values ouside of the 0.0 and 1.0 bounds,
enable 16 bit
mode like this: PixelKit.main.render.bits = ._16
let cameraPix = CameraPIX()
cameraPix.camera = .back
let multiCameraPix = MultiCameraPIX.setup(with: cameraPix, camera: .front)
let movedMultiCameraPix = multiCameraPix.pixScale(by: 0.25).pixTranslate(x: 0.375 * (9 / 16), y: 0.375)
let finalPix: PIX = camearPix & movedMultiCameraPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
Note MultiCameraPIX
requires iOS 13.
The PixelKit coordinate space is normailzed to the vertical axis (1.0 in height) with the origin (0.0, 0.0) in the center.
Note that compared to native UIKit and SwiftUI views the vertical axis is flipped and origin is moved, this is more convinent when working with graphics in PixelKit.
A full rotation is defined by 1.0
Center: CGPoint(x: 0, y: 0)
Bottom Left: CGPoint(x: -0.5 * aspectRatio, y: -0.5)
Top Right: CGPoint(x: 0.5 * aspectRatio, y: 0.5)
Tip: Resolution
has an .aspect
property:
let aspectRatio: CGFloat = Resolution._1080p.aspect
A quick and convenient way to blend PIXs
These are the supported BlendingMode
operators:
& |
!& |
+ |
- |
* |
** |
!** |
% |
~ |
° |
---|---|---|---|---|---|---|---|---|---|
.over | .under | .add | .subtract | .multiply | .power | .gamma | .difference | .average | cosine |
<> |
>< |
++ |
-- |
<-> |
>-< |
+-+ |
---|---|---|---|---|---|---|
.minimum | .maximum | .addWithAlpha | .subtractWithAlpha | inside | outside | exclusiveOr |
let blendPix = (CameraPIX() !** NoisePIX(at: .fullHD(.portrait))) * CirclePIX(at: .fullHD(.portrait))
The default global blend operator fill mode is .fit
, change it like this:
PIX.blendOperators.globalPlacement = .fill
- .pixScaleResolution(to: ._1080p * 0.5) -> ResolutionPIX
- .pixScaleResolution(by: 0.5) -> ResolutionPIX
- .pixBrightness(0.5) -> LevelsPIX
- .pixDarkness(0.5) -> LevelsPIX
- .pixContrast(0.5) -> LevelsPIX
- .pixGamma(0.5) -> LevelsPIX
- .pixInvert() -> LevelsPIX
- .pixOpacity(0.5) -> LevelsPIX
- .pixBlur(0.5) -> BlurPIX
- .pixEdge() -> EdgePIX
- .pixThreshold(at: 0.5) -> ThresholdPIX
- .pixQuantize(by: 0.5) -> QuantizePIX
- .pixPosition(at: CGPoint(x: 0.5, y: 0.5)) -> TransformPIX
- .pixRotatate(by: 0.5) -> TransformPIX
- .pixRotatate(byRadians: .pi) -> TransformPIX
- .pixRotatate(byDegrees: 180) -> TransformPIX
- .pixScale(by: 0.5) -> TransformPIX
- .pixKaleidoscope() -> KaleidoscopePIX
- .pixTwirl(0.5) -> TwirlPIX
- .pixSwap(.red, .blue) -> ChannelMixPIX
- .pixChromaKey(.green) -> ChromaKeyPIX
- .pixHue(0.5) -> ColorShiftPIX
- .pixSaturation(0.5) -> ColorShiftPIX
- .pixCrop(CGRect(x: 0.25, y 0.25, width: 0.5, height: 0.5)) -> CropPIX
- .pixFlipX() -> FlipFlopPIX
- .pixFlipY() -> FlipFlopPIX
- .pixFlopLeft() -> FlipFlopPIX
- .pixFlopRight() -> FlipFlopPIX
- .pixRange(inLow: 0.0, inHigh: 0.5, outLow: 0.5, outHigh: 1.0) -> RangePIX
- .pixRange(inLow: .clear, inHigh: .gray, outLow: .gray, outHigh: .white) -> RangePIX
- .pixSharpen() -> SharpenPIX
- .pixSlope() - > SlopePIX
- .pixVignetting(radius: 0.5, inset: 0.25, gamma: 0.5) -> LumaLevelsPIX
- .pixLookup(pix: pixB, axis: .x) -> LookupPIX
- .pixLumaBlur(pix: pixB, radius: 0.5) -> LumaBlurPIX
- .pixLumaLevels(pix: pixB, brightness: 2.0) -> LumaLevelsPIX
- .pixDisplace(pix: pixB, distance: 0.5) -> DisplacePIX
- .pixRemap(pix: pixB) -> RemapPIX
Keep in mind that these funcs will create new PIXs.
Be careful of overloading GPU memory, some funcs create several PIXs.
Some effects like DisplacePIX and SlopePIX can benefit from a higher bit depth.
The default is 8 bits. Change it like this:
PixelKit.main.render.bits = ._16
Enable high bit mode before you create any PIXs.
Note resources do not support higher bits yet.
There is currently there is some gamma offset with resources.
let metalPix = MetalPIX(at: ._1080p, code:
"""
pix = float4(u, v, 0.0, 1.0);
"""
)
let metalEffectPix = MetalEffectPIX(code:
"""
float gamma = 0.25;
pix = pow(input, 1.0 / gamma);
"""
)
metalEffectPix.input = CameraPIX()
let metalMergerEffectPix = MetalMergerEffectPIX(code:
"""
pix = pow(inputA, 1.0 / inputB);
"""
)
metalMergerEffectPix.inputA = CameraPIX()
metalMergerEffectPix.inputB = ImagePIX("img_name")
let metalMultiEffectPix = MetalMultiEffectPIX(code:
"""
float4 inPixA = inTexs.sample(s, uv, 0);
float4 inPixB = inTexs.sample(s, uv, 1);
float4 inPixC = inTexs.sample(s, uv, 2);
pix = inPixA + inPixB + inPixC;
"""
)
metalMultiEffectPix.inputs = [ImagePIX("img_a"), ImagePIX("img_b"), ImagePIX("img_c")]
var lumUniform = MetalUniform(name: "lum")
let metalPix = MetalPIX(at: ._1080p, code:
"""
pix = float4(in.lum, in.lum, in.lum, 1.0);
""",
uniforms: [lumUniform]
)
lumUniform.value = 0.5
- To gain camera access, on macOS, check Camera in the App Sandbox in your Xcode project settings under Capabilities.
inspired by TouchDesigner created by Anton Heestand XYZ