简体   繁体   English

获取Swift中UIImage的平均颜色

[英]Get average color of UIImage in Swift

I was recently attempting to convert the code from here into Swift. 我最近试图将代码从这里转换为Swift。 However, I keep getting a white color, no matter the image. 但是,无论图像如何,我都会保持白色。 Here's my code: 这是我的代码:

// Playground - noun: a place where people can play

import UIKit

extension UIImage {
    func averageColor() -> UIColor {
        var colorSpace = CGColorSpaceCreateDeviceRGB()
        var rgba: [CGFloat] = [0,0,0,0]
        var context = CGBitmapContextCreate(&rgba, 1, 1, 8, 4, colorSpace, CGBitmapInfo.fromRaw(CGImageAlphaInfo.PremultipliedLast.toRaw())!)
        rgba

        CGContextDrawImage(context, CGRectMake(0, 0, 1, 1), self.CGImage)

        if rgba[3] > 0 {
            var alpha = rgba[3] / 255
            var multiplier = alpha / 255
            return UIColor(red: rgba[0] * multiplier, green: rgba[1] * multiplier, blue: rgba[2] * multiplier, alpha: alpha)
        } else {
            return UIColor(red: rgba[0] / 255, green: rgba[1] / 255, blue: rgba[2] / 255, alpha: rgba[3] / 255)
        }
    }
}

var img = UIImage(data: NSData(contentsOfURL: NSURL(string: "http://upload.wikimedia.org/wikipedia/commons/c/c3/Aurora_as_seen_by_IMAGE.PNG")))

img.averageColor()

Thanks in advance. 提前致谢。

CoreImage in iOS 9: use the CIAreaAverage filter and pass the extent of your entire image to be averaged. iOS 9中的CoreImage:使用CIAreaAverage过滤器并传递整个图像的范围以进行平均。

Plus, it's much faster since it'll either be running on the GPU or as a highly-optimized CPU CIKernel. 此外,它要快得多,因为它要么在GPU上运行,要么作为高度优化的CPU CIKernel运行。

import UIKit

extension UIImage {
    func areaAverage() -> UIColor {
        var bitmap = [UInt8](count: 4, repeatedValue: 0)

        if #available(iOS 9.0, *) {
            // Get average color.
            let context = CIContext()
            let inputImage = CIImage ?? CoreImage.CIImage(CGImage: CGImage!)
            let extent = inputImage.extent
            let inputExtent = CIVector(x: extent.origin.x, y: extent.origin.y, z: extent.size.width, w: extent.size.height)
            let filter = CIFilter(name: "CIAreaAverage", withInputParameters: [kCIInputImageKey: inputImage, kCIInputExtentKey: inputExtent])!
            let outputImage = filter.outputImage!
            let outputExtent = outputImage.extent
            assert(outputExtent.size.width == 1 && outputExtent.size.height == 1)

            // Render to bitmap.
            context.render(outputImage, toBitmap: &bitmap, rowBytes: 4, bounds: CGRect(x: 0, y: 0, width: 1, height: 1), format: kCIFormatRGBA8, colorSpace: CGColorSpaceCreateDeviceRGB())
        } else {
            // Create 1x1 context that interpolates pixels when drawing to it.
            let context = CGBitmapContextCreate(&bitmap, 1, 1, 8, 4, CGColorSpaceCreateDeviceRGB(), CGBitmapInfo.ByteOrderDefault.rawValue | CGImageAlphaInfo.PremultipliedLast.rawValue)!
            let inputImage = CGImage ?? CIContext().createCGImage(CIImage!, fromRect: CIImage!.extent)

            // Render to bitmap.
            CGContextDrawImage(context, CGRect(x: 0, y: 0, width: 1, height: 1), inputImage)
        }

        // Compute result.
        let result = UIColor(red: CGFloat(bitmap[0]) / 255.0, green: CGFloat(bitmap[1]) / 255.0, blue: CGFloat(bitmap[2]) / 255.0, alpha: CGFloat(bitmap[3]) / 255.0)
        return result
    }
}

Swift 3 斯威夫特3

func areaAverage() -> UIColor {
        var bitmap = [UInt8](repeating: 0, count: 4)

        if #available(iOS 9.0, *) {
            // Get average color.
            let context = CIContext()
            let inputImage: CIImage = ciImage ?? CoreImage.CIImage(cgImage: cgImage!)
            let extent = inputImage.extent
            let inputExtent = CIVector(x: extent.origin.x, y: extent.origin.y, z: extent.size.width, w: extent.size.height)
            let filter = CIFilter(name: "CIAreaAverage", withInputParameters: [kCIInputImageKey: inputImage, kCIInputExtentKey: inputExtent])!
            let outputImage = filter.outputImage!
            let outputExtent = outputImage.extent
            assert(outputExtent.size.width == 1 && outputExtent.size.height == 1)

            // Render to bitmap.
            context.render(outputImage, toBitmap: &bitmap, rowBytes: 4, bounds: CGRect(x: 0, y: 0, width: 1, height: 1), format: kCIFormatRGBA8, colorSpace: CGColorSpaceCreateDeviceRGB())
        } else {
            // Create 1x1 context that interpolates pixels when drawing to it.
            let context = CGContext(data: &bitmap, width: 1, height: 1, bitsPerComponent: 8, bytesPerRow: 4, space: CGColorSpaceCreateDeviceRGB(), bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue)!
            let inputImage = cgImage ?? CIContext().createCGImage(ciImage!, from: ciImage!.extent)

            // Render to bitmap.
            context.draw(inputImage!, in: CGRect(x: 0, y: 0, width: 1, height: 1))
        }

        // Compute result.
        let result = UIColor(red: CGFloat(bitmap[0]) / 255.0, green: CGFloat(bitmap[1]) / 255.0, blue: CGFloat(bitmap[2]) / 255.0, alpha: CGFloat(bitmap[3]) / 255.0)
        return result
    }

Here's a solution: 这是一个解决方案:

func averageColor() -> UIColor {

    let rgba = UnsafeMutablePointer<CUnsignedChar>.alloc(4)
    let colorSpace: CGColorSpaceRef = CGColorSpaceCreateDeviceRGB()
    let info = CGBitmapInfo(CGImageAlphaInfo.PremultipliedLast.rawValue)
    let context: CGContextRef = CGBitmapContextCreate(rgba, 1, 1, 8, 4, colorSpace, info)

    CGContextDrawImage(context, CGRectMake(0, 0, 1, 1), self.CGImage)

    if rgba[3] > 0 {

        let alpha: CGFloat = CGFloat(rgba[3]) / 255.0
        let multiplier: CGFloat = alpha / 255.0

        return UIColor(red: CGFloat(rgba[0]) * multiplier, green: CGFloat(rgba[1]) * multiplier, blue: CGFloat(rgba[2]) * multiplier, alpha: alpha)

    } else {

        return UIColor(red: CGFloat(rgba[0]) / 255.0, green: CGFloat(rgba[1]) / 255.0, blue: CGFloat(rgba[2]) / 255.0, alpha: CGFloat(rgba[3]) / 255.0)
    }
}

Swift 3: 斯威夫特3:

func areaAverage() -> UIColor {

    var bitmap = [UInt8](repeating: 0, count: 4)

    let context = CIContext(options: nil)
    let cgImg = context.createCGImage(CoreImage.CIImage(cgImage: self.cgImage!), from: CoreImage.CIImage(cgImage: self.cgImage!).extent)

    let inputImage = CIImage(cgImage: cgImg!)
    let extent = inputImage.extent
    let inputExtent = CIVector(x: extent.origin.x, y: extent.origin.y, z: extent.size.width, w: extent.size.height)
    let filter = CIFilter(name: "CIAreaAverage", withInputParameters: [kCIInputImageKey: inputImage, kCIInputExtentKey: inputExtent])!
    let outputImage = filter.outputImage!
    let outputExtent = outputImage.extent
    assert(outputExtent.size.width == 1 && outputExtent.size.height == 1)

    // Render to bitmap.
    context.render(outputImage, toBitmap: &bitmap, rowBytes: 4, bounds: CGRect(x: 0, y: 0, width: 1, height: 1), format: kCIFormatRGBA8, colorSpace: CGColorSpaceCreateDeviceRGB())

    // Compute result.
    let result = UIColor(red: CGFloat(bitmap[0]) / 255.0, green: CGFloat(bitmap[1]) / 255.0, blue: CGFloat(bitmap[2]) / 255.0, alpha: CGFloat(bitmap[3]) / 255.0)
    return result
}

Are you setting up your context correctly? 您是否正确设置了上下文? If I look at the documentation for the CGBitmapContext Reference: 如果我查看CGBitmapContext参考的文档:

https://developer.apple.com/library/ios/documentation/graphicsimaging/Reference/CGBitmapContext/index.html#//apple_ref/c/func/CGBitmapContextCreate https://developer.apple.com/library/ios/documentation/graphicsimaging/Reference/CGBitmapContext/index.html#//apple_ref/c/func/CGBitmapContextCreate

it looks like you are only allocating enough memory for the image that would be contained in the CGFloat array. 看起来你只为CGFloat数组中包含的图像分配足够的内存。 It also looks like you are telling the compiler that your image is only going to be one pixel by one pixel. 看起来你也告诉编译器你的图像只是一个像素一个像素。

It looks like that size is also being confirmed as one pixel by one pixel when you are setting your CGRect in CGContextDrawImage. 当您在CGContextDrawImage中设置CGRect时,看起来该大小也被确认为一个像素一个像素。

If the Playground is only creating an image one pixel by one pixel, that would explain why you are only seeing a white screen. 如果Playground只是逐个像素地创建一个图像,那么这就解释了为什么你只看到一个白色的屏幕。

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM