使用CGImageMaskCreate创建蒙版全黑(iphone)

Pat*_*ick 14 iphone cocoa-touch image-manipulation objective-c quartz-graphics

我正在尝试从两个现有图像的合成中创建一个图像蒙版.

首先,我首先创建一个复合材料,它包含一个小图像作为遮罩图像,一个较大的图像与背景相同:

UIImage * BaseTextureImage = [UIImage imageNamed:@"background.png"];
UIImage * MaskImage = [UIImage imageNamed:@"my_mask.jpg"];
UIImage * ShapesBase = [UIImage imageNamed:@"largerimage.jpg"];
UIImage * MaskImageFull;

CGSize finalSize = CGSizeMake(480.0, 320.0);
UIGraphicsBeginImageContext(finalSize);
[ShapesBase drawInRect:CGRectMake(0, 0, 480, 320)];
[MaskImage drawInRect:CGRectMake(150, 50, 250, 250)];
MaskImageFull = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
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我可以输出这个UIImage(MaskImageFull),它看起来是正确的,它是一个全尺寸的背景大小,它是一个白色背景,我的面具对象是黑色的,在屏幕上的正确位置.

然后我通过这个传递MaskImageFull UIImage:

CGImageRef maskRef = [maskImage CGImage];
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef),
    CGImageGetHeight(maskRef),
    CGImageGetBitsPerComponent(maskRef),
    CGImageGetBitsPerPixel(maskRef),
    CGImageGetBytesPerRow(maskRef),
    CGImageGetDataProvider(maskRef), NULL, false);

CGImageRef masked = CGImageCreateWithMask([image CGImage], mask);
UIImage* retImage= [UIImage imageWithCGImage:masked];
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问题是retImage全黑.如果我将预制的UIImage作为掩码发送它可以正常工作,那就是当我尝试从多个图像中创建它时它会断开.

我认为这是一个色彩空间的东西,但似乎无法解决它.任何帮助深表感谢!

cat*_*lan 19

我用CGImageCreateWithMask尝试了同样的事情,得到了相同的结果.我发现的解决方案是使用CGContextClipToMask代替:

CGContextRef mainViewContentContext;
CGColorSpaceRef colorSpace;

colorSpace = CGColorSpaceCreateDeviceRGB();

// create a bitmap graphics context the size of the image
mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);

// free the rgb colorspace
CGColorSpaceRelease(colorSpace);    

if (mainViewContentContext==NULL)
    return NULL;

CGImageRef maskImage = [[UIImage imageNamed:@"mask.png"] CGImage];
CGContextClipToMask(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height), maskImage);
CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage);


// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);

// convert the finished resized image to a UIImage 
UIImage *theImage = [UIImage imageWithCGImage:mainViewContentBitmapContext];
// image is retained by the property setting above, so we can 
// release the original
CGImageRelease(mainViewContentBitmapContext);

// return the image
return theImage;
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Moh*_*sul 5

- (UIImage *) maskImage:(UIImage *)image {
    
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    
    UIImage *maskImage = [UIImage imageNamed:@"MaskFinal.png"];
    CGImageRef maskImageRef = [maskImage CGImage];
    
    // create a bitmap graphics context the size of the image
    CGContextRef mainViewContentContext = CGBitmapContextCreate (NULL, maskImage.size.width, maskImage.size.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
    
    
    if (mainViewContentContext==NULL)
        return NULL;
    
    CGFloat ratio = 0;
    
    ratio = maskImage.size.width/ image.size.width;
    
    if(ratio * image.size.height < maskImage.size.height) {
        ratio = maskImage.size.height/ image.size.height;
    } 
    
    CGRect rect1 = {{0, 0}, {maskImage.size.width, maskImage.size.height}};
    CGRect rect2 = {{-((image.size.width*ratio)-maskImage.size.width)/2 , -((image.size.height*ratio)-maskImage.size.height)/2}, {image.size.width*ratio, image.size.height*ratio}};
    
    
    CGContextClipToMask(mainViewContentContext, rect1, maskImageRef);
    CGContextDrawImage(mainViewContentContext, rect2, image.CGImage);
    
    
    // Create CGImageRef of the main view bitmap content, and then
    // release that bitmap context
    CGImageRef newImage = CGBitmapContextCreateImage(mainViewContentContext);
    CGContextRelease(mainViewContentContext);
    
    UIImage *theImage = [UIImage imageWithCGImage:newImage];
    
    CGImageRelease(newImage);
    
    // return the image
    return theImage;
}
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