As I noticed when CIGaussianBlur is applied to image, image's corners gets blurred so that it looks like being smaller than original. So I figured out that I need to crop it correctly to avoid having transparent edges of image. But how to calculate how much I need to crop in dependence of blur amount?
Example:
Original image:
Image with 50 inputRadius of CIGaussianBlur (blue color is background of everything):
Take the following code as an example...
CIContext *context = [CIContext contextWithOptions:nil];
CIImage *inputImage = [[CIImage alloc] initWithImage:image];
CIFilter *filter = [CIFilter filterWithName:#"CIGaussianBlur"];
[filter setValue:inputImage forKey:kCIInputImageKey];
[filter setValue:[NSNumber numberWithFloat:5.0f] forKey:#"inputRadius"];
CIImage *result = [filter valueForKey:kCIOutputImageKey];
CGImageRef cgImage = [context createCGImage:result fromRect:[result extent]];
This results in the images you provided above. But if I instead use the original images rect to create the CGImage off of the context the resulting image is the desired size.
CGImageRef cgImage = [context createCGImage:result fromRect:[inputImage extent]];
There are two issues. The first is that the blur filter samples pixels outside the edges of the input image. These pixels are transparent. That's where the transparent pixels come from.
The trick is to extend the edges before you apply the blur filter. This can be done by a clamp filter e.g. like this:
CIFilter *affineClampFilter = [CIFilter filterWithName:#"CIAffineClamp"];
CGAffineTransform xform = CGAffineTransformMakeScale(1.0, 1.0);
[affineClampFilter setValue:[NSValue valueWithBytes:&xform
objCType:#encode(CGAffineTransform)]
forKey:#"inputTransform"];
This filter extends the edges infinitely and eliminates the transparency. The next step would be to apply the blur filter.
The second issue is a bit weird. Some renderers produce a bigger output image for the blur filter and you must adapt the origin of the resulting CIImage by some offset e.g. like this:
CGImageRef cgImage = [context createCGImage:outputImage
fromRect:CGRectOffset([inputImage extend],
offset, offset)];
The software renderer on my iPhone needs three times the blur radius as offset. The hardware renderer on the same iPhone does not need any offset at all. Maybee you could deduce the offset from the size difference of input and output images, but I did not try...
To get a nice blurred version of an image with hard edges you first need to apply a CIAffineClamp to the source image, extending its edges out and then you need to ensure that you use the input image's extents when generating the output image.
The code is as follows:
CIContext *context = [CIContext contextWithOptions:nil];
UIImage *image = [UIImage imageNamed:#"Flower"];
CIImage *inputImage = [[CIImage alloc] initWithImage:image];
CIFilter *clampFilter = [CIFilter filterWithName:#"CIAffineClamp"];
[clampFilter setDefaults];
[clampFilter setValue:inputImage forKey:kCIInputImageKey];
CIFilter *blurFilter = [CIFilter filterWithName:#"CIGaussianBlur"];
[blurFilter setValue:clampFilter.outputImage forKey:kCIInputImageKey];
[blurFilter setValue:#10.0f forKey:#"inputRadius"];
CIImage *result = [blurFilter valueForKey:kCIOutputImageKey];
CGImageRef cgImage = [context createCGImage:result fromRect:[inputImage extent]];
UIImage *result = [[UIImage alloc] initWithCGImage:cgImage scale:image.scale orientation:UIImageOrientationUp];
CGImageRelease(cgImage);
Note this code was tested on iOS. It should be the similar for OS X (substituting NSImage for UIImage).
I saw some of the solutions and wanted to recommend a more modern one, based off some of the ideas shared here:
private lazy var coreImageContext = CIContext() // Re-use this.
func blurredImage(image: CIImage, radius: CGFloat) -> CGImage? {
let blurredImage = image
.clampedToExtent()
.applyingFilter(
"CIGaussianBlur",
parameters: [
kCIInputRadiusKey: radius,
]
)
.cropped(to: image.extent)
return coreImageContext.createCGImage(blurredImage, from: blurredImage.extent)
}
If you need a UIImage afterward, you can of course get it like so:
let image = UIImage(cgImage: cgImage)
... For those wondering, the reason for returning a CGImage is (as noted in the Apple documentation):
Due to Core Image's coordinate system mismatch with UIKit, this filtering approach may yield unexpected results when displayed in a UIImageView with "contentMode". Be sure to back it with a CGImage so that it handles contentMode properly.
If you need a CIImage you could return that, but in this case if you're displaying the image, you'd probably want to be careful.
This works for me :)
CIContext *context = [CIContext contextWithOptions:nil];
CIImage *inputImage = [[CIImage alloc] initWithImage:image];
CIFilter *blurFilter = [CIFilter filterWithName:#"CIGaussianBlur"];
[blurFilter setDefaults];
[blurFilter setValue:inputImage forKey:#"inputImage"];
CGFloat blurLevel = 20.0f; // Set blur level
[blurFilter setValue:[NSNumber numberWithFloat:blurLevel] forKey:#"inputRadius"]; // set value for blur level
CIImage *outputImage = [blurFilter valueForKey:#"outputImage"];
CGRect rect = inputImage.extent; // Create Rect
rect.origin.x += blurLevel; // and set custom params
rect.origin.y += blurLevel; //
rect.size.height -= blurLevel*2.0f; //
rect.size.width -= blurLevel*2.0f; //
CGImageRef cgImage = [context createCGImage:outputImage fromRect:rect]; // Then apply new rect
imageView.image = [UIImage imageWithCGImage:cgImage];
CGImageRelease(cgImage);
Here is the Swift 5 version of blurring the image. Set the Clamp filter to defaults so you will no need to give transform.
func applyBlurEffect() -> UIImage? {
let context = CIContext(options: nil)
let imageToBlur = CIImage(image: self)
let clampFilter = CIFilter(name: "CIAffineClamp")!
clampFilter.setDefaults()
clampFilter.setValue(imageToBlur, forKey: kCIInputImageKey)
//The CIAffineClamp filter is setting your extent as infinite, which then confounds your context. Try saving off the pre-clamp extent CGRect, and then supplying that to the context initializer.
let inputImageExtent = imageToBlur!.extent
guard let currentFilter = CIFilter(name: "CIGaussianBlur") else {
return nil
}
currentFilter.setValue(clampFilter.outputImage, forKey: kCIInputImageKey)
currentFilter.setValue(10, forKey: "inputRadius")
guard let output = currentFilter.outputImage, let cgimg = context.createCGImage(output, from: inputImageExtent) else {
return nil
}
return UIImage(cgImage: cgimg)
}
Here is Swift version:
func applyBlurEffect(image: UIImage) -> UIImage {
let context = CIContext(options: nil)
let imageToBlur = CIImage(image: image)
let blurfilter = CIFilter(name: "CIGaussianBlur")
blurfilter!.setValue(imageToBlur, forKey: "inputImage")
blurfilter!.setValue(5.0, forKey: "inputRadius")
let resultImage = blurfilter!.valueForKey("outputImage") as! CIImage
let cgImage = context.createCGImage(resultImage, fromRect: resultImage.extent)
let blurredImage = UIImage(CGImage: cgImage)
return blurredImage
}
See below two implementations for Xamarin (C#).
1) Works for iOS 6
public static UIImage Blur(UIImage image)
{
using(var blur = new CIGaussianBlur())
{
blur.Image = new CIImage(image);
blur.Radius = 6.5f;
using(CIImage output = blur.OutputImage)
using(CIContext context = CIContext.FromOptions(null))
using(CGImage cgimage = context.CreateCGImage (output, new RectangleF(0, 0, image.Size.Width, image.Size.Height)))
{
return UIImage.FromImage(cgimage);
}
}
}
2) Implementation for iOS 7
Using the way shown above isn't working properly on iOS 7 anymore (at least at the moment with Xamarin 7.0.1). So I decided to add cropping another way (measures may depend on the blur radius).
private static UIImage BlurImage(UIImage image)
{
using(var blur = new CIGaussianBlur())
{
blur.Image = new CIImage(image);
blur.Radius = 6.5f;
using(CIImage output = blur.OutputImage)
using(CIContext context = CIContext.FromOptions(null))
using(CGImage cgimage = context.CreateCGImage (output, new RectangleF(0, 0, image.Size.Width, image.Size.Height)))
{
return UIImage.FromImage(Crop(CIImage.FromCGImage(cgimage), image.Size.Width, image.Size.Height));
}
}
}
private static CIImage Crop(CIImage image, float width, float height)
{
var crop = new CICrop
{
Image = image,
Rectangle = new CIVector(10, 10, width - 20, height - 20)
};
return crop.OutputImage;
}
Try this, let the input's extent be -createCGImage:fromRect:'s parameter:
-(UIImage *)gaussianBlurImageWithRadius:(CGFloat)radius {
CIContext *context = [CIContext contextWithOptions:nil];
CIImage *input = [CIImage imageWithCGImage:self.CGImage];
CIFilter *filter = [CIFilter filterWithName:#"CIGaussianBlur"];
[filter setValue:input forKey:kCIInputImageKey];
[filter setValue:#(radius) forKey:kCIInputRadiusKey];
CIImage *output = [filter valueForKey:kCIOutputImageKey];
CGImageRef imgRef = [context createCGImage:output
fromRect:input.extent];
UIImage *outImage = [UIImage imageWithCGImage:imgRef
scale:UIScreen.mainScreen.scale
orientation:UIImageOrientationUp];
CGImageRelease(imgRef);
return outImage;
}
Related
I'm playing with the Core Image framework. As I understand, if I have an image (NSImage), it needs to be converted into CIImage, first. I can do that.
NSImage *im1 = [[NSImage alloc] initWithContentsOfFile:imagepath];
NSRect rect1;rect1.size.width = img1.size.width; rect1.size.height = img1.size.height;
CGImageRef imageRef1 = [img1 CGImageForProposedRect:&rect1 context:[NSGraphicsContext currentContext] hints:nil];
CIImage *ciimage = [CIImage imageWithCGImage:imageRef1];
I have a function that applies a Core Image filter to a core image (CIImage), which I want to test. And I want to add output image to a window as a subview. So I need NSImage. How can I convert this core image back into NSImage? If I ask Google, I don't get good results.
Thank you for your help.
I haven't tested it, but I think this should do it:
CIImage *ciImage = ...;
NSCIImageRep *rep = [NSCIImageRep imageRepWithCIImage:ciImage];
NSImage *nsImage = [[NSImage alloc] initWithSize:rep.size];
[nsImage addRepresentation:rep];
In Swift:
let ciImage = ...
let rep = NSCIImageRep(ciImage: ciImage)
let nsImage = NSImage(size: rep.size)
nsImage.addRepresentation(rep)
In Swift:
var rep: NSCIImageRep = NSCIImageRep(ciImage: gaussianBlurFilter.outputImage)
var nsImage: NSImage = NSImage(size: rep.size)
nsImage.addRepresentation(rep)
There are filters that extend the size of the image quite a lot, like CIMotionBlur.
For an original image size 5120x1440 I ended up with an image with an "extent" x,y,w,h = -126,-502,5184,2444. To convert that to NSImage I use:
CIContext *context = [CIContext contextWithOptions:nil];
CGImageRef cg_img = [context createCGImage:img fromRect:CGRectMake(0, 0, size.width, size.height)];
NSImage *ns_img = [[NSImage alloc] initWithCGImage:cg_img size:NSZeroSize];
CGImageRelease(cg_img); // Don't forget this! (memory leak)
Where size is the original image's size. I don't see another direct path form CIImage to NSImage that allows you to specify the origin within the CIImage, while the CGImageRef conversion does.
I found
Create new UIImage by adding shadow to existing UIImage
and
UIImage, is there an easy way to make it darker or all black
But the selected answers do not work for me.
I have an UIImage, which may have some transparent pixels in it, I need to create a new UIImage with non-transparent pixels darkened, is there any way to do this? I was thinking of using UIBezierPath but I don't know how to do it for only non-transparent pixels.
This is the class I use to color images even if they are transparent.
+ (UIImage *)colorizeImage:(UIImage *)image withColor:(UIColor *)color {
UIGraphicsBeginImageContextWithOptions(image.size, NO, image.scale);
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect area = CGRectMake(0, 0, image.size.width, image.size.height);
CGContextScaleCTM(context, 1, -1);
CGContextTranslateCTM(context, 0, -area.size.height);
CGContextSaveGState(context);
CGContextClipToMask(context, area, image.CGImage);
[color set];
CGContextFillRect(context, area);
CGContextRestoreGState(context);
CGContextSetBlendMode(context, kCGBlendModeMultiply);
CGContextDrawImage(context, area, image.CGImage);
UIImage *colorizedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return colorizedImage;
}
To darken the image you would pass the method a black or gray UIColor with lowered transparency.
How about trying a CoreImage Filter?
You could use the CIColorControls filter to adjust the input brightness and contrast to darken the image.
CIContext *context = [CIContext contextWithOptions:nil];
CIImage *inputImage = [[CIImage alloc] initWithImage:sourceImage]; //your input image
CIFilter *filter= [CIFilter filterWithName:#"CIColorControls"];
[filter setValue:inputImage forKey:#"inputImage"];
[filter setValue:[NSNumber numberWithFloat:0.5] forKey:#"inputBrightness"];
// Your output image
UIImage *outputImage = [UIImage imageWithCGImage:[context createCGImage:filter.outputImage fromRect:filter.outputImage.extent]];
Read more about the CIFilter parameters here:
http://developer.apple.com/library/mac/#documentation/graphicsimaging/reference/CoreImageFilterReference/Reference/reference.html%23//apple_ref/doc/filter/ci/CIColorControls
Here's a quick Swift version, using a CIExposureAdjust CIFilter :)
// Get the original image and set up the CIExposureAdjust filter
guard let originalImage = UIImage(named: "myImage"),
let inputImage = CIImage(image: originalImage),
let filter = CIFilter(name: "CIExposureAdjust") else { return }
// The inputEV value on the CIFilter adjusts exposure (negative values darken, positive values brighten)
filter.setValue(inputImage, forKey: "inputImage")
filter.setValue(-2.0, forKey: "inputEV")
// Break early if the filter was not a success (.outputImage is optional in Swift)
guard let filteredImage = filter.outputImage else { return }
let context = CIContext(options: nil)
let outputImage = UIImage(CGImage: context.createCGImage(filteredImage, fromRect: filteredImage.extent))
myImageView.image = outputImage // use the filtered UIImage as required.
Here's David's answer in Swift 5:
class func colorizeImage(_ image: UIImage?, with color: UIColor?) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(image?.size ?? CGSize.zero, _: false, _: image?.scale ?? 0.0)
let context = UIGraphicsGetCurrentContext()
let area = CGRect(x: 0, y: 0, width: image?.size.width ?? 0.0, height: image?.size.height ?? 0.0)
context?.scaleBy(x: 1, y: -1)
context?.translateBy(x: 0, y: -area.size.height)
context?.saveGState()
context?.clip(to: area, mask: (image?.cgImage)!)
color?.set()
context?.fill(area)
context?.restoreGState()
if let context = context {
context.setBlendMode(.multiply)
}
context!.draw((image?.cgImage)!, in: area)
let colorizedImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return colorizedImage
}
I'm setting UImageViews within table cells using setImageWithUrl from the AFNetworking library, but I need the images to be greyscale... is there any way I can do this. I've tried a few UIImage greyscale converters, but I guess they don't work because I'm setting something that hasn't downloaded yet.
Try this method:
- (UIImage *)convertImageToGrayScale:(UIImage *)image
{
// Create image rectangle with current image width/height
CGRect imageRect = CGRectMake(0, 0, image.size.width, image.size.height);
// Grayscale color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
// Create bitmap content with current image size and grayscale colorspace
CGContextRef context = CGBitmapContextCreate(nil, image.size.width, image.size.height, 8, 0, colorSpace, kCGImageAlphaNone);
// Draw image into current context, with specified rectangle
// using previously defined context (with grayscale colorspace)
CGContextDrawImage(context, imageRect, [image CGImage]);
// Create bitmap image info from pixel data in current context
CGImageRef imageRef = CGBitmapContextCreateImage(context);
// Create a new UIImage object
UIImage *newImage = [UIImage imageWithCGImage:imageRef];
// Release colorspace, context and bitmap information
CGColorSpaceRelease(colorSpace);
CGContextRelease(context);
CFRelease(imageRef);
// Return the new grayscale image
return newImage;
}
I found it here: http://mobiledevelopertips.com/graphics/convert-an-image-uiimage-to-grayscale.html
I took the code from #Jesse Gumpo's example, above, but here it is as an interface.
#implementation UIImage ( Greyscale )
- (UIImage *)greyscaleImage
{
CIImage * beginImage = [ self CIImage ] ;
CIImage * evAdjustedCIImage = nil ;
{
CIFilter * filter = [ CIFilter filterWithName:#"CIColorControls"
keysAndValues:kCIInputImageKey, beginImage
, #"inputBrightness", #0.0
, #"inputContrast", #1.1
, #"inputSaturation", #0.0
, nil ] ;
evAdjustedCIImage = [ filter outputImage ] ;
}
CIImage * resultCIImage = nil ;
{
CIFilter * filter = [ CIFilter filterWithName:#"CIExposureAdjust"
keysAndValues:kCIInputImageKey, evAdjustedCIImage
, #"inputEV", #0.7
, nil ] ;
resultCIImage = [ filter outputImage ] ;
}
CIContext * context = [ CIContext contextWithOptions:nil ] ;
CGImageRef resultCGImage = [ context createCGImage:resultCIImage
fromRect:resultCIImage.extent ] ;
UIImage * result = [ UIImage imageWithCGImage:resultCGImage ] ;
CGImageRelease( resultCGImage ) ;
return result;
}
#end
Now you can just do this:
UIImage * downloadedImage = ... get from AFNetwork results ... ;
downloadedImage = [ downloadedImage greyscaleImage ] ;
... use 'downloadedImage' ...
instead of a uiimageView, subclass a UIView, give it
#property (strong, nonatomic) UIImage *image;
with
#synthesize image = _image;
override the setter
-(void)setImage:(UIImage *)image{
_image = [self makeImageBW:image];
[self setNeedsDisplay];
}
- (UIImage *)makeImageBW:(UIImage *)source
{
CIImage *beginImage = source.CIImage;
CIImage *blackAndWhite = [CIFilter filterWithName:#"CIColorControls" keysAndValues:kCIInputImageKey, beginImage, #"inputBrightness", [NSNumber numberWithFloat:0.0], #"inputContrast", [NSNumber numberWithFloat:1.1], #"inputSaturation", [NSNumber numberWithFloat:0.0], nil].outputImage;
CIImage *output = [CIFilter filterWithName:#"CIExposureAdjust" keysAndValues:kCIInputImageKey, blackAndWhite, #"inputEV", [NSNumber numberWithFloat:0.7], nil].outputImage;
CIContext *context = [CIContext contextWithOptions:nil];
CGImageRef ref = [context createCGImage:output fromRect:output.extent];
UIImage *newImage = [UIImage imageWithCGImage:ref];
CGImageRelease(cgiimage);
return newImage;
}
-(void)drawRect:(CGRect)rect{
[_image drawInRect:rect];
}
somewhere else you can set the image with your NSURLRequest:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,0),^{
NSData *data = [NSURLConnection sendSynchronousRequest:(NSURLRequest *) returningResponse:nil error:nil];
if (data){
UIImage *image = [UIImage imageWithData:data];
if (image) dispatch_async(dispatch_get_main_queue(),^{
[view setImage:image];
});
}
});
This thread is a bit old but I came across it on my search. In this post I've pointed out 2 different methods in Swift to create a grayscale image that can be displayed in an imageView considering the alpha and scale of the image.
import CoreImage
extension UIImage
{
/// Applies grayscale with CIColorControls by settings saturation to 0.0.
/// - Parameter brightness: Default is 0.0.
/// - Parameter contrast: Default is 1.0.
/// - Returns: The grayscale image of self if available.
func grayscaleImage(brightness: Double = 0.0, contrast: Double = 1.0) -> UIImage?
{
if let ciImage = CoreImage.CIImage(image: self, options: nil)
{
let paramsColor: [String : AnyObject] = [ kCIInputBrightnessKey: NSNumber(double: brightness),
kCIInputContrastKey: NSNumber(double: contrast),
kCIInputSaturationKey: NSNumber(double: 0.0) ]
let grayscale = ciImage.imageByApplyingFilter("CIColorControls", withInputParameters: paramsColor)
let processedCGImage = CIContext().createCGImage(grayscale, fromRect: grayscale.extent)
return UIImage(CGImage: processedCGImage, scale: self.scale, orientation: self.imageOrientation)
}
return nil
}
/// Create a grayscale image with alpha channel. Is 5 times faster than grayscaleImage().
/// - Returns: The grayscale image of self if available.
func convertToGrayScale() -> UIImage?
{
// Create image rectangle with current image width/height * scale
let pixelSize = CGSize(width: self.size.width * self.scale, height: self.size.height * self.scale)
let imageRect = CGRect(origin: CGPointZero, size: pixelSize)
// Grayscale color space
if let colorSpace: CGColorSpaceRef = CGColorSpaceCreateDeviceGray()
{
// Create bitmap content with current image size and grayscale colorspace
let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.None.rawValue)
if let context: CGContextRef = CGBitmapContextCreate(nil, Int(pixelSize.width), Int(pixelSize.height), 8, 0, colorSpace, bitmapInfo.rawValue)
{
// Draw image into current context, with specified rectangle
// using previously defined context (with grayscale colorspace)
CGContextDrawImage(context, imageRect, self.CGImage)
// Create bitmap image info from pixel data in current context
if let imageRef: CGImageRef = CGBitmapContextCreateImage(context)
{
let bitmapInfoAlphaOnly = CGBitmapInfo(rawValue: CGImageAlphaInfo.Only.rawValue)
if let contextAlpha = CGBitmapContextCreate(nil, Int(pixelSize.width), Int(pixelSize.height), 8, 0, nil, bitmapInfoAlphaOnly.rawValue)
{
CGContextDrawImage(contextAlpha, imageRect, self.CGImage)
if let mask: CGImageRef = CGBitmapContextCreateImage(contextAlpha)
{
// Create a new UIImage object
if let newCGImage = CGImageCreateWithMask(imageRef, mask)
{
// Return the new grayscale image
return UIImage(CGImage: newCGImage, scale: self.scale, orientation: self.imageOrientation)
}
}
}
}
}
}
// A required variable was unexpected nil
return nil
}
}
I created an application, in which I can rotate, re-size, translate an image using gestures. Then I need to get the image from the UIImageView. I found this part of the code at some where in Stack-overflow. Although the smiler question is answered here, but it requires the input of the angle. The same person wrote somewhere else the better solution, which I'm using. But it have a problem. Often it returns a blank image. or truncated image (often from top side). So there is something wrong with the code and it requires some changes. My problem is that, I'm new to Core-graphics and badly stuck in this problem.
UIGraphicsBeginImageContext(imgView.image.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGAffineTransform transform = imgView.transform;
transform = CGAffineTransformScale(transform, 1.0, -1.0);
CGContextConcatCTM(context, transform);
CGContextDrawImage(context, CGRectMake(0, 0, imgView.image.size.width, imgView.image.size.height), imgView.image.CGImage);
UIImage *newRotatedImage = [UIImage imageWithCGImage: CGBitmapContextCreateImage(context)];
UIGraphicsEndImageContext();
EDIT 1.1
Thanks for the sample code, but again it have the problem. Let me explain in more detail, I'm using gestures for scaling, translating and resizing the image using imageview. So all this data is saved in the transform property of the imageview. I fond another method in core-image. So I changed my code to:
CGRect bounds = CGRectMake(0, 0, imgTop.size.width, imgTop.size.height);
CIImage *ciImage = [[CIImage alloc] initWithCGImage:imageView.image.CGImage options:nil];
CGAffineTransform transform = imgView.transform;
ciImage = [ciImage imageByApplyingTransform:transform];
return [UIImage imageWithCIImage:ciImage] ;
Now I'm getting the squeezed and wrong size mirrored image. Sorry to disturbing you again. Can you guide me how to get the proper image using imageview's transform in coreimage?
CIImage *ciImage = [[CIImage alloc] initWithCGImage:fximage.CGImage options:nil];
CGAffineTransform transform = fxobj.transform;
float angle = atan2(transform.b, transform.a);
transform = CGAffineTransformRotate(transform, - 2 * angle);
ciImage = [ciImage imageByApplyingTransform:transform];
UIImage *screenfxImage = [UIImage imageWithCIImage:ciImage];
Do remember to add code : transform = CGAffineTransformRotate(transform, - 2 * angle); coz the rotation direction is opposite
I created an objective-C class just for this sort of thing. You can check it out on GitHub ANImageBitmapRep. Here's how you would do rotation:
ANImageBitmapRep * ibr = [myImage image];
[ibr rotate:anAngle];
UIImage * rotated = [ibr image];
Note that here, anAngle is in radians.
Here is the link to Documentation:-
http://developer.apple.com/library/mac/#documentation/graphicsimaging/reference/CoreImageFilterReference/Reference/reference.html
Sample code to rotate image:-
CIImage *inputImage = [[CIImage alloc] initWithImage:currentImage];
CIFilter * controlsFilter = [CIFilter filterWithName:#"CIAffineTransform"];
[controlsFilter setValue:inputImage forKey:kCIInputImageKey];
[controlsFilter setValue:[NSNumber numberWithFloat:slider.value] forKey:#"inputAngle"];
CIImage *displayImage = controlsFilter.outputImage;
UIImage *finalImage = [UIImage imageWithCIImage:displayImage];
CIContext *context = [CIContext contextWithOptions:nil];
if (displayImage == nil || finalImage == nil) {
// We did not get output image. Let's display the original image itself.
photoEditView.image = currentImage;
}
else {
CGImageRef imageRef = [context createCGImage:displayImage fromRect:displayImage.extent];
photoEditView.image = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
}
context = nil;
[inputImage release];
I created sample app to do this (minus the scaling part) in objective C. If anybody is interested, you can download it here: https://github.com/gene-code/coregraphics-drawing/tree/master/coregraphics-drawing/test
I'm trying to draw a standard NSImage in white instead of black. The following works fine for drawing the image in black in the current NSGraphicsContext:
NSImage* image = [NSImage imageNamed:NSImageNameEnterFullScreenTemplate];
[image drawInRect:r fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0];
I expected NSCompositeXOR to do the trick, but no. Do I need to go down the complicated [CIFilter filterWithName:#"CIColorInvert"] path? I feel like I must be missing something simple.
The Core Image route would be the most reliable. It's actually not very complicated, I've posted a sample below. If you know none of your images will be flipped then you can remove the transform code. The main thing to be careful of is that the conversion from NSImage to CIImage can be expensive performance-wise, so you should ensure you cache the CIImage if possible and don't re-create it during each drawing operation.
CIImage* ciImage = [[CIImage alloc] initWithData:[yourImage TIFFRepresentation]];
if ([yourImage isFlipped])
{
CGRect cgRect = [ciImage extent];
CGAffineTransform transform;
transform = CGAffineTransformMakeTranslation(0.0,cgRect.size.height);
transform = CGAffineTransformScale(transform, 1.0, -1.0);
ciImage = [ciImage imageByApplyingTransform:transform];
}
CIFilter* filter = [CIFilter filterWithName:#"CIColorInvert"];
[filter setDefaults];
[filter setValue:ciImage forKey:#"inputImage"];
CIImage* output = [filter valueForKey:#"outputImage"];
[output drawAtPoint:NSZeroPoint fromRect:NSRectFromCGRect([output extent]) operation:NSCompositeSourceOver fraction:1.0];
Note: release/retain memory management is left as an exercise, the code above assumes garbage collection.
If you want to render the image at an arbitrary size, you could do the following:
NSSize imageSize = NSMakeSize(1024,768); //or whatever size you want
[yourImage setSize:imageSize];
[yourImage lockFocus];
NSBitmapImageRep* bitmap = [[NSBitmapImageRep alloc] initWithFocusedViewRect:NSMakeRect(0, 0, imageSize.width, imageSize.height)];
[yourImage unlockFocus];
CIImage* image = [CIImage imageWithData:[bitmap TIFFRepresentation]];
Here is a solution using Swift 5.1, somewhat based on the above solutions. Note that I am not cacheing the images, so it likely isn't the most efficient as my primary use case is to flip small monochrome images in toolbar buttons based on whether the current color scheme is light or dark.
import os
import AppKit
import Foundation
public extension NSImage {
func inverted() -> NSImage {
guard let cgImage = self.cgImage(forProposedRect: nil, context: nil, hints: nil) else {
os_log(.error, "Could not create CGImage from NSImage")
return self
}
let ciImage = CIImage(cgImage: cgImage)
guard let filter = CIFilter(name: "CIColorInvert") else {
os_log(.error, "Could not create CIColorInvert filter")
return self
}
filter.setValue(ciImage, forKey: kCIInputImageKey)
guard let outputImage = filter.outputImage else {
os_log(.error, "Could not obtain output CIImage from filter")
return self
}
guard let outputCgImage = outputImage.toCGImage() else {
os_log(.error, "Could not create CGImage from CIImage")
return self
}
return NSImage(cgImage: outputCgImage, size: self.size)
}
}
fileprivate extension CIImage {
func toCGImage() -> CGImage? {
let context = CIContext(options: nil)
if let cgImage = context.createCGImage(self, from: self.extent) {
return cgImage
}
return nil
}
}
Just one note: I found that CIColorInvert filter isn't always reliable. For example, if you want to invert back an image inverted in Photoshop, the CIFilter will produce a much lighter image. As far as I understood, it happens because of the differences in gamma value of CIFilter (gamma is 1) and images that came from other sources.
While I was looking for ways to change the gamma value for CIFilter, I found a note that there's a bug in CIContext: changing its gamma value from the default 1 will produce unpredictable results.
Regardless, there's another solution to invert NSImage, which always produces the correct results - by inverting pixels of NSBitmapImageRep.
I'm reposting the code from etutorials.org (http://bit.ly/Y6GpLn):
// srcImageRep is the NSBitmapImageRep of the source image
int n = [srcImageRep bitsPerPixel] / 8; // Bytes per pixel
int w = [srcImageRep pixelsWide];
int h = [srcImageRep pixelsHigh];
int rowBytes = [srcImageRep bytesPerRow];
int i;
NSImage *destImage = [[NSImage alloc] initWithSize:NSMakeSize(w, h)];
NSBitmapImageRep *destImageRep = [[[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL
pixelsWide:w
pixelsHigh:h
bitsPerSample:8
samplesPerPixel:n
hasAlpha:[srcImageRep hasAlpha]
isPlanar:NO
colorSpaceName:[srcImageRep colorSpaceName]
bytesPerRow:rowBytes
bitsPerPixel:NULL] autorelease];
unsigned char *srcData = [srcImageRep bitmapData];
unsigned char *destData = [destImageRep bitmapData];
for ( i = 0; i < rowBytes * h; i++ )
*(destData + i) = 255 - *(srcData + i);
[destImage addRepresentation:destImageRep];