Demo链接:https://github.com/MrCoderDing/ImageFilterByColorMatrix
说到滤镜一般比较熟悉的是CIFilter、GPUImage、vImage API还有一种比较简单的滤镜ColorMatrix。 之前在项目中一个小功能要加滤镜,需求是要够用,方便。在没有考虑直接用第三方滤镜的情况下,最后还是选择使用ColorMatrix来完成任务。并且这个方案安卓和iOS通用,如果花时间做一套颜色矩阵,成本将降低很多。
lomo和黑白我做了细微调整,会稍微舒服一些:
const float colormatrix_lomo[] = {
// 1.7f, 0.1f, 0.1f, 0, -73.1f,
// 0, 1.7f, 0.1f, 0, -73.1f,
// 0, 0.1f, 1.6f, 0, -73.1f,
// 0, 0, 0, 1.0f, 0
1.20, 0.10, 0.10, 0.00, -73.10,
0.00, 1.20, 0.10, 0.00, -73.10,
0.00, 0.10, 1.10, 0.00, -73.10,
0.00, 0.00, 0.00, 0.00, 0.00
};
// 2、黑白
const float colormatrix_heibai[] = {
// 0.8f, 1.6f, 0.2f, 0, -163.9f,
// 0.8f, 1.6f, 0.2f, 0, -163.9f,
// 0.8f, 1.6f, 0.2f, 0, -163.9f,
// 0, 0, 0, 1.0f, 0
0.00, 0.00, 1.00, 0.00, -1,
0.00, 0.00, 1.00, 0.00, -1,
0.00, 0.00, 1.00, 0.00, -1,
0.00, 0.00, 0.00, 1.00, 0.00
};
// 3、复古
const float colormatrix_huajiu[] = {
0.2f,0.5f, 0.1f, 0, 40.8f,
0.2f, 0.5f, 0.1f, 0, 40.8f,
0.2f,0.5f, 0.1f, 0, 40.8f,
0, 0, 0, 1, 0 };
// 4、哥特
const float colormatrix_gete[] = {
1.9f,-0.3f, -0.2f, 0,-87.0f,
-0.2f, 1.7f, -0.1f, 0, -87.0f,
-0.1f,-0.6f, 2.0f, 0, -87.0f,
0, 0, 0, 1.0f, 0 };
// 5、锐化
const float colormatrix_ruise[] = {
4.8f,-1.0f, -0.1f, 0,-388.4f,
-0.5f,4.4f, -0.1f, 0,-388.4f,
-0.5f,-1.0f, 5.2f, 0,-388.4f,
0, 0, 0, 1.0f, 0 };
// 6、淡雅
const float colormatrix_danya[] = {
0.6f,0.3f, 0.1f, 0,73.3f,
0.2f,0.7f, 0.1f, 0,73.3f,
0.2f,0.3f, 0.4f, 0,73.3f,
0, 0, 0, 1.0f, 0 };
// 7、酒红
const float colormatrix_jiuhong[] = {
1.2f,0.0f, 0.0f, 0.0f,0.0f,
0.0f,0.9f, 0.0f, 0.0f,0.0f,
0.0f,0.0f, 0.8f, 0.0f,0.0f,
0, 0, 0, 1.0f, 0 };
// 8、清宁
const float colormatrix_qingning[] = {
0.9f, 0, 0, 0, 0,
0, 1.1f,0, 0, 0,
0, 0, 0.9f, 0, 0,
0, 0, 0, 1.0f, 0 };
// 9、浪漫
const float colormatrix_langman[] = {
0.9f, 0, 0, 0, 63.0f,
0, 0.9f,0, 0, 63.0f,
0, 0, 0.9f, 0, 63.0f,
0, 0, 0, 1.0f, 0 };
// 10、光晕
const float colormatrix_guangyun[] = {
0.9f, 0, 0, 0, 64.9f,
0, 0.9f,0, 0, 64.9f,
0, 0, 0.9f, 0, 64.9f,
0, 0, 0, 1.0f, 0 };
// 11、蓝调
const float colormatrix_landiao[] = {
2.1f, -1.4f, 0.6f, 0.0f, -31.0f,
-0.3f, 2.0f, -0.3f, 0.0f, -31.0f,
-1.1f, -0.2f, 2.6f, 0.0f, -31.0f,
0.0f, 0.0f, 0.0f, 1.0f, 0.0f
};
// 12、梦幻
const float colormatrix_menghuan[] = {
0.8f, 0.3f, 0.1f, 0.0f, 46.5f,
0.1f, 0.9f, 0.0f, 0.0f, 46.5f,
0.1f, 0.3f, 0.7f, 0.0f, 46.5f,
0.0f, 0.0f, 0.0f, 1.0f, 0.0f
};
// 13、夜色
const float colormatrix_yese[] = {
1.0f, 0.0f, 0.0f, 0.0f, -66.6f,
0.0f, 1.1f, 0.0f, 0.0f, -66.6f,
0.0f, 0.0f, 1.0f, 0.0f, -66.6f,
0.0f, 0.0f, 0.0f, 1.0f, 0.0f
};
矩阵及代表每一种滤镜。
/**
获取滤镜图
@param inImage 原图
@param f matrix矩阵
@return 滤镜完成后图片
*/
+ (UIImage*)imageWithImage:(UIImage*)inImage withColorMatrix:(const float*) f;
实现:
+ (UIImage*)imageWithImage:(UIImage*)inImage withColorMatrix:(const float*) f
{
CGImageRef img = [inImage CGImage];
CGSize size = [inImage size];
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void *bitmapData; //内存空间的指针,该内存空间的大小等于图像使用RGB通道所占用的字节数。
unsigned long bitmapByteCount;
unsigned long bitmapBytesPerRow;
size_t pixelsWide = CGImageGetWidth(img); //获取横向的像素点的个数
size_t pixelsHigh = CGImageGetHeight(img); //纵向
bitmapBytesPerRow = (pixelsWide * 4); //每一行的像素点占用的字节数,每个像素点的ARGB四个通道各占8个bit(0-255)的空间
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh); //计算整张图占用的字节数
colorSpace = CGColorSpaceCreateDeviceRGB();//创建依赖于设备的RGB通道
bitmapData = malloc(bitmapByteCount); //分配足够容纳图片字节数的内存空间
context = CGBitmapContextCreate (bitmapData, pixelsWide, pixelsHigh, 8, bitmapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
//创建CoreGraphic的图形上下文,该上下文描述了bitmaData指向的内存空间需要绘制的图像的一些绘制参数
CGColorSpaceRelease( colorSpace );
CGRect rect = {{0,0},{size.width, size.height}};
//使用上面的函数创建上下文
CGContextDrawImage(context, rect, img); //将目标图像绘制到指定的上下文,实际为上下文内的bitmapData。
unsigned char *data = CGBitmapContextGetData (context);
CGContextRelease(context);
//释放上面的函数创建的上下文
unsigned char *imgPixel = data;
int wOff = 0;
int pixOff = 0;
for(GLuint y = 0;y< pixelsHigh;y++)//双层循环按照长宽的像素个数迭代每个像素点
{
pixOff = wOff;
for (GLuint x = 0; x<pixelsWide; x++)
{
int red = (unsigned char)imgPixel[pixOff];
int green = (unsigned char)imgPixel[pixOff+1];
int blue = (unsigned char)imgPixel[pixOff+2];
int alpha = (unsigned char)imgPixel[pixOff+3];
changeRGBA(&red, &green, &blue, &alpha, f);
//回写数据
imgPixel[pixOff] = red;
imgPixel[pixOff+1] = green;
imgPixel[pixOff+2] = blue;
imgPixel[pixOff+3] = alpha;
pixOff += 4; //将数组的索引指向下四个元素
}
wOff += pixelsWide * 4;
}
NSInteger dataLength = pixelsWide * pixelsHigh * 4;
//下面的代码创建要输出的图像的相关参数
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, imgPixel, dataLength, NULL);
int bitsPerComponent = 8;
int bitsPerPixel = 32;
unsigned long bytesPerRow = 4 * pixelsWide;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(pixelsWide, pixelsHigh, bitsPerComponent, bitsPerPixel, bytesPerRow,colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);//创建要输出的图像
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
CFRelease(imageRef);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
NSData *imageData = UIImageJPEGRepresentation(myImage, 0.5);
free(bitmapData);
return [UIImage imageWithData:imageData];
}
注意:参考网上几个实现的方法中,基本都有一个问题没有被注意到,就是bitmapData在申请地址后,最终产出UIImage对象后没有释放掉,导致选择滤镜的过程中内存不断增长。
综合上面的方法就可以自己做滤镜了。简单封装了一个滤镜选择器(即下方的选择条):
/**
滤镜工具
@param originalImage 原始图片
@param frame 滤镜工具条
@return 滤镜工具条对象
*/
+ (instancetype)filterViewWithImage:(UIImage *)originalImage andFrame:(CGRect)frame;
滤镜选择后代理方法:
//滤镜选择后
- (void)imageFilterDidChangeWithAfterImage:(UIImage *)afterImage;
用colormatrix处理图片会阻塞线程,所以把图片处理都放到异步来做,回到主线程改变图片,例如代理的回调:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
UIImage *img = [self changeImage:num image:_originalImage];
dispatch_async(dispatch_get_main_queue(), ^{
[self.delegate imageFilterDidChangeWithAfterImage:
img];
});
});