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獲取Swift中UIImage的平均顏色

[英]Get average color of UIImage in Swift

我最近試圖將代碼從這里轉換為Swift。 但是,無論圖像如何,我都會保持白色。 這是我的代碼:

// 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()

提前致謝。

iOS 9中的CoreImage:使用CIAreaAverage過濾器並傳遞整個圖像的范圍以進行平均。

此外,它要快得多,因為它要么在GPU上運行,要么作為高度優化的CPU CIKernel運行。

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
    }
}

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
    }

這是一個解決方案:

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)
    }
}

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
}

您是否正確設置了上下文? 如果我查看CGBitmapContext參考的文檔:

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

看起來你只為CGFloat數組中包含的圖像分配足夠的內存。 看起來你也告訴編譯器你的圖像只是一個像素一個像素。

當您在CGContextDrawImage中設置CGRect時,看起來該大小也被確認為一個像素一個像素。

如果Playground只是逐個像素地創建一個圖像,那么這就解釋了為什么你只看到一個白色的屏幕。

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