AsyncGraphics

Edit images and video with Swift concurrency, powered by Metal.

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Swift

AsyncGraphics

AsyncGraphics is a Swift package for working with images and video with async / await. The core type is simply just called Graphic, it’s like an image and is backed by a MTLTexture.

Documentation

Documentation (DocC)

See the Graphic docs for all effects.

Articles

Content

Resources:
Image,
Video,
Camera,
Maps,
Screen,
Text,
View

Shapes:
Circle,
Rectangle,
Arc,
Polygon,
Star,
Line

Solid:
Color,
Gradient,
Noise,
Metal

Particles:
UV Particles,
UV Color Particles

Effects

Direct:
Blur,
Zoom Blur,
Angle Blur,
Circle Blur,
Rainbow Blur,
Random Blur,
Channel Mix,
Chroma Key,
Clamp,
Color Convert,
Hue,
Saturation,
Monochrome,
Tint,
Corner Pin,
Edge,
Kaleidoscope,
Brightness,
Contrast,
Gamma,
Inverted,
Opacity,
Morph,
Pixelate,
Quantize,
Sharpen,
Slope,
Threshold,
Offset,
Rotate,
Scale,
Metal

Dual:
Blend,
Cross,
Displace,
Lookup,
Luma Blur,
Luma Rainbow Blur,
Luma Hue,
Luma Saturation,
Luma Brightness,
Luma Contrast,
Luma Gamma,
Luma Translate,
Luma Rotate,
Luma Scale,
Remap,
Metal

Array:
HStack,
VStack,
ZStack,
Layers,
Metal

Technical:
Add,
Average,
Bits,
Color Space,
Crop,
Inspect,
Polar,
Reduce,
Resize,
Coordinate Space,
LUT

Install

.package(url: "https://github.com/heestand-xyz/AsyncGraphics", from: "2.0.0")

Views

In AsyncGraphics there are a couple ways to present a graphic.

import AsyncGraphics

struct ContentView: View {
    var body: some View {
        AsyncGraphicView { resolution in
            try await .circle(resolution: resolution)
        }
    }
}

Examples

Blending

First we create an AGView, this is the container for all AGGraphs.
In this example we have a AGZStack with 3 AGHStacks. Each graph has a blend mode (AGBlendMode), in this case .screen.

import SwiftUI
import AsyncGraphics

struct ContentView: View {
    var body: some View {
        AGView {
            AGZStack {
                AGHStack {
                    AGSpacer()
                    AGCircle()
                        .foregroundColor(.red)
                }
                AGHStack {
                    AGSpacer()
                    AGCircle()
                        .foregroundColor(.green)
                    AGSpacer()
                }
                .blendMode(.screen)
                AGHStack {
                    AGCircle()
                        .foregroundColor(.blue)
                    AGSpacer()
                }
                .blendMode(.screen)
            }
        }
    }
}

Layout

First we create an AGView, this is the container for all AGGraphs.
In this example we create an AGHStack to contain out boxes, then we loop 3 times with an AGForEach, calculate the width and create AGRoundedRectangles. After that we set the frame to get a fixed size and apply a color. After the stack we apply some padding and finally add a background.

import SwiftUI
import AsyncGraphics

struct ContentView: View {
    var body: some View {
        AGView {
            AGHStack(alignment: .top, spacing: 15) {
                AGForEach(0..<3) { index in
                    let width = 50 * CGFloat(index + 1)
                    AGRoundedRectangle(cornerRadius: 15)
                        .frame(width: width, height: width)
                        .foregroundColor(Color(hue: Double(index) / 3,
                                               saturation: 0.5,
                                               brightness: 1.0))
                }
            }
            .padding(15)
            .background {
                AGRoundedRectangle(cornerRadius: 30)
                    .opacity(0.1)
            }
        }
    }
}

Camera

import SwiftUI
import AsyncGraphics

struct ContentView: View {
    
    var body: some View {
        AGView {
            AGZStack {
                AGCamera(.front)
                    .resizable()
                    .aspectRatio(contentMode: .fill)
                AGCircle()
                    .blendMode(.multiply)
            }
        }
    }
}

You can also do the same with Graphics:

import SwiftUI
import AsyncGraphics

struct ContentView: View {
    
    @State private var graphic: Graphic?
    
    var body: some View {
        ZStack {
            if let graphic {
                GraphicView(graphic: graphic)
            }
        }
        .task {
            do {
                let resolution = CGSize(width: 1_000, height: 1_000)
                let circleGraphic: Graphic = try await .circle(radius: 500,
                                                               backgroundColor: .clear,
                                                               resolution: resolution)
                for await cameraGraphic in try Graphic.camera(.front) {
                    graphic = try await circleGraphic
                        .blended(with: cameraGraphic,
                                 blendingMode: .multiply,
                                 placement: .fill)
                }
            } catch {
                print(error)
            }
        }
    }
}

Remember to set the Info.plist key NSCameraUsageDescription “Privacy - Camera Usage Description”

Metal

There is the option to write high level metal code in AsyncGraphics. No need to setup a pipeline.

Colors

Colors are represented with the PixelColor type.

import PixelColor to create custom colors with hex values.

PixelColor on GitHub.