UIImagePNGRepresentation and masked images

こ雲淡風輕ζ 提交于 2019-12-06 02:59:56

I had the exact same issue, when I saved the file it was one way, but the image returned in memory was the exact opposite.

The culprit & the solution was UIImagePNGRepresentation(). It fixes the in-app image before saving it to disk, so I just inserted that function as the last step in creating the masked image and returning that.

This may not be the most elegant solution, but it works. I copied some code from my app and condensed it, not sure if this code below works as is, but if not, its close... maybe just some typos.

Enjoy. :)

// MyImageHelperObj.h

@interface MyImageHelperObj : NSObject

+ (UIImage *) createGrayScaleImage:(UIImage*)originalImage;
+ (UIImage *) createMaskedImageWithSize:(CGSize)newSize sourceImage:(UIImage *)sourceImage maskImage:(UIImage *)maskImage;

@end





// MyImageHelperObj.m

#import <QuartzCore/QuartzCore.h>
#import "MyImageHelperObj.h"


@implementation MyImageHelperObj


+ (UIImage *) createMaskedImageWithSize:(CGSize)newSize sourceImage:(UIImage *)sourceImage maskImage:(UIImage *)maskImage;
{
    // create image size rect
    CGRect newRect = CGRectZero;
    newRect.size = newSize;

    // draw source image
    UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0f);
    [sourceImage drawInRect:newRect];
    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();

    // draw mask image
    [maskImage drawInRect:newRect blendMode:kCGBlendModeNormal alpha:1.0f];
    maskImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();

    // create grayscale version of mask image to make the "image mask"
    UIImage *grayScaleMaskImage = [MyImageHelperObj createGrayScaleImage:maskImage];
    CGFloat width = CGImageGetWidth(grayScaleMaskImage.CGImage);
    CGFloat height = CGImageGetHeight(grayScaleMaskImage.CGImage);
    CGFloat bitsPerPixel = CGImageGetBitsPerPixel(grayScaleMaskImage.CGImage);
    CGFloat bytesPerRow = CGImageGetBytesPerRow(grayScaleMaskImage.CGImage);
    CGDataProviderRef providerRef = CGImageGetDataProvider(grayScaleMaskImage.CGImage);
    CGImageRef imageMask = CGImageMaskCreate(width, height, 8, bitsPerPixel, bytesPerRow, providerRef, NULL, false);

    CGImageRef maskedImage = CGImageCreateWithMask(newImage.CGImage, imageMask);
    CGImageRelease(imageMask);
    newImage = [UIImage imageWithCGImage:maskedImage];
    CGImageRelease(maskedImage);
    return [UIImage imageWithData:UIImagePNGRepresentation(newImage)];
}

+ (UIImage *) createGrayScaleImage:(UIImage*)originalImage;
{
    //create gray device colorspace.
    CGColorSpaceRef space = CGColorSpaceCreateDeviceGray();
    //create 8-bit bimap context without alpha channel.
    CGContextRef bitmapContext = CGBitmapContextCreate(NULL, originalImage.size.width, originalImage.size.height, 8, 0, space, kCGImageAlphaNone);
    CGColorSpaceRelease(space);
    //Draw image.
    CGRect bounds = CGRectMake(0.0, 0.0, originalImage.size.width, originalImage.size.height);
    CGContextDrawImage(bitmapContext, bounds, originalImage.CGImage);
    //Get image from bimap context.
    CGImageRef grayScaleImage = CGBitmapContextCreateImage(bitmapContext);
    CGContextRelease(bitmapContext);
    //image is inverted. UIImage inverts orientation while converting CGImage to UIImage.
    UIImage* image = [UIImage imageWithCGImage:grayScaleImage];
    CGImageRelease(grayScaleImage);
    return image;
}

@end

In quartz you cam mask either by an image mask (black let through and white blocks), or a normal image (white let through and black blocks) which is the opposite. It seems for some reason saving is treating the image mask as a normal image to mask with. One thought is to render to a bitmap context and then create an image to be saved from that.

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