#import "UIImage+ImageEffects.h" #import #import @implementation UIImage (ImageEffects) - (UIImage *)applyLightEffect { UIColor *tintColor = [UIColor colorWithWhite:1.0f alpha:0.3f]; return [self applyBlurWithRadius:20 tintColor:tintColor saturationDeltaFactor:1.8f maskImage:nil]; } - (UIImage *)applyExtraLightEffect { UIColor *tintColor = [UIColor colorWithWhite:0.97f alpha:0.82f]; return [self applyBlurWithRadius:20.0f tintColor:tintColor saturationDeltaFactor:1.8f maskImage:nil]; } - (UIImage *)applyDarkEffect { UIColor *tintColor = [UIColor colorWithWhite:0.11f alpha:0.73f]; return [self applyBlurWithRadius:20.0f tintColor:tintColor saturationDeltaFactor:1.8f maskImage:nil]; } - (UIImage *)applyTintEffectWithColor:(UIColor *)tintColor { const CGFloat EffectColorAlpha = 0.6f; UIColor *effectColor = tintColor; int componentCount = (int)CGColorGetNumberOfComponents(tintColor.CGColor); if (componentCount == 2) { CGFloat b; if ([tintColor getWhite:&b alpha:NULL]) { effectColor = [UIColor colorWithWhite:b alpha:EffectColorAlpha]; } } else { CGFloat r, g, b; if ([tintColor getRed:&r green:&g blue:&b alpha:NULL]) { effectColor = [UIColor colorWithRed:r green:g blue:b alpha:EffectColorAlpha]; } } return [self applyBlurWithRadius:10 tintColor:effectColor saturationDeltaFactor:-1.0 maskImage:nil]; } - (UIImage *)applyBlurWithRadius:(CGFloat)blurRadius tintColor:(UIColor *)tintColor saturationDeltaFactor:(CGFloat)saturationDeltaFactor maskImage:(UIImage *)maskImage { // Check pre-conditions. if (self.size.width < 1 || self.size.height < 1) { NSLog (@"*** error: invalid size: (%.2f x %.2f). Both dimensions must be >= 1: %@", self.size.width, self.size.height, self); return nil; } if (!self.CGImage) { NSLog (@"*** error: image must be backed by a CGImage: %@", self); return nil; } if (maskImage && !maskImage.CGImage) { NSLog (@"*** error: maskImage must be backed by a CGImage: %@", maskImage); return nil; } CGRect imageRect = { CGPointZero, self.size }; UIImage *effectImage = self; BOOL hasBlur = blurRadius > __FLT_EPSILON__; BOOL hasSaturationChange = fabs(saturationDeltaFactor - 1.) > __FLT_EPSILON__; if (hasBlur || hasSaturationChange) { UIGraphicsBeginImageContextWithOptions(self.size, NO, [[UIScreen mainScreen] scale]); CGContextRef effectInContext = UIGraphicsGetCurrentContext(); CGContextScaleCTM(effectInContext, 1.0, -1.0); CGContextTranslateCTM(effectInContext, 0, -self.size.height); CGContextDrawImage(effectInContext, imageRect, self.CGImage); vImage_Buffer effectInBuffer; effectInBuffer.data = CGBitmapContextGetData(effectInContext); effectInBuffer.width = CGBitmapContextGetWidth(effectInContext); effectInBuffer.height = CGBitmapContextGetHeight(effectInContext); effectInBuffer.rowBytes = CGBitmapContextGetBytesPerRow(effectInContext); UIGraphicsBeginImageContextWithOptions(self.size, NO, [[UIScreen mainScreen] scale]); CGContextRef effectOutContext = UIGraphicsGetCurrentContext(); vImage_Buffer effectOutBuffer; effectOutBuffer.data = CGBitmapContextGetData(effectOutContext); effectOutBuffer.width = CGBitmapContextGetWidth(effectOutContext); effectOutBuffer.height = CGBitmapContextGetHeight(effectOutContext); effectOutBuffer.rowBytes = CGBitmapContextGetBytesPerRow(effectOutContext); if (hasBlur) { // A description of how to compute the box kernel width from the Gaussian // radius (aka standard deviation) appears in the SVG spec: // http://www.w3.org/TR/SVG/filters.html#feGaussianBlurElement // // For larger values of 's' (s >= 2.0), an approximation can be used: Three // successive box-blurs build a piece-wise quadratic convolution kernel, which // approximates the Gaussian kernel to within roughly 3%. // // let d = floor(s * 3*sqrt(2*pi)/4 + 0.5) // // ... if d is odd, use three box-blurs of size 'd', centered on the output pixel. // CGFloat inputRadius = blurRadius * [[UIScreen mainScreen] scale]; NSUInteger radius = (NSUInteger)(CGFloor(inputRadius * 3.0f * ((CGFloat)sqrt(2 * M_PI)) / 4 + 0.5f)); if (radius % 2 != 1) { radius += 1; // force radius to be odd so that the three box-blur methodology works. } vImageBoxConvolve_ARGB8888(&effectInBuffer, &effectOutBuffer, NULL, 0, 0, (uint32_t)radius, (uint32_t)radius, 0, kvImageEdgeExtend); vImageBoxConvolve_ARGB8888(&effectOutBuffer, &effectInBuffer, NULL, 0, 0, (uint32_t)radius, (uint32_t)radius, 0, kvImageEdgeExtend); vImageBoxConvolve_ARGB8888(&effectInBuffer, &effectOutBuffer, NULL, 0, 0, (uint32_t)radius, (uint32_t)radius, 0, kvImageEdgeExtend); } BOOL effectImageBuffersAreSwapped = NO; if (hasSaturationChange) { CGFloat s = saturationDeltaFactor; CGFloat floatingPointSaturationMatrix[] = { 0.0722f + 0.9278f * s, 0.0722f - 0.0722f * s, 0.0722f - 0.0722f * s, 0, 0.7152f - 0.7152f * s, 0.7152f + 0.2848f * s, 0.7152f - 0.7152f * s, 0, 0.2126f - 0.2126f * s, 0.2126f - 0.2126f * s, 0.2126f + 0.7873f * s, 0, 0, 0, 0, 1, }; const int32_t divisor = 256; NSUInteger matrixSize = sizeof(floatingPointSaturationMatrix)/sizeof(floatingPointSaturationMatrix[0]); int16_t saturationMatrix[matrixSize]; for (NSUInteger i = 0; i < matrixSize; ++i) { saturationMatrix[i] = (int16_t)CGRound(floatingPointSaturationMatrix[i] * divisor); } if (hasBlur) { vImageMatrixMultiply_ARGB8888(&effectOutBuffer, &effectInBuffer, saturationMatrix, divisor, NULL, NULL, kvImageNoFlags); effectImageBuffersAreSwapped = YES; } else { vImageMatrixMultiply_ARGB8888(&effectInBuffer, &effectOutBuffer, saturationMatrix, divisor, NULL, NULL, kvImageNoFlags); } } if (!effectImageBuffersAreSwapped) effectImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); if (effectImageBuffersAreSwapped) effectImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); } // Set up output context. UIGraphicsBeginImageContextWithOptions(self.size, NO, [[UIScreen mainScreen] scale]); CGContextRef outputContext = UIGraphicsGetCurrentContext(); CGContextScaleCTM(outputContext, 1.0, -1.0); CGContextTranslateCTM(outputContext, 0, -self.size.height); // Draw base image. CGContextDrawImage(outputContext, imageRect, self.CGImage); // Draw effect image. if (hasBlur) { CGContextSaveGState(outputContext); if (maskImage) { CGContextClipToMask(outputContext, imageRect, maskImage.CGImage); } CGContextDrawImage(outputContext, imageRect, effectImage.CGImage); CGContextRestoreGState(outputContext); } // Add in color tint. if (tintColor) { CGContextSaveGState(outputContext); CGContextSetFillColorWithColor(outputContext, tintColor.CGColor); CGContextFillRect(outputContext, imageRect); CGContextRestoreGState(outputContext); } // Output image is ready. UIImage *outputImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return outputImage; } @end