Created
September 10, 2012 23:43
-
-
Save jagbolanos/3694862 to your computer and use it in GitHub Desktop.
Apply an overlay to an image that has alpha only on the visible parts
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#define ROUND_UP(N, S) ((((N) + (S) - 1) / (S)) * (S)) | |
#import <stdlib.h> | |
- (CGImageRef) createMaskWithImageAlpha: (CGContextRef) originalImageContext { | |
UInt8 *data = (UInt8 *)CGBitmapContextGetData(originalImageContext); | |
float width = CGBitmapContextGetBytesPerRow(originalImageContext) / 4; | |
float height = CGBitmapContextGetHeight(originalImageContext); | |
// Make a bitmap context that's only 1 alpha channel | |
// WARNING: the bytes per row probably needs to be a multiple of 4 | |
int strideLength = ROUND_UP(width * 1, 4); | |
unsigned char * alphaData = (unsigned char * )calloc(strideLength * height, 1); | |
CGContextRef alphaOnlyContext = CGBitmapContextCreate(alphaData, | |
width, | |
height, | |
8, | |
strideLength, | |
NULL, | |
kCGImageAlphaOnly); | |
// Draw the RGBA image into the alpha-only context. | |
//CGContextDrawImage(alphaOnlyContext, CGRectMake(0, 0, width, height), originalMaskImage); | |
// Walk the pixels and invert the alpha value. This lets you colorize the opaque shapes in the original image. | |
// If you want to do a traditional mask (where the opaque values block) just get rid of these loops. | |
unsigned int zeros = 0, ones = 0, other=0; | |
for (int y = 0; y < height; y++) { | |
for (int x = 0; x < width; x++) { | |
//unsigned char val = alphaData[y*strideLength + x]; | |
unsigned char val = data[y*(int)width*4 + x*4 + 3]; | |
if (val == 0) zeros++; | |
else if (val == 255) ones++; | |
else other++; | |
val = 255 - val; | |
alphaData[y*strideLength + x] = val; | |
} | |
} | |
CGImageRef alphaMaskImage = CGBitmapContextCreateImage(alphaOnlyContext); | |
CGContextRelease(alphaOnlyContext); | |
free(alphaData); | |
// Make a mask | |
CGImageRef finalMaskImage = CGImageMaskCreate(CGImageGetWidth(alphaMaskImage), | |
CGImageGetHeight(alphaMaskImage), | |
CGImageGetBitsPerComponent(alphaMaskImage), | |
CGImageGetBitsPerPixel(alphaMaskImage), | |
CGImageGetBytesPerRow(alphaMaskImage), | |
CGImageGetDataProvider(alphaMaskImage), NULL, false); | |
CGImageRelease(alphaMaskImage); | |
return finalMaskImage; | |
} | |
-(UIImage *)greenImage: (UIImage *)image{ | |
CGImageRef originalImage = [image CGImage]; | |
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); | |
UIImage *maskImage = [UIImage imageNamed:@"filteroverlay_80percent.jpg"]; | |
CGImageRef maskImageRef = [maskImage CGImage]; | |
CGContextRef bitmapContext = CGBitmapContextCreate(NULL, | |
CGImageGetWidth(originalImage), | |
CGImageGetHeight(originalImage), | |
8, | |
CGImageGetWidth(originalImage)*4, | |
colorSpace, | |
kCGImageAlphaPremultipliedLast); | |
CGColorSpaceRelease(colorSpace); | |
CGContextDrawImage(bitmapContext, CGRectMake(0, 0, CGBitmapContextGetWidth(bitmapContext), CGBitmapContextGetHeight(bitmapContext)), originalImage); | |
CGImageRef finalMaskImage = [self createMaskWithImageAlpha:bitmapContext]; | |
CGContextSetBlendMode(bitmapContext, kCGBlendModeOverlay); | |
CGContextSetAlpha(bitmapContext, 0.8f); | |
CGImageRef maskedOverlay = CGImageCreateWithMask(maskImageRef, finalMaskImage); | |
CGContextDrawImage(bitmapContext, CGRectMake(0, 0, CGBitmapContextGetWidth(bitmapContext), CGBitmapContextGetHeight(bitmapContext)), maskedOverlay); | |
CGImageRef outImage = CGBitmapContextCreateImage(bitmapContext); | |
UIImage *retImage = [UIImage imageWithCGImage:outImage]; | |
CGImageRelease(outImage); | |
CGContextRelease(bitmapContext); | |
CGImageRelease(finalMaskImage); | |
CGImageRelease(maskedOverlay); | |
return retImage; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment