Combining Images in CameraView with Overlay. (Swift 3)?

蓝咒 提交于 2019-12-04 18:41:34

Give this a try... instead of combining your overlay view, it draws the circles and combines the output:

import UIKit
import AVFoundation
import Foundation

class CameraWithTargetViewController: UIViewController {

    @IBOutlet weak var navigationBar: UINavigationBar!
    @IBOutlet weak var imgOverlay: UIImageView!
    @IBOutlet weak var btnCapture: UIButton!

    @IBOutlet weak var shapeLayer: UIView!

    let captureSession = AVCaptureSession()
    let stillImageOutput = AVCaptureStillImageOutput()
    var previewLayer : AVCaptureVideoPreviewLayer?

    //var shapeLayer : CALayer?

    // If we find a device we'll store it here for later use
    var captureDevice : AVCaptureDevice?

    override func viewDidLoad() {
        super.viewDidLoad()
        // Do any additional setup after loading the view, typically from a nib.
        //=======================

        captureSession.sessionPreset = AVCaptureSessionPresetHigh

        if let devices = AVCaptureDevice.devices() as? [AVCaptureDevice] {
            // Loop through all the capture devices on this phone
            for device in devices {
                // Make sure this particular device supports video
                if (device.hasMediaType(AVMediaTypeVideo)) {
                    // Finally check the position and confirm we've got the back camera
                    if(device.position == AVCaptureDevicePosition.back) {
                        captureDevice = device
                        if captureDevice != nil {
                            print("Capture device found")
                            beginSession()
                        }
                    }
                }
            }
        }
    }

    @IBAction func actionCameraCapture(_ sender: AnyObject) {

        print("Camera button pressed")
        saveToCamera()
    }

    func beginSession() {

        do {
            try captureSession.addInput(AVCaptureDeviceInput(device: captureDevice))
            stillImageOutput.outputSettings = [AVVideoCodecKey:AVVideoCodecJPEG]

            if captureSession.canAddOutput(stillImageOutput) {
                captureSession.addOutput(stillImageOutput)
            }

        }
        catch {
            print("error: \(error.localizedDescription)")
        }

        guard let previewLayer = AVCaptureVideoPreviewLayer(session: captureSession) else {
            print("no preview layer")
            return
        }
        // this is what displays the camera view. But - it's on TOP of the drawn view, and under the overview. ??
        self.view.layer.addSublayer(previewLayer)
        previewLayer.frame = self.view.layer.frame


        imgOverlay.frame = self.view.frame
        imgOverlay.image = self.drawCirclesOnImage(fromImage: nil, targetSize: imgOverlay.bounds.size)

        self.view.bringSubview(toFront: navigationBar)
        self.view.bringSubview(toFront: imgOverlay)
        self.view.bringSubview(toFront: btnCapture)
        // don't use shapeLayer anymore...
        //      self.view.bringSubview(toFront: shapeLayer)


        captureSession.startRunning()
        print("Capture session running")

    }

    func getImageWithColor(color: UIColor, size: CGSize) -> UIImage {
        let rect = CGRect(origin: CGPoint(x: 0, y: 0), size: CGSize(width: size.width, height: size.height))
        UIGraphicsBeginImageContextWithOptions(size, false, 0)
        color.setFill()
        UIRectFill(rect)
        let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
        UIGraphicsEndImageContext()
        return image
    }

    func drawCirclesOnImage(fromImage: UIImage? = nil, targetSize: CGSize? = CGSize.zero) -> UIImage? {

        if fromImage == nil && targetSize == CGSize.zero {
            return nil
        }

        var tmpimg: UIImage?

        if targetSize == CGSize.zero {

            tmpimg = fromImage

        } else {

            tmpimg = getImageWithColor(color: UIColor.clear, size: targetSize!)

        }

        guard let img = tmpimg else {
            return nil
        }

        let imageSize = img.size
        let scale: CGFloat = 0
        UIGraphicsBeginImageContextWithOptions(imageSize, false, scale)

        img.draw(at: CGPoint.zero)

        let w = imageSize.width

        let midX = imageSize.width / 2
        let midY = imageSize.height / 2

        // red circles - radius in %
        let circleRads = [ 0.07, 0.13, 0.17, 0.22, 0.29, 0.36, 0.40, 0.48, 0.60, 0.75 ]

        // center "dot" - radius is 1.5%
        var circlePath = UIBezierPath(arcCenter: CGPoint(x: midX,y: midY), radius: CGFloat(w * 0.015), startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)

        UIColor.red.setFill()
        circlePath.stroke()
        circlePath.fill()

        // blue circle is between first and second red circles
        circlePath = UIBezierPath(arcCenter: CGPoint(x: midX,y: midY), radius: w * CGFloat((circleRads[0] + circleRads[1]) / 2.0), startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)

        UIColor.blue.setStroke()
        circlePath.lineWidth = 2.5
        circlePath.stroke()

        UIColor.red.setStroke()

        for pct in circleRads {

            let rad = w * CGFloat(pct)

            circlePath = UIBezierPath(arcCenter: CGPoint(x: midX, y: midY), radius: CGFloat(rad), startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)

            circlePath.lineWidth = 2.5
            circlePath.stroke()

        }

        let newImage = UIGraphicsGetImageFromCurrentImageContext()

        UIGraphicsEndImageContext()

        return newImage
    }

    func saveToCamera() {

        if let videoConnection = stillImageOutput.connection(withMediaType: AVMediaTypeVideo) {
            stillImageOutput.captureStillImageAsynchronously(from: videoConnection, completionHandler: { (CMSampleBuffer, Error) in

                if let imageData = AVCaptureStillImageOutput.jpegStillImageNSDataRepresentation(CMSampleBuffer) {
                    if let cameraImage = UIImage(data: imageData) {

                        if let nImage = self.drawCirclesOnImage(fromImage: cameraImage, targetSize: CGSize.zero) {
                            UIImageWriteToSavedPhotosAlbum(nImage, nil, nil, nil)
                        }

                    }
                }
            })
        }
    }



    override func didReceiveMemoryWarning() {
        super.didReceiveMemoryWarning()
        // Dispose of any resources that can be recreated.
    }
}

Ok, solved it pretty much. The important code is here. The resulting image is slightly out of skew, but I'll work away and fix that, unless someone can see a good fix for it.

    func saveToCamera() {

    if let videoConnection = stillImageOutput.connection(withMediaType: AVMediaTypeVideo) {
          stillImageOutput.captureStillImageAsynchronously(from: videoConnection, completionHandler: { (CMSampleBuffer, Error) in

            if let imageData = AVCaptureStillImageOutput.jpegStillImageNSDataRepresentation(CMSampleBuffer) {
                if let cameraImage = UIImage(data: imageData) {
                    // cameraImage is the camera preview image.

                    // I need to combine/merge it with the myImage that is actually the blue circles.

                    // This converts the UIView of the bllue circles to an image. Uses 'extension' at top of code.
                    let myImage = UIImage(view: self.shapeLayer)
                    print("converting myImage to an image")

                    let newImage = self.composite(image:cameraImage, overlay:(myImage), scaleOverlay:true)
                   UIImageWriteToSavedPhotosAlbum(newImage!, nil, nil, nil)

                }
            }
        })
    }
}

func composite(image:UIImage, overlay:(UIImage), scaleOverlay: Bool = false)->UIImage?{
    UIGraphicsBeginImageContext(image.size)
    var rect = CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height)
    image.draw(in: rect)
    if scaleOverlay == false {
        rect = CGRect(x: 0, y: 0, width: overlay.size.width, height: overlay.size.height)
    }
    overlay.draw(in: rect)
    return UIGraphicsGetImageFromCurrentImageContext()
}

The resulting saved image.

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