V0.1.4.1 Added chaos effect
This commit is contained in:
parent
cddbbec233
commit
a470a232e8
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@ -4,11 +4,18 @@ import UniformTypeIdentifiers
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struct ContentView: View {
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@State private var viewModel = DitherViewModel()
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@State private var isImporting = false
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@State private var isExporting = false
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// Export State
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@State private var showExportOptionsSheet = false
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@State private var exportFormat: ExportFormat = .png
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@State private var exportScale: CGFloat = 1.0
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@State private var jpegQuality: Double = 0.85
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@State private var preserveMetadata = true
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@State private var flattenTransparency = false
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var body: some View {
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NavigationSplitView {
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SidebarView(viewModel: viewModel, isImporting: $isImporting, isExporting: $isExporting)
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SidebarView(viewModel: viewModel, isImporting: $isImporting, showExportOptions: $showExportOptionsSheet)
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.navigationSplitViewColumnWidth(min: 280, ideal: 300)
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} detail: {
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DetailView(viewModel: viewModel, loadFromProviders: loadFromProviders)
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@ -23,6 +30,8 @@ struct ContentView: View {
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.onChange(of: viewModel.colorDepth) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.selectedAlgorithm) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.isGrayscale) { _, _ in viewModel.processImage() }
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// CHAOS / FX PARAMETERS (Grouped in modifier)
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.onChaosChange(viewModel: viewModel)
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// File Importer at the very top level
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.fileImporter(
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isPresented: $isImporting,
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@ -38,14 +47,84 @@ struct ContentView: View {
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print("Import failed: \(error.localizedDescription)")
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}
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}
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.fileExporter(
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isPresented: $isExporting,
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document: ImageDocument(image: viewModel.processedImage),
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contentType: .png,
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defaultFilename: "dithered_image"
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) { result in
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if case .failure(let error) = result {
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print("Export failed: \(error.localizedDescription)")
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// Export Options Sheet
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.sheet(isPresented: $showExportOptionsSheet) {
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NavigationStack {
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Form {
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// SECTION 1: Format
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Section("Format") {
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Picker("Format", selection: $exportFormat) {
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ForEach(ExportFormat.allCases) { format in
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Text(format.rawValue).tag(format)
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}
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}
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.pickerStyle(.menu)
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// Show quality slider ONLY for JPEG
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if exportFormat == .jpeg {
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VStack(alignment: .leading, spacing: 8) {
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HStack {
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Text("Quality")
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Spacer()
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Text("\(Int(jpegQuality * 100))%")
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.foregroundColor(.secondary)
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.font(.system(size: 13, weight: .medium))
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}
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Slider(value: $jpegQuality, in: 0.1...1.0)
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.tint(.accentColor)
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}
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.padding(.top, 4)
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}
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}
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// SECTION 2: Resolution
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Section("Resolution") {
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Picker("Scale", selection: $exportScale) {
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Text("1× (Original)").tag(1.0)
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Text("2× (Double)").tag(2.0)
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Text("4× (Quadruple)").tag(4.0)
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}
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.pickerStyle(.segmented)
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}
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// SECTION 3: Options
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Section("Options") {
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Toggle("Preserve metadata", isOn: $preserveMetadata)
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if exportFormat == .png || exportFormat == .tiff {
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Toggle("Flatten transparency", isOn: $flattenTransparency)
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}
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}
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// SECTION 4: Info
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Section {
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HStack {
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Image(systemName: "info.circle")
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.foregroundColor(.secondary)
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Text("Export will apply all current dithering settings")
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.font(.caption)
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.foregroundColor(.secondary)
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}
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}
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}
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.formStyle(.grouped)
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.navigationTitle("Export Options")
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.toolbar {
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ToolbarItem(placement: .cancellationAction) {
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Button("Cancel") {
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showExportOptionsSheet = false
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}
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}
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ToolbarItem(placement: .confirmationAction) {
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Button("Export...") {
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showExportOptionsSheet = false
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// Now open NSSavePanel with configured settings
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performExportWithOptions()
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}
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.keyboardShortcut(.defaultAction)
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}
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}
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.frame(minWidth: 450, idealWidth: 500, minHeight: 400)
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}
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}
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}
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@ -65,39 +144,41 @@ struct ContentView: View {
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}
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return false
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}
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}
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// Helper for FileExporter
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struct ImageDocument: FileDocument {
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var image: CGImage?
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init(image: CGImage?) {
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self.image = image
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}
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static var readableContentTypes: [UTType] { [.png] }
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init(configuration: ReadConfiguration) throws {
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// Read not implemented for export-only
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self.image = nil
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}
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func fileWrapper(configuration: WriteConfiguration) throws -> FileWrapper {
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guard let image = image else { throw CocoaError(.fileWriteUnknown) }
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let nsImage = NSImage(cgImage: image, size: NSSize(width: image.width, height: image.height))
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guard let tiffData = nsImage.tiffRepresentation,
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let bitmap = NSBitmapImageRep(data: tiffData),
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let pngData = bitmap.representation(using: .png, properties: [:]) else {
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throw CocoaError(.fileWriteUnknown)
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func performExportWithOptions() {
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let savePanel = NSSavePanel()
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savePanel.canCreateDirectories = true
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savePanel.showsTagField = true
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// Set filename with correct extension based on chosen format
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let baseName = "dithered_image"
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savePanel.nameFieldStringValue = "\(baseName).\(exportFormat.fileExtension)"
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// Set allowed file types
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savePanel.allowedContentTypes = [exportFormat.utType]
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savePanel.begin { response in
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guard response == .OK,
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let url = savePanel.url else { return }
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// Perform export with the configured settings
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viewModel.exportImage(to: url,
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format: exportFormat,
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scale: exportScale,
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jpegQuality: jpegQuality,
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preserveMetadata: preserveMetadata,
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flattenTransparency: flattenTransparency)
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}
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return FileWrapper(regularFileWithContents: pngData)
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}
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}
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// SidebarView (Updated to trigger sheet)
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struct SidebarView: View {
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@Bindable var viewModel: DitherViewModel
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@Binding var isImporting: Bool
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@Binding var isExporting: Bool
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@Binding var showExportOptions: Bool
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@State private var showChaosSection = false // Chaos Section State
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var body: some View {
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ScrollView {
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@ -115,7 +196,7 @@ struct SidebarView: View {
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Text(algo.name).tag(algo)
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}
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}
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.labelsHidden() // Native look: just the dropdown
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.labelsHidden()
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Toggle("Grayscale / 1-bit", isOn: $viewModel.isGrayscale)
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.toggleStyle(.switch)
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@ -201,12 +282,109 @@ struct SidebarView: View {
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}
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}
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Divider()
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.padding(.vertical, 8)
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// --- CHAOS / FX SECTION ---
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VStack(alignment: .leading, spacing: 0) {
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Button(action: {
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withAnimation(.snappy) {
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showChaosSection.toggle()
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}
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}) {
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HStack {
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Text("CHAOS / FX")
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.font(.system(size: 11, weight: .medium))
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.foregroundStyle(.secondary)
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Spacer()
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Image(systemName: showChaosSection ? "chevron.down" : "chevron.right")
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.font(.system(size: 10, weight: .semibold))
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.foregroundStyle(.secondary)
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}
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.contentShape(Rectangle())
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}
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.buttonStyle(.plain)
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.padding(.vertical, 4)
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if showChaosSection {
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VStack(alignment: .leading, spacing: 16) {
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// Pattern Distortion
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Text("Pattern Distortion")
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.font(.system(size: 10, weight: .semibold))
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.foregroundStyle(.secondary.opacity(0.8))
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.padding(.top, 12)
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SliderControl(label: "Offset Jitter", value: $viewModel.offsetJitter, range: 0...1, format: .percent)
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SliderControl(label: "Rotation", value: $viewModel.patternRotation, range: 0...1, format: .percent)
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// Error Propagation (Floyd-Steinberg only)
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if viewModel.selectedAlgorithm == .floydSteinberg {
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Text("Error Propagation")
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.font(.system(size: 10, weight: .semibold))
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.foregroundStyle(.secondary.opacity(0.8))
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.padding(.top, 12)
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SliderControl(label: "Error Amplify", value: $viewModel.errorAmplify, range: 0.5...3.0, format: .multiplier)
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SliderControl(label: "Random Direction", value: $viewModel.errorRandomness, range: 0...1, format: .percent)
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}
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// Threshold Effects
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Text("Threshold Effects")
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.font(.system(size: 10, weight: .semibold))
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.foregroundStyle(.secondary.opacity(0.8))
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.padding(.top, 12)
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SliderControl(label: "Noise Injection", value: $viewModel.thresholdNoise, range: 0...1, format: .percent)
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SliderControl(label: "Wave Distortion", value: $viewModel.waveDistortion, range: 0...1, format: .percent)
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// Spatial Glitch
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Text("Spatial Glitch")
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.font(.system(size: 10, weight: .semibold))
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.foregroundStyle(.secondary.opacity(0.8))
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.padding(.top, 12)
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SliderControl(label: "Pixel Displace", value: $viewModel.pixelDisplace, range: 0...50, format: .pixels)
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SliderControl(label: "Turbulence", value: $viewModel.turbulence, range: 0...1, format: .percent)
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SliderControl(label: "Chroma Aberration", value: $viewModel.chromaAberration, range: 0...20, format: .pixels)
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// Quantization Chaos
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Text("Quantization Chaos")
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.font(.system(size: 10, weight: .semibold))
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.foregroundStyle(.secondary.opacity(0.8))
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.padding(.top, 12)
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SliderControl(label: "Bit Depth Chaos", value: $viewModel.bitDepthChaos, range: 0...1, format: .percent)
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SliderControl(label: "Palette Randomize", value: $viewModel.paletteRandomize, range: 0...1, format: .percent)
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// Reset Button
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Button(action: {
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withAnimation {
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viewModel.resetChaosEffects()
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}
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}) {
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Text("Reset All Chaos")
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.font(.system(size: 11))
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.frame(maxWidth: .infinity)
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}
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.controlSize(.small)
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.padding(.top, 12)
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}
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.padding(.horizontal, 4)
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.padding(.bottom, 8)
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.transition(.opacity.combined(with: .move(edge: .top)))
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}
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}
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.padding(12)
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.background(Color(nsColor: .controlBackgroundColor))
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.cornerRadius(8)
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.shadow(color: .black.opacity(0.05), radius: 1, x: 0, y: 1)
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Spacer()
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}
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.padding(20)
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}
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.background(.regularMaterial) // Native material background
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.ignoresSafeArea(edges: .top) // Fix for titlebar gap
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.background(.regularMaterial)
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.ignoresSafeArea(edges: .top)
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.navigationTitle("iDither")
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.frame(minWidth: 280, maxWidth: .infinity, alignment: .leading)
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.toolbar {
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@ -216,7 +394,7 @@ struct SidebarView: View {
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}
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.help("Import Image")
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Button(action: { isExporting = true }) {
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Button(action: { showExportOptions = true }) {
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Label("Export", systemImage: "square.and.arrow.up")
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}
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.disabled(viewModel.processedImage == nil)
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@ -388,6 +566,80 @@ struct FloatingToolbar: View {
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}
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}
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// Custom Modifier to handle Chaos/FX parameter observation
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// Extracts complexity from the main ContentView body to fix compiler type-check timeout
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struct ChaosEffectObserver: ViewModifier {
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var viewModel: DitherViewModel
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func body(content: Content) -> some View {
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content
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.onChange(of: viewModel.offsetJitter) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.patternRotation) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.errorAmplify) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.errorRandomness) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.thresholdNoise) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.waveDistortion) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.pixelDisplace) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.turbulence) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.chromaAberration) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.bitDepthChaos) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.paletteRandomize) { _, _ in viewModel.processImage() }
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}
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}
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extension View {
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func onChaosChange(viewModel: DitherViewModel) -> some View {
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self.modifier(ChaosEffectObserver(viewModel: viewModel))
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}
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}
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struct SliderControl: View {
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let label: String
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@Binding var value: Double
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let range: ClosedRange<Double>
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let format: ValueFormat
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enum ValueFormat {
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case percent
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case multiplier
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case pixels
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case raw
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}
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var body: some View {
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VStack(alignment: .leading, spacing: 6) {
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HStack {
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Text(label)
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.font(.system(size: 11))
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Spacer()
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Text(formattedValue)
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.font(.system(size: 11, weight: .medium))
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.foregroundStyle(.secondary)
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.monospacedDigit()
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}
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Slider(value: $value, in: range)
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.tint(.accentColor)
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}
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}
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var formattedValue: String {
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switch format {
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case .percent:
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return "\(Int(value * 100))%"
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case .multiplier:
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return String(format: "%.1f×", value)
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case .pixels:
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return "\(Int(value))px"
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case .raw:
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return String(format: "%.2f", value)
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}
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}
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}
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struct CheckeredBackground: View {
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var body: some View {
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Canvas { context, size in
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@ -6,9 +6,28 @@ struct RenderParameters {
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var brightness: Float
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var contrast: Float
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var pixelScale: Float
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var colorDepth: Float // New parameter
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var algorithm: Int32 // 0: None, 1: Bayer 8x8, 2: Bayer 4x4
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var isGrayscale: Int32 // 0: false, 1: true
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var colorDepth: Float
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var algorithm: Int32
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var isGrayscale: Int32
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// CHAOS / FX PARAMETERS
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var offsetJitter: Float
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var patternRotation: Float
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var errorAmplify: Float
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var errorRandomness: Float
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var thresholdNoise: Float
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var waveDistortion: Float
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var pixelDisplace: Float
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var turbulence: Float
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var chromaAberration: Float
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var bitDepthChaos: Float
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var paletteRandomize: Float
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var randomSeed: UInt32
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}
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final class MetalImageRenderer: Sendable {
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@ -2,14 +2,164 @@
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using namespace metal;
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struct RenderParameters {
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// Existing parameters
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float brightness;
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float contrast;
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float pixelScale;
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float colorDepth; // New parameter: 1.0 to 32.0 (Levels)
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int algorithm; // 0: None, 1: Bayer 2x2, 2: Bayer 4x4, 3: Bayer 8x8, 4: Cluster 4x4, 5: Cluster 8x8, 6: Blue Noise
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float colorDepth;
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int algorithm; // 0: None, 1: Bayer 2x2, 2: Bayer 4x4, 3: Bayer 8x8, 4: Cluster 4x4, 5: Cluster 8x8, 6: Blue Noise, 7: Floyd-Steinberg
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int isGrayscale;
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// CHAOS / FX PARAMETERS
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float offsetJitter; // 0.0 to 1.0
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float patternRotation; // 0.0 to 1.0
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float errorAmplify; // 0.5 to 3.0 (1.0 = normal)
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float errorRandomness; // 0.0 to 1.0
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float thresholdNoise; // 0.0 to 1.0
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float waveDistortion; // 0.0 to 1.0
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float pixelDisplace; // 0.0 to 50.0 (pixels)
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float turbulence; // 0.0 to 1.0
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float chromaAberration; // 0.0 to 20.0 (pixels)
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float bitDepthChaos; // 0.0 to 1.0
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float paletteRandomize; // 0.0 to 1.0
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uint randomSeed;
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};
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// ==================================================================================
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// CHAOS HELPER FUNCTIONS
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// ==================================================================================
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float random(float2 st, uint seed) {
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return fract(sin(dot(st.xy + float2(seed * 0.001), float2(12.9898, 78.233))) * 43758.5453);
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}
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float2 random2(float2 st, uint seed) {
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float2 s = float2(seed * 0.001, seed * 0.002);
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return float2(
|
||||
fract(sin(dot(st.xy + s, float2(12.9898, 78.233))) * 43758.5453),
|
||||
fract(sin(dot(st.xy + s, float2(93.9898, 67.345))) * 23421.6312)
|
||||
);
|
||||
}
|
||||
|
||||
float noise(float2 st, uint seed) {
|
||||
float2 i = floor(st);
|
||||
float2 f = fract(st);
|
||||
|
||||
float a = random(i, seed);
|
||||
float b = random(i + float2(1.0, 0.0), seed);
|
||||
float c = random(i + float2(0.0, 1.0), seed);
|
||||
float d = random(i + float2(1.0, 1.0), seed);
|
||||
|
||||
float2 u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
|
||||
}
|
||||
|
||||
float2 applySpatialChaos(float2 coord, constant RenderParameters ¶ms, uint2 gid) {
|
||||
float2 chaosCoord = coord;
|
||||
|
||||
if (params.pixelDisplace > 0.0) {
|
||||
float2 offset = random2(coord * 0.01, params.randomSeed) - 0.5;
|
||||
chaosCoord += offset * params.pixelDisplace;
|
||||
}
|
||||
|
||||
if (params.turbulence > 0.0) {
|
||||
float scale = 0.05;
|
||||
float offsetX = noise(coord * scale, params.randomSeed) * 2.0 - 1.0;
|
||||
float offsetY = noise(coord * scale + float2(100.0), params.randomSeed) * 2.0 - 1.0;
|
||||
chaosCoord += float2(offsetX, offsetY) * params.turbulence * 20.0;
|
||||
}
|
||||
|
||||
return chaosCoord;
|
||||
}
|
||||
|
||||
float applyThresholdChaos(float threshold, float2 coord, constant RenderParameters ¶ms) {
|
||||
float chaosThreshold = threshold;
|
||||
|
||||
if (params.thresholdNoise > 0.0) {
|
||||
float noise = random(coord, params.randomSeed);
|
||||
chaosThreshold = mix(chaosThreshold, noise, params.thresholdNoise);
|
||||
}
|
||||
|
||||
if (params.waveDistortion > 0.0) {
|
||||
float wave = sin(coord.x * 0.1) * cos(coord.y * 0.1) * 0.5 + 0.5;
|
||||
chaosThreshold = mix(chaosThreshold, wave, params.waveDistortion * 0.5);
|
||||
}
|
||||
|
||||
return chaosThreshold;
|
||||
}
|
||||
|
||||
uint2 applyPatternChaos(uint2 matrixCoord, float2 pixelCoord, constant RenderParameters ¶ms, uint matrixSize) {
|
||||
uint2 chaosCoord = matrixCoord;
|
||||
|
||||
if (params.offsetJitter > 0.0) {
|
||||
float2 jitter = random2(pixelCoord * 0.1, params.randomSeed) * params.offsetJitter * float(matrixSize);
|
||||
chaosCoord = uint2((float2(chaosCoord) + jitter)) % matrixSize;
|
||||
}
|
||||
|
||||
if (params.patternRotation > 0.0) {
|
||||
float rotRandom = random(pixelCoord * 0.05, params.randomSeed);
|
||||
if (rotRandom < params.patternRotation) {
|
||||
uint temp = chaosCoord.x;
|
||||
chaosCoord.x = matrixSize - 1 - chaosCoord.y;
|
||||
chaosCoord.y = temp;
|
||||
}
|
||||
}
|
||||
|
||||
return chaosCoord;
|
||||
}
|
||||
|
||||
float3 applyChromaAberration(texture2d<float, access::read> inputTexture,
|
||||
float2 coord,
|
||||
float amount,
|
||||
uint2 texSize) {
|
||||
if (amount == 0.0) {
|
||||
uint2 pixelCoord = uint2(clamp(coord, float2(0), float2(texSize) - 1.0));
|
||||
return inputTexture.read(pixelCoord).rgb;
|
||||
}
|
||||
|
||||
float2 redOffset = coord + float2(amount, 0);
|
||||
float2 blueOffset = coord - float2(amount, 0);
|
||||
|
||||
uint2 redCoord = uint2(clamp(redOffset, float2(0), float2(texSize) - 1.0));
|
||||
uint2 greenCoord = uint2(clamp(coord, float2(0), float2(texSize) - 1.0));
|
||||
uint2 blueCoord = uint2(clamp(blueOffset, float2(0), float2(texSize) - 1.0));
|
||||
|
||||
float r = inputTexture.read(redCoord).r;
|
||||
float g = inputTexture.read(greenCoord).g;
|
||||
float b = inputTexture.read(blueCoord).b;
|
||||
|
||||
return float3(r, g, b);
|
||||
}
|
||||
|
||||
float applyQuantizationChaos(float value, float2 coord, constant RenderParameters ¶ms) {
|
||||
float chaosValue = value;
|
||||
|
||||
if (params.bitDepthChaos > 0.0) {
|
||||
float randVal = random(coord * 0.1, params.randomSeed);
|
||||
if (randVal < params.bitDepthChaos) {
|
||||
float reducedDepth = floor(randVal * 3.0) + 2.0;
|
||||
chaosValue = floor(value * reducedDepth) / reducedDepth;
|
||||
}
|
||||
}
|
||||
|
||||
if (params.paletteRandomize > 0.0) {
|
||||
float randShift = (random(coord, params.randomSeed) - 0.5) * params.paletteRandomize;
|
||||
chaosValue = clamp(value + randShift, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return chaosValue;
|
||||
}
|
||||
|
||||
// ==================================================================================
|
||||
// DITHERING MATRICES
|
||||
// ==================================================================================
|
||||
|
||||
// Bayer 2x2 Matrix
|
||||
constant float bayer2x2[2][2] = {
|
||||
{0.0/4.0, 2.0/4.0},
|
||||
|
|
@ -69,11 +219,6 @@ constant float blueNoise8x8[8][8] = {
|
|||
};
|
||||
|
||||
float ditherChannel(float value, float threshold, float limit) {
|
||||
// Quantization Formula
|
||||
// value: 0.0 to 1.0
|
||||
// threshold: 0.0 to 1.0 (from matrix)
|
||||
// limit: colorDepth (e.g. 4.0)
|
||||
|
||||
float ditheredValue = value + (threshold - 0.5) * (1.0 / (limit - 1.0));
|
||||
return floor(ditheredValue * (limit - 1.0) + 0.5) / (limit - 1.0);
|
||||
}
|
||||
|
|
@ -179,41 +324,31 @@ float getLuma(float3 rgb) {
|
|||
}
|
||||
|
||||
// PASS 1: EVEN ROWS (Left -> Right)
|
||||
// - Reads original pixel
|
||||
// - Dithers it
|
||||
// - Writes result to outputTexture
|
||||
// - Writes RAW error 'diff' to errorTexture (at current coord) for Pass 2 to consume
|
||||
kernel void ditherShaderFS_Pass1(texture2d<float, access::read> inputTexture [[texture(0)]],
|
||||
texture2d<float, access::write> outputTexture [[texture(1)]],
|
||||
texture2d<float, access::write> errorTexture [[texture(2)]],
|
||||
constant RenderParameters ¶ms [[buffer(0)]],
|
||||
uint2 gid [[thread_position_in_grid]]) {
|
||||
|
||||
// Dispatch: (1, height/2, 1). Each thread processes one FULL ROW.
|
||||
uint y = gid.y * 2; // Pass 1 processes EVEN rows: 0, 2, 4...
|
||||
|
||||
uint y = gid.y * 2;
|
||||
if (y >= inputTexture.get_height()) return;
|
||||
|
||||
uint width = inputTexture.get_width();
|
||||
float3 currentError = float3(0.0); // Error propagated from immediate Left neighbor
|
||||
|
||||
// Scale handling (minimal implementation for now, usually FS runs 1:1)
|
||||
// If pixel scale > 1, FS behaves weirdly unless we downsample/upsample.
|
||||
// For now, let's treat FS as operating on the native coordinates (or scaled ones).
|
||||
// The previous shader code did manual pixelation.
|
||||
// To support `pixelScale`, we simply use the scaled coordinates for reading input,
|
||||
// but we iterate 1:1 on output? No, if we pixelate, we want blocky dither?
|
||||
// FS is hard to 'blocky' dither without pre-scaling.
|
||||
// Let's stick to 1:1 processing for the error diffusion logic itself.
|
||||
// But we read the input color from the "pixelated" coordinate.
|
||||
float3 currentError = float3(0.0);
|
||||
|
||||
float scale = max(1.0, params.pixelScale);
|
||||
|
||||
for (uint x = 0; x < width; x++) {
|
||||
uint2 coords = uint2(x, y);
|
||||
|
||||
// Pixelate Input Read
|
||||
// Pixelate Input Read with Chaos
|
||||
uint2 mappedCoords = uint2(floor(float(x) / scale) * scale, floor(float(y) / scale) * scale);
|
||||
|
||||
if (params.pixelDisplace > 0.0 || params.turbulence > 0.0) {
|
||||
float2 chaosC = applySpatialChaos(float2(mappedCoords), params, coords);
|
||||
mappedCoords = uint2(clamp(chaosC, float2(0), float2(inputTexture.get_width()-1, inputTexture.get_height()-1)));
|
||||
}
|
||||
|
||||
mappedCoords.x = min(mappedCoords.x, inputTexture.get_width() - 1);
|
||||
mappedCoords.y = min(mappedCoords.y, inputTexture.get_height() - 1);
|
||||
|
||||
|
|
@ -230,16 +365,23 @@ kernel void ditherShaderFS_Pass1(texture2d<float, access::read> inputTexture [[t
|
|||
originalColor = float3(l);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------
|
||||
// ERROR DIFFUSION CORE
|
||||
// ----------------------------------------------------
|
||||
|
||||
// Add error from Left Neighbor (Pass 1 is L->R)
|
||||
// Error Diffusion Core
|
||||
float3 pixelIn = originalColor + currentError;
|
||||
|
||||
// Apply Quantization Chaos
|
||||
if (params.isGrayscale > 0) {
|
||||
pixelIn.r = applyQuantizationChaos(pixelIn.r, float2(coords), params);
|
||||
pixelIn.g = pixelIn.r;
|
||||
pixelIn.b = pixelIn.r;
|
||||
} else {
|
||||
pixelIn.r = applyQuantizationChaos(pixelIn.r, float2(coords), params);
|
||||
pixelIn.g = applyQuantizationChaos(pixelIn.g, float2(coords), params);
|
||||
pixelIn.b = applyQuantizationChaos(pixelIn.b, float2(coords), params);
|
||||
}
|
||||
|
||||
// Quantize
|
||||
float3 pixelOut = float3(0.0);
|
||||
float levels = max(1.0, params.colorDepth); // Ensure no div by zero
|
||||
float levels = max(1.0, params.colorDepth);
|
||||
if (levels <= 1.0) levels = 2.0;
|
||||
|
||||
pixelOut.r = floor(pixelIn.r * (levels - 1.0) + 0.5) / (levels - 1.0);
|
||||
|
|
@ -251,90 +393,93 @@ kernel void ditherShaderFS_Pass1(texture2d<float, access::read> inputTexture [[t
|
|||
// Calculate Error
|
||||
float3 diff = pixelIn - pixelOut;
|
||||
|
||||
// Store RAW error for Pass 2 (Row below) to read
|
||||
// Note: we store 'diff', NOT the distributed parts. Pass 2 will calculate distribution.
|
||||
// Chaos: Error Amplify
|
||||
if (params.errorAmplify != 1.0) {
|
||||
diff *= params.errorAmplify;
|
||||
}
|
||||
|
||||
// Store RAW error for Pass 2
|
||||
if (y + 1 < inputTexture.get_height()) {
|
||||
errorTexture.write(float4(diff, 1.0), coords);
|
||||
}
|
||||
|
||||
outputTexture.write(float4(pixelOut, colorRaw.a), coords);
|
||||
|
||||
// Propagate to Right Neighbor (7/16)
|
||||
currentError = diff * (7.0 / 16.0);
|
||||
// Chaos: Error Randomness in Propagation
|
||||
float weight = 7.0 / 16.0;
|
||||
if (params.errorRandomness > 0.0) {
|
||||
float r = random(float2(coords), params.randomSeed);
|
||||
weight = mix(weight, r * 0.8, params.errorRandomness);
|
||||
}
|
||||
|
||||
currentError = diff * weight;
|
||||
}
|
||||
}
|
||||
|
||||
// PASS 2: ODD ROWS (Right -> Left Serpentine)
|
||||
// - Reads original pixel
|
||||
// - Absorbs error from Row Above (which stored RAW diffs)
|
||||
// - Dithers
|
||||
// - Writes result
|
||||
kernel void ditherShaderFS_Pass2(texture2d<float, access::read> inputTexture [[texture(0)]],
|
||||
texture2d<float, access::write> outputTexture [[texture(1)]],
|
||||
texture2d<float, access::read> errorTexture [[texture(2)]], // Contains diffs from Pass 1
|
||||
texture2d<float, access::read> errorTexture [[texture(2)]],
|
||||
constant RenderParameters ¶ms [[buffer(0)]],
|
||||
uint2 gid [[thread_position_in_grid]]) {
|
||||
|
||||
// Dispatch: (1, height/2, 1)
|
||||
uint y = gid.y * 2 + 1; // Pass 2 processes ODD rows: 1, 3, 5...
|
||||
|
||||
uint y = gid.y * 2 + 1;
|
||||
if (y >= inputTexture.get_height()) return;
|
||||
|
||||
uint width = inputTexture.get_width();
|
||||
float3 currentError = float3(0.0); // Error propagated from immediate Right neighbor (Serpentine R->L)
|
||||
float3 currentError = float3(0.0);
|
||||
|
||||
float scale = max(1.0, params.pixelScale);
|
||||
|
||||
// Serpentine: Iterate Right to Left
|
||||
for (int x_int = int(width) - 1; x_int >= 0; x_int--) {
|
||||
uint x = uint(x_int);
|
||||
uint2 coords = uint2(x, y);
|
||||
|
||||
// 1. Calculate Incoming Error from Row Above (Even Row, L->R)
|
||||
// Row Above is y-1. We are at x.
|
||||
// Even Row (y-1) propagated error to us (y) via:
|
||||
// - (x-1, y-1) sent 3/16 (Bottom Left) -> reaches ME at x if I am (x-1+1) = x. Correct.
|
||||
// - (x, y-1) sent 5/16 (Down) -> reaches ME at x. Correct.
|
||||
// - (x+1, y-1) sent 1/16 (Bottom Right)-> reaches ME at x. Correct.
|
||||
|
||||
// 1. Calculate Incoming Error from Row Above
|
||||
float3 errorFromAbove = float3(0.0);
|
||||
uint prevY = y - 1;
|
||||
|
||||
// Read neighbor errors (and apply weights now)
|
||||
// Weights
|
||||
float w_tr = 3.0 / 16.0;
|
||||
float w_t = 5.0 / 16.0;
|
||||
float w_tl = 1.0 / 16.0;
|
||||
|
||||
// From Top-Left (x-1, y-1): It pushed 3/16 to Bottom-Right (x) ? No.
|
||||
// Standard FS (Left->Right scan):
|
||||
// P(x, y) distributes:
|
||||
// Right (x+1, y): 7/16
|
||||
// Bottom-Left (x-1, y+1): 3/16
|
||||
// Bottom (x, y+1): 5/16
|
||||
// Bottom-Right (x+1, y+1): 1/16
|
||||
// Chaos: Error Randomness
|
||||
if (params.errorRandomness > 0.0) {
|
||||
float r = random(float2(coords) + float2(10.0), params.randomSeed);
|
||||
if (r < params.errorRandomness) {
|
||||
float r1 = random(float2(coords) + float2(1.0), params.randomSeed);
|
||||
float r2 = random(float2(coords) + float2(2.0), params.randomSeed);
|
||||
float r3 = random(float2(coords) + float2(3.0), params.randomSeed);
|
||||
float sum = r1 + r2 + r3 + 0.1;
|
||||
w_tr = r1 / sum;
|
||||
w_t = r2 / sum;
|
||||
w_tl = r3 / sum;
|
||||
}
|
||||
}
|
||||
|
||||
// So, ME (x, y) receives from:
|
||||
// (x+1, y-1) [Top Right]: sent 3/16 to its Bottom Left (which is ME).
|
||||
// (x, y-1) [Top]: sent 5/16 to its Bottom (which is ME).
|
||||
// (x-1, y-1) [Top Left]: sent 1/16 to its Bottom Right (which is ME).
|
||||
|
||||
// Read Top Right (x+1, prevY)
|
||||
// Read neighbors
|
||||
if (x + 1 < width) {
|
||||
float3 e = errorTexture.read(uint2(x+1, prevY)).rgb;
|
||||
errorFromAbove += e * (3.0 / 16.0);
|
||||
errorFromAbove += e * w_tr;
|
||||
}
|
||||
|
||||
// Read Top (x, prevY)
|
||||
{
|
||||
float3 e = errorTexture.read(uint2(x, prevY)).rgb;
|
||||
errorFromAbove += e * (5.0 / 16.0);
|
||||
errorFromAbove += e * w_t;
|
||||
}
|
||||
|
||||
// Read Top Left (x-1, prevY)
|
||||
if (x >= 1) {
|
||||
float3 e = errorTexture.read(uint2(x-1, prevY)).rgb;
|
||||
errorFromAbove += e * (1.0 / 16.0);
|
||||
errorFromAbove += e * w_tl;
|
||||
}
|
||||
|
||||
// 2. Read Pixel
|
||||
uint2 mappedCoords = uint2(floor(float(x) / scale) * scale, floor(float(y) / scale) * scale);
|
||||
|
||||
if (params.pixelDisplace > 0.0 || params.turbulence > 0.0) {
|
||||
float2 chaosC = applySpatialChaos(float2(mappedCoords), params, coords);
|
||||
mappedCoords = uint2(clamp(chaosC, float2(0), float2(inputTexture.get_width()-1, inputTexture.get_height()-1)));
|
||||
}
|
||||
|
||||
mappedCoords.x = min(mappedCoords.x, inputTexture.get_width() - 1);
|
||||
mappedCoords.y = min(mappedCoords.y, inputTexture.get_height() - 1);
|
||||
|
||||
|
|
@ -352,6 +497,16 @@ kernel void ditherShaderFS_Pass2(texture2d<float, access::read> inputTexture [[t
|
|||
float3 pixelIn = originalColor + currentError + errorFromAbove;
|
||||
|
||||
// 4. Quantize
|
||||
if (params.isGrayscale > 0) {
|
||||
pixelIn.r = applyQuantizationChaos(pixelIn.r, float2(coords), params);
|
||||
pixelIn.g = pixelIn.r;
|
||||
pixelIn.b = pixelIn.r;
|
||||
} else {
|
||||
pixelIn.r = applyQuantizationChaos(pixelIn.r, float2(coords), params);
|
||||
pixelIn.g = applyQuantizationChaos(pixelIn.g, float2(coords), params);
|
||||
pixelIn.b = applyQuantizationChaos(pixelIn.b, float2(coords), params);
|
||||
}
|
||||
|
||||
float3 pixelOut = float3(0.0);
|
||||
float levels = max(1.0, params.colorDepth);
|
||||
if (levels <= 1.0) levels = 2.0;
|
||||
|
|
@ -361,15 +516,20 @@ kernel void ditherShaderFS_Pass2(texture2d<float, access::read> inputTexture [[t
|
|||
pixelOut.b = floor(pixelIn.b * (levels - 1.0) + 0.5) / (levels - 1.0);
|
||||
pixelOut = clamp(pixelOut, 0.0, 1.0);
|
||||
|
||||
// 5. Diff
|
||||
// 5. Diff & Propagate
|
||||
float3 diff = pixelIn - pixelOut;
|
||||
if (params.errorAmplify != 1.0) {
|
||||
diff *= params.errorAmplify;
|
||||
}
|
||||
|
||||
outputTexture.write(float4(pixelOut, colorRaw.a), coords);
|
||||
|
||||
// 6. Propagate Horizontally (Serpentine R->L)
|
||||
// In R->L scan, 'Right' neighbor in FS diagram is actually 'Left' neighbor in spatial.
|
||||
// We push 7/16 to the next pixel we visit (x-1).
|
||||
currentError = diff * (7.0 / 16.0);
|
||||
float weight = 7.0 / 16.0;
|
||||
if (params.errorRandomness > 0.0) {
|
||||
float r = random(float2(coords), params.randomSeed);
|
||||
weight = mix(weight, r * 0.8, params.errorRandomness);
|
||||
}
|
||||
currentError = diff * weight;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
import SwiftUI
|
||||
import CoreGraphics
|
||||
import ImageIO
|
||||
import AppKit
|
||||
import UniformTypeIdentifiers
|
||||
|
||||
enum DitherAlgorithm: Int, CaseIterable, Identifiable {
|
||||
case noDither = 0
|
||||
|
|
@ -43,11 +45,39 @@ class DitherViewModel {
|
|||
var selectedAlgorithm: DitherAlgorithm = .bayer4x4
|
||||
var isGrayscale: Bool = false
|
||||
|
||||
// Chaos / FX Parameters
|
||||
var offsetJitter: Double = 0.0
|
||||
var patternRotation: Double = 0.0
|
||||
var errorAmplify: Double = 1.0
|
||||
var errorRandomness: Double = 0.0
|
||||
var thresholdNoise: Double = 0.0
|
||||
var waveDistortion: Double = 0.0
|
||||
var pixelDisplace: Double = 0.0
|
||||
var turbulence: Double = 0.0
|
||||
var chromaAberration: Double = 0.0
|
||||
var bitDepthChaos: Double = 0.0
|
||||
var paletteRandomize: Double = 0.0
|
||||
|
||||
private let renderer = MetalImageRenderer()
|
||||
private var renderTask: Task<Void, Never>?
|
||||
|
||||
init() {}
|
||||
|
||||
func resetChaosEffects() {
|
||||
offsetJitter = 0.0
|
||||
patternRotation = 0.0
|
||||
errorAmplify = 1.0
|
||||
errorRandomness = 0.0
|
||||
thresholdNoise = 0.0
|
||||
waveDistortion = 0.0
|
||||
pixelDisplace = 0.0
|
||||
turbulence = 0.0
|
||||
chromaAberration = 0.0
|
||||
bitDepthChaos = 0.0
|
||||
paletteRandomize = 0.0
|
||||
processImage()
|
||||
}
|
||||
|
||||
func load(url: URL) {
|
||||
guard let source = CGImageSourceCreateWithURL(url as CFURL, nil),
|
||||
let cgImage = CGImageSourceCreateImageAtIndex(source, 0, nil) else {
|
||||
|
|
@ -66,13 +96,30 @@ class DitherViewModel {
|
|||
// Cancel previous task to prevent UI freezing and Metal overload
|
||||
renderTask?.cancel()
|
||||
|
||||
// Generate a random seed for consistent chaos per frame/update
|
||||
let seed = UInt32.random(in: 0...UInt32.max)
|
||||
|
||||
let params = RenderParameters(
|
||||
brightness: Float(brightness),
|
||||
contrast: Float(contrast),
|
||||
pixelScale: Float(pixelScale),
|
||||
colorDepth: Float(colorDepth),
|
||||
algorithm: Int32(selectedAlgorithm.rawValue),
|
||||
isGrayscale: isGrayscale ? 1 : 0
|
||||
isGrayscale: isGrayscale ? 1 : 0,
|
||||
|
||||
// Chaos Params
|
||||
offsetJitter: Float(offsetJitter),
|
||||
patternRotation: Float(patternRotation),
|
||||
errorAmplify: Float(errorAmplify),
|
||||
errorRandomness: Float(errorRandomness),
|
||||
thresholdNoise: Float(thresholdNoise),
|
||||
waveDistortion: Float(waveDistortion),
|
||||
pixelDisplace: Float(pixelDisplace),
|
||||
turbulence: Float(turbulence),
|
||||
chromaAberration: Float(chromaAberration),
|
||||
bitDepthChaos: Float(bitDepthChaos),
|
||||
paletteRandomize: Float(paletteRandomize),
|
||||
randomSeed: seed
|
||||
)
|
||||
|
||||
renderTask = Task.detached(priority: .userInitiated) { [input, renderer, params] in
|
||||
|
|
@ -89,14 +136,168 @@ class DitherViewModel {
|
|||
}
|
||||
|
||||
func exportResult(to url: URL) {
|
||||
guard let image = processedImage else { return }
|
||||
// Legacy export, keeping for compatibility but forwarding to new system with defaults
|
||||
exportImage(to: url, format: .png, scale: 1.0, jpegQuality: 1.0, preserveMetadata: true, flattenTransparency: false)
|
||||
}
|
||||
|
||||
// MARK: - Advanced Export
|
||||
|
||||
func exportImage(to url: URL,
|
||||
format: ExportFormat,
|
||||
scale: CGFloat,
|
||||
jpegQuality: Double,
|
||||
preserveMetadata: Bool,
|
||||
flattenTransparency: Bool) {
|
||||
|
||||
guard let destination = CGImageDestinationCreateWithURL(url as CFURL, "public.png" as CFString, 1, nil) else {
|
||||
print("Failed to create image destination")
|
||||
guard let currentImage = processedImage else { return }
|
||||
|
||||
// Convert CGImage to NSImage for processing
|
||||
let nsImage = NSImage(cgImage: currentImage, size: NSSize(width: currentImage.width, height: currentImage.height))
|
||||
|
||||
// Apply scaling if needed
|
||||
let finalImage: NSImage
|
||||
if scale > 1.0 {
|
||||
finalImage = resizeImage(nsImage, scale: scale)
|
||||
} else {
|
||||
finalImage = nsImage
|
||||
}
|
||||
|
||||
// Export based on format
|
||||
switch format {
|
||||
case .png:
|
||||
exportAsPNG(finalImage, to: url, flattenAlpha: flattenTransparency)
|
||||
case .jpeg:
|
||||
exportAsJPEG(finalImage, to: url, quality: jpegQuality)
|
||||
case .tiff:
|
||||
exportAsTIFF(finalImage, to: url, flattenAlpha: flattenTransparency)
|
||||
case .pdf:
|
||||
exportAsPDF(finalImage, to: url)
|
||||
}
|
||||
}
|
||||
|
||||
private func resizeImage(_ image: NSImage, scale: CGFloat) -> NSImage {
|
||||
let newSize = NSSize(width: image.size.width * scale,
|
||||
height: image.size.height * scale)
|
||||
|
||||
let newImage = NSImage(size: newSize)
|
||||
newImage.lockFocus()
|
||||
|
||||
NSGraphicsContext.current?.imageInterpolation = .none // Nearest neighbor for pixel art
|
||||
|
||||
image.draw(in: NSRect(origin: .zero, size: newSize),
|
||||
from: NSRect(origin: .zero, size: image.size),
|
||||
operation: .copy,
|
||||
fraction: 1.0)
|
||||
|
||||
newImage.unlockFocus()
|
||||
return newImage
|
||||
}
|
||||
|
||||
private func flattenImageAlpha(_ image: NSImage) -> NSImage {
|
||||
let flattened = NSImage(size: image.size)
|
||||
flattened.lockFocus()
|
||||
|
||||
// Draw white background
|
||||
NSColor.white.setFill()
|
||||
NSRect(origin: .zero, size: image.size).fill()
|
||||
|
||||
// Draw image on top
|
||||
image.draw(at: .zero, from: NSRect(origin: .zero, size: image.size),
|
||||
operation: .sourceOver, fraction: 1.0)
|
||||
|
||||
flattened.unlockFocus()
|
||||
return flattened
|
||||
}
|
||||
|
||||
// MARK: - Format Exporters
|
||||
|
||||
private func exportAsPNG(_ image: NSImage, to url: URL, flattenAlpha: Bool) {
|
||||
guard let cgImage = image.cgImage(forProposedRect: nil, context: nil, hints: nil) else { return }
|
||||
|
||||
let bitmapRep = NSBitmapImageRep(cgImage: cgImage)
|
||||
bitmapRep.size = image.size
|
||||
|
||||
// Handle alpha flattening
|
||||
if flattenAlpha {
|
||||
let flattened = flattenImageAlpha(image)
|
||||
guard let flatCGImage = flattened.cgImage(forProposedRect: nil, context: nil, hints: nil) else { return }
|
||||
let flatRep = NSBitmapImageRep(cgImage: flatCGImage)
|
||||
flatRep.size = image.size
|
||||
|
||||
guard let pngData = flatRep.representation(using: .png, properties: [:]) else { return }
|
||||
try? pngData.write(to: url, options: .atomic)
|
||||
return
|
||||
}
|
||||
|
||||
CGImageDestinationAddImage(destination, image, nil)
|
||||
CGImageDestinationFinalize(destination)
|
||||
guard let pngData = bitmapRep.representation(using: .png, properties: [:]) else { return }
|
||||
try? pngData.write(to: url, options: .atomic)
|
||||
}
|
||||
|
||||
private func exportAsJPEG(_ image: NSImage, to url: URL, quality: Double) {
|
||||
guard let cgImage = image.cgImage(forProposedRect: nil, context: nil, hints: nil) else { return }
|
||||
|
||||
let bitmapRep = NSBitmapImageRep(cgImage: cgImage)
|
||||
bitmapRep.size = image.size
|
||||
|
||||
let properties: [NSBitmapImageRep.PropertyKey: Any] = [
|
||||
.compressionFactor: NSNumber(value: quality)
|
||||
]
|
||||
|
||||
guard let jpegData = bitmapRep.representation(using: .jpeg, properties: properties) else { return }
|
||||
try? jpegData.write(to: url, options: .atomic)
|
||||
}
|
||||
|
||||
private func exportAsTIFF(_ image: NSImage, to url: URL, flattenAlpha: Bool) {
|
||||
let imageToExport = flattenAlpha ? flattenImageAlpha(image) : image
|
||||
guard let tiffData = imageToExport.tiffRepresentation else { return }
|
||||
try? tiffData.write(to: url, options: .atomic)
|
||||
}
|
||||
|
||||
private func exportAsPDF(_ image: NSImage, to url: URL) {
|
||||
let pdfData = NSMutableData()
|
||||
|
||||
guard let consumer = CGDataConsumer(data: pdfData as CFMutableData) else { return }
|
||||
|
||||
var mediaBox = CGRect(origin: .zero, size: image.size)
|
||||
|
||||
guard let pdfContext = CGContext(consumer: consumer, mediaBox: &mediaBox, nil) else { return }
|
||||
|
||||
pdfContext.beginPage(mediaBox: &mediaBox)
|
||||
|
||||
guard let cgImage = image.cgImage(forProposedRect: nil, context: nil, hints: nil) else { return }
|
||||
pdfContext.draw(cgImage, in: mediaBox)
|
||||
|
||||
pdfContext.endPage()
|
||||
pdfContext.closePDF()
|
||||
|
||||
try? pdfData.write(to: url, options: .atomic)
|
||||
}
|
||||
}
|
||||
|
||||
enum ExportFormat: String, CaseIterable, Identifiable {
|
||||
case png = "PNG"
|
||||
case jpeg = "JPEG"
|
||||
case tiff = "TIFF"
|
||||
case pdf = "PDF"
|
||||
|
||||
var id: String { rawValue }
|
||||
|
||||
var fileExtension: String {
|
||||
switch self {
|
||||
case .png: return "png"
|
||||
case .jpeg: return "jpg"
|
||||
case .tiff: return "tiff"
|
||||
case .pdf: return "pdf"
|
||||
}
|
||||
}
|
||||
|
||||
var utType: UTType {
|
||||
switch self {
|
||||
case .png: return .png
|
||||
case .jpeg: return .jpeg
|
||||
case .tiff: return .tiff
|
||||
case .pdf: return .pdf
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue