UIImage图片处理

时间:2024-07-01 20:37:08
#pragma mark -
#pragma mark - 缩放处理 + (UIImage *)scaleImage:(UIImage *)image withScale:(float)scale
{
UIGraphicsBeginImageContext(CGSizeMake(image.size.width * scale, image.size.height * scale)); [image drawInRect:CGRectMake(0, 0, image.size.width * scale, image.size.height * scale)];
UIImage *scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return scaledImage;
} + (UIImage *)scaleImage:(UIImage *)image toSize:(CGSize)size
{
UIGraphicsBeginImageContext(CGSizeMake(size.width, size.height)); [image drawInRect:CGRectMake(0, 0, size.width, size.height)];
UIImage *scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return scaledImage;
} #pragma mark -
#pragma mark - 马赛克处理 static CGContextRef CreateRGBABitmapContext (CGImageRef inImage)
{
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void *bitmapData; //内存空间的指针,该内存空间的大小等于图像使用RGB通道所占用的字节数。
int bitmapByteCount;
int bitmapBytesPerRow; size_t pixelsWide = CGImageGetWidth(inImage); //获取横向的像素点的个数
size_t pixelsHigh = CGImageGetHeight(inImage); bitmapBytesPerRow = (pixelsWide * 4); //每一行的像素点占用的字节数,每个像素点的ARGB四个通道各占8个bit(0-255)的空间
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh); //计算整张图占用的字节数 colorSpace = CGColorSpaceCreateDeviceRGB();//创建依赖于设备的RGB通道
//分配足够容纳图片字节数的内存空间
bitmapData = malloc( bitmapByteCount );
//创建CoreGraphic的图形上下文,该上下文描述了bitmaData指向的内存空间需要绘制的图像的一些绘制参数
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8,
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast);
//Core Foundation中通过含有Create、Alloc的方法名字创建的指针,需要使用CFRelease()函数释放
CGColorSpaceRelease( colorSpace );
return context;
} static unsigned char *RequestImagePixelData(UIImage *inImage)
{
CGImageRef img = [inImage CGImage];
CGSize size = [inImage size];
//使用上面的函数创建上下文
CGContextRef cgctx = CreateRGBABitmapContext(img); CGRect rect = {{0,0},{size.width, size.height}};
//将目标图像绘制到指定的上下文,实际为上下文内的bitmapData。
CGContextDrawImage(cgctx, rect, img);
unsigned char *data = CGBitmapContextGetData (cgctx);
//释放上面的函数创建的上下文
CGContextRelease(cgctx);
return data;
} + (UIImage *)mosaicImage:(UIImage *)image withLevel:(int)level
{
unsigned char *imgPixel = RequestImagePixelData(image);
CGImageRef inImageRef = [image CGImage];
GLuint width = CGImageGetWidth(inImageRef);
GLuint height = CGImageGetHeight(inImageRef);
unsigned char prev[4] = {0};
int bytewidth = width*4;
int i,j;
int val = level;
for(i=0;i<height;i++) {
if (((i+1)%val) == 0) {
memcpy(imgPixel+bytewidth*i, imgPixel+bytewidth*(i-1), bytewidth);
continue;
}
for(j=0;j<width;j++) {
if (((j+1)%val) == 1) {
memcpy(prev, imgPixel+bytewidth*i+j*4, 4);
continue;
}
memcpy(imgPixel+bytewidth*i+j*4, prev, 4);
}
}
NSInteger dataLength = width*height* 4; //下面的代码创建要输出的图像的相关参数
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, imgPixel, dataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
//创建要输出的图像
CGImageRef imageRef = CGImageCreate(width, height,
bitsPerComponent,
bitsPerPixel,
bytewidth,
colorSpaceRef,
bitmapInfo,
provider,
NULL, NO, renderingIntent);
UIImage *mosaicImage = [UIImage imageWithCGImage:imageRef scale:image.scale orientation:image.imageOrientation];
CFRelease(imageRef);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
return mosaicImage;
} #define kBitsPerComponent (8)
#define kBitsPerPixel (32)
#define kPixelChannelCount (4) /*
*转换成马赛克,level代表一个点转为多少level*level的正方形
*/
+ (UIImage *)transToMosaicImage:(UIImage*)orginImage blockLevel:(NSUInteger)level
{
//获取BitmapData
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGImageRef imgRef = orginImage.CGImage;
CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);
CGContextRef context = CGBitmapContextCreate (nil,
width,
height,
kBitsPerComponent, //每个颜色值8bit
width*kPixelChannelCount, //每一行的像素点占用的字节数,每个像素点的ARGB四个通道各占8个bit
colorSpace,
kCGImageAlphaPremultipliedLast);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imgRef);
unsigned char *bitmapData = CGBitmapContextGetData (context); //这里把BitmapData进行马赛克转换,就是用一个点的颜色填充一个level*level的正方形
unsigned char pixel[kPixelChannelCount] = {0};
NSUInteger index,preIndex;
for (NSUInteger i = 0; i < height - 1 ; i++) {
for (NSUInteger j = 0; j < width - 1; j++) {
index = i * width + j;
if (i % level == 0) {
if (j % level == 0) {
memcpy(pixel, bitmapData + kPixelChannelCount*index, kPixelChannelCount);
}else{
memcpy(bitmapData + kPixelChannelCount*index, pixel, kPixelChannelCount);
}
} else {
preIndex = (i-1)*width +j;
memcpy(bitmapData + kPixelChannelCount*index, bitmapData + kPixelChannelCount*preIndex, kPixelChannelCount);
}
}
} NSInteger dataLength = width*height* kPixelChannelCount;
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, bitmapData, dataLength, NULL);
//创建要输出的图像
CGImageRef mosaicImageRef = CGImageCreate(width, height,
kBitsPerComponent,
kBitsPerPixel,
width*kPixelChannelCount ,
colorSpace,
kCGImageAlphaPremultipliedLast,
provider,
NULL, NO,
kCGRenderingIntentDefault);
CGContextRef outputContext = CGBitmapContextCreate(nil,
width,
height,
kBitsPerComponent,
width*kPixelChannelCount,
colorSpace,
kCGImageAlphaPremultipliedLast);
CGContextDrawImage(outputContext, CGRectMake(0.0f, 0.0f, width, height), mosaicImageRef);
CGImageRef resultImageRef = CGBitmapContextCreateImage(outputContext);
UIImage *resultImage = nil;
if([UIImage respondsToSelector:@selector(imageWithCGImage:scale:orientation:)]) {
// float scale = [[UIScreen mainScreen] scale];
// resultImage = [UIImage imageWithCGImage:resultImageRef scale:scale orientation:UIImageOrientationUp];
resultImage = [UIImage imageWithCGImage:resultImageRef scale:orginImage.scale orientation:orginImage.imageOrientation];
} else {
resultImage = [UIImage imageWithCGImage:resultImageRef];
}
//释放
if(resultImageRef){
CFRelease(resultImageRef);
}
if(mosaicImageRef){
CFRelease(mosaicImageRef);
}
if(colorSpace){
CGColorSpaceRelease(colorSpace);
}
if(provider){
CGDataProviderRelease(provider);
}
if(context){
CGContextRelease(context);
}
if(outputContext){
CGContextRelease(outputContext);
}
// return [[resultImage retain] autorelease];
return resultImage; }