Live Graphics Framework for iOS, macOS and tvOS
runs on RenderKit - powered by Metal
New development on lite branch.
Examples:
Camera Effects -
Green Screen
Info:
Coordinate Space -
Blend Operators -
Effect Convenience Funcs -
High Bit Mode -
Apps
CameraPIX | DepthCameraPIX | ImagePIX | VideoPIX | ScreenCapturePIX | StreamInPIX |
ColorPIX | CirclePIX | RectanglePIX | PolygonPIX | ArcPIX | LinePIX | GradientPIX | StackPIX | NoisePIX | TextPIX | MetalPIX |
LevelsPIX | BlurPIX | EdgePIX | ThresholdPIX | QuantizePIX | TransformPIX | KaleidoscopePIX | TwirlPIX | FeedbackPIX | DelayPIX |
ChannelMixPIX | ChromaKeyPIX | CornerPinPIX | ColorShiftPIX | CropPIX | FlipFlopPIX | RangePIX | SharpenPIX | SlopePIX | SepiaPIX |
BlendPIX | CrossPIX | LookupPIX | DisplacePIX | RemapPIX | ReorderPIX | ResolutionPIX | ConvertPIX | ReducePIX | ClampPIX | FreezePIX | FlarePIX |
BlendsPIX | LumaLevelsPIX | LumaBlurPIX | LumaTransformPIX | TimeMachinePIX | ArrayPIX | AirPlayPIX | RecordPIX | StreamOutPIX |
See the PixelKit PIX List in Notion for PIXs in development.
.package(url: "https://github.com/heestand-xyz/PixelKit.git", from: "1.2.0")
import PixelKit
To access LiveColor
and Resolution
import the dependencies of PixelKit:
import LiveValues
import RenderKit
struct ContentView: View {
var body: some View {
BlurPIXUI {
CirclePIXUI()
}
.radius(0.25)
.edgesIgnoringSafeArea(.all)
}
}
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let circlePix = CirclePIX(at: .fullscreen)
let blurPix = BlurPIX()
blurPix.input = circlePix
blurPix.radius = 0.25
let finalPix: PIX = blurPix
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
}
}
.renderedImage [UIImage or NSImage]
.renderedTexture [MTLTexture]
struct ContentView: View {
var content: PIXUI {
ColorShiftPIXUI {
LevelsPIXUI {
ResolutionPIXUI {
CameraPIXUI()
}
}
.gamma(0.5)
.brightness(LiveFloat(1.5))
}
.saturation(LiveFloat(0.5))
}
var body: some View {
BlendsPIXUI {
BlurPIXUI {
RawPIXUI(pix: content.pix)
}
.radius(0.25)
BlendsPIXUI {
CirclePIXUI()
.bgColor(.clear)
.radius(0.25)
RawPIXUI(pix: content.pix)
}
.blendMode(.multiply)
}
.blendMode(.over)
}
}
let camera = CameraPIX()
let levels = LevelsPIX()
levels.input = camera
levels.brightness = 1.5
levels.gamma = 0.5
let colorShift = ColorShiftPIX()
colorShift.input = levels
colorShift.saturation = 0.5
let blur = BlurPIX()
blur.input = colorShift
blur.radius = 0.25
let res: Resolution = .custom(w: 1500, h: 1000)
let circle = CirclePIX(at: res)
circle.radius = 0.45
circle.bgColor = .clear
let finalPix: PIX = blur & (camera * circle)
finalPix.view.frame = view.bounds
view.addSubview(finalPix.view)
This can also be done with Effect Convenience Funcs:
let pix = CameraPIX()._brightness(1.5)._gamma(0.5)._saturation(0.5)._blur(0.25)
Remeber to add NSCameraUsageDescription
to your info.plist
import LiveValues 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._chromaKey(.green)
struct ContentView: View {
var body: some View {
BlendsPIXUI {
ImagePIXUI(image: UIImage(named: "city")!)
ChromaKeyPIXUI {
VideoPIXUI(fileNamed: "superman", withExtension: "mov")
}
.keyColor(.green)
}
.blendMode(.over)
}
}
This is a representation of the Pixel Nodes Green Screen project.
import LiveValues 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._lumaBlur(with: 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._scale(by: 0.25)._move(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.
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 views the vertical axis is flipped and origin is moved, this is more convinent when working with graphics is 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: LiveFloat = 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))
Note when using Live values, one line if else statments are written with <?>
& <=>
:
let a: LiveFloat = 1.0
let b: LiveFloat = 2.0
let isOdd: LiveBool = .seconds % 2.0 < 1.0
let ab: LiveFloat = isOdd <?> a <=> b
The default global blend operator fill mode is .aspectFit
, change it like this:
PIX.blendOperators.globalPlacement = .aspectFill
Live values can be a constant (let
) and still have changin values.
Live values are ease to animate with the .live
or .seconds
static properites.
CGFloat
-->LiveFloat
Int
-->LiveInt
Bool
-->LiveBool
CGPoint
-->LivePoint
CGSize
-->LiveSize
CGRect
-->LiveRect
LiveFloat.live
LiveFloat.seconds
LiveFloat.secondsSince1970
LiveFloat.touch
/LiveFloat.mouseLeft
LiveFloat.touchX
/LiveFloat.mouseX
LiveFloat.touchY
/LiveFloat.mouseY
LivePoint.touchXY
/LiveFloat.mouseXY
LiveFloat.gyroX
LiveFloat.gyroY
LiveFloat.gyroZ
LiveFloat.accelerationX/Y/X
LiveFloat.magneticFieldX/Y/X
LiveFloat.deviceAttitudeX/Y/X
LiveFloat.deviceGravityX/Y/X
LiveFloat.deviceHeading
finalPix.pixView.liveTouch(active: true)
liveFloat.delay(seconds: 1.0)
liveFloat.filter(seconds: 1.0)
liveFloat.filter(frames: 60)
LiveFloat.noise(range: -1.0...1.0, for: 1.0)
LiveFloat.wave(range: -1.0...1.0, for: 1.0)
- pix._reRes(to: ._1080p * 0.5) -> ResolutionPIX
- pix._reRes(by: 0.5) -> ResolutionPIX
- pix._brightness(0.5) -> LevelsPIX
- pix._darkness(0.5) -> LevelsPIX
- pix._contrast(0.5) -> LevelsPIX
- pix._gamma(0.5) -> LevelsPIX
- pix._invert() -> LevelsPIX
- pix._opacity(0.5) -> LevelsPIX
- pix._blur(0.5) -> BlurPIX
- pix._edge() -> EdgePIX
- pix._threshold(at: 0.5) -> ThresholdPIX
- pix._quantize(by: 0.5) -> QuantizePIX
- pix._position(at: CGPoint(x: 0.5, y: 0.5)) -> TransformPIX
- pix._rotatate(to: .pi) -> TransformPIX
- pix._scale(by: 0.5) -> TransformPIX
- pix._kaleidoscope() -> KaleidoscopePIX
- pix._twirl(0.5) -> TwirlPIX
- pix._swap(.red, .blue) -> ChannelMixPIX
- pix._key(.green) -> ChromaKeyPIX
- pix._hue(0.5) -> ColorShiftPIX
- pix._saturation(0.5) -> ColorShiftPIX
- pix._crop(CGRect(x: 0.25, y 0.25, width: 0.5, height: 0.5)) -> CropPIX
- pix._flipX() -> FlipFlopPIX
- pix._flipY() -> FlipFlopPIX
- pix._flopLeft() -> FlipFlopPIX
- pix._flopRight() -> FlipFlopPIX
- pix._range(inLow: 0.0, inHigh: 0.5, outLow: 0.5, outHigh: 1.0) -> RangePIX
- pix._range(inLow: .clear, inHigh: .gray, outLow: .gray, outHigh: .white) -> RangePIX
- pix._sharpen() -> SharpenPIX
- pix._slope() - > SlopePIX
- pixA._lookup(with: pixB, axis: .x) -> LookupPIX
- pixA._lumaBlur(with: pixB, radius: 0.5) -> LumaBlurPIX
- pixA._lumaLevels(with: pixB, brightness: 2.0) -> LumaLevelsPIX
- pixA._vignetting(with: pixB, inset: 0.25, gamma: 0.5) -> LumaLevelsPIX
- pixA._displace(with: pixB, distance: 0.5) -> DisplacePIX
- pixA._remap(with: pixB) -> RemapPIX
Keep in mind that these funcs will create new PIXs.
Be careful of overloading GPU memory, some funcs create several PIXs.
Here's an example of live midi values in range 0.0 to 1.0.
let circle = CirclePIX(at: ._1024)
circle.radius = .midi("13")
circle.color = .midi("17")
You can find the addresses by enabeling logging like this:
MIDI.main.log = true
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