毛玻璃效果

本文介绍了在iOS8中实现毛玻璃效果的方法,包括使用UIBlurEffect和自定义模糊算法来为图片添加模糊效果,适用于不同版本的iOS系统。

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iOS8 实现毛玻璃效果
    [imageView setImage:image];
    UIBlurEffect *blur = [UIBlurEffect effectWithStyle:UIBlurEffectStyleLight];
    UIVisualEffectView *effectview = [[UIVisualEffectView alloc] initWithEffect:blur];
    effectview.frame = CGRectMake(0, 0,SCREEN_WIDTH, SCREEN_HEIGHT);
    [imageView addSubview:effectview];

http://www.cocoachina.com/ios/20150604/11987.html

低版本
+ (UIImage *)blurryImage:(UIImage *)image
           withBlurLevel:(CGFloat)blur
{
    CIContext *context = [CIContext contextWithOptions:nil];
    CIImage *inputImage = [[CIImage alloc] initWithImage:image];
    // create gaussian blur filter
    CIFilter *filter = [CIFilter filterWithName:@"CIGaussianBlur"];
    [filter setValue:inputImage forKey:kCIInputImageKey];
    [filter setValue:[NSNumber numberWithFloat:blur] forKey:@"inputRadius"];
    // blur image
    CIImage *result = [filter valueForKey:kCIOutputImageKey];
    CGImageRef cgImage = [context createCGImage:result fromRect:[result extent]];
    UIImage *imageFilter = [UIImage imageWithCGImage:cgImage];
    CGImageRelease(cgImage);


    return imageFilter;
}
[imageView setImage:[ToolsObject blurryImage:image withBlurLevel:10.0]]

+ (UIImage *)blurredWithImage:(UIImage *)image
{

    UIColor *tintColor = [UIColor colorWithWhite:1.0 alpha:0.3];
    UIImage *blurredSnapshotImage = [self applyBlurWithRadius:15 tintColor:tintColor saturationDeltaFactor:1.8  image:image maskImage:nil];

    return blurredSnapshotImage;
}
+ (UIImage *)applyBlurWithRadius:(CGFloat)blurRadius tintColor:(UIColor *)tintColor saturationDeltaFactor:(CGFloat)saturationDeltaFactor image:(UIImage *)image maskImage:(UIImage *)maskImage
{
    CGRect imageRect = { CGPointZero, kScreenSize };
    UIImage *effectImage = image;

    BOOL hasBlur = blurRadius > __FLT_EPSILON__;
    BOOL hasSaturationChange = fabs(saturationDeltaFactor - 1.) > __FLT_EPSILON__;
    if (hasBlur || hasSaturationChange) {
        UIGraphicsBeginImageContextWithOptions(kScreenSize, NO, [[UIScreen mainScreen] scale]);
        CGContextRef effectInContext = UIGraphicsGetCurrentContext();
        CGContextScaleCTM(effectInContext, 1.0, -1.0);
        CGContextTranslateCTM(effectInContext, 0, -SCREEN_HEIGHT);
        CGContextDrawImage(effectInContext, imageRect, image.CGImage);

        vImage_Buffer effectInBuffer;
        effectInBuffer.data     = CGBitmapContextGetData(effectInContext);
        effectInBuffer.width    = CGBitmapContextGetWidth(effectInContext);
        effectInBuffer.height   = CGBitmapContextGetHeight(effectInContext);
        effectInBuffer.rowBytes = CGBitmapContextGetBytesPerRow(effectInContext);

        UIGraphicsBeginImageContextWithOptions(kScreenSize, NO, [[UIScreen mainScreen] scale]);
        CGContextRef effectOutContext = UIGraphicsGetCurrentContext();
        vImage_Buffer effectOutBuffer;
        effectOutBuffer.data     = CGBitmapContextGetData(effectOutContext);
        effectOutBuffer.width    = CGBitmapContextGetWidth(effectOutContext);
        effectOutBuffer.height   = CGBitmapContextGetHeight(effectOutContext);
        effectOutBuffer.rowBytes = CGBitmapContextGetBytesPerRow(effectOutContext);

        if (hasBlur) {
            CGFloat inputRadius = blurRadius * [[UIScreen mainScreen] scale];
            NSUInteger radius = floor(inputRadius * 3. * sqrt(2 * M_PI) / 4 + 0.5);
            if (radius % 2 != 1) {
                radius += 1; // force radius to be odd so that the three box-blur methodology works.
            }
            vImageBoxConvolve_ARGB8888(&effectInBuffer, &effectOutBuffer, NULL, 0, 0, radius, radius, 0, kvImageEdgeExtend);
            vImageBoxConvolve_ARGB8888(&effectOutBuffer, &effectInBuffer, NULL, 0, 0, radius, radius, 0, kvImageEdgeExtend);
            vImageBoxConvolve_ARGB8888(&effectInBuffer, &effectOutBuffer, NULL, 0, 0, radius, radius, 0, kvImageEdgeExtend);
        }
        BOOL effectImageBuffersAreSwapped = NO;
        if (hasSaturationChange) {
            CGFloat s = saturationDeltaFactor;
            CGFloat floatingPointSaturationMatrix[] = {
                0.0722 + 0.9278 * s,  0.0722 - 0.0722 * s,  0.0722 - 0.0722 * s,  0,
                0.7152 - 0.7152 * s,  0.7152 + 0.2848 * s,  0.7152 - 0.7152 * s,  0,
                0.2126 - 0.2126 * s,  0.2126 - 0.2126 * s,  0.2126 + 0.7873 * s,  0,
                0,                    0,                    0,  1,
            };
            const int32_t divisor = 256;
            NSUInteger matrixSize = sizeof(floatingPointSaturationMatrix)/sizeof(floatingPointSaturationMatrix[0]);
            int16_t saturationMatrix[matrixSize];
            for (NSUInteger i = 0; i < matrixSize; ++i) {
                saturationMatrix[i] = (int16_t)roundf(floatingPointSaturationMatrix[i] * divisor);
            }
            if (hasBlur) {
                vImageMatrixMultiply_ARGB8888(&effectOutBuffer, &effectInBuffer, saturationMatrix, divisor, NULL, NULL, kvImageNoFlags);
                effectImageBuffersAreSwapped = YES;
            }
            else {
                vImageMatrixMultiply_ARGB8888(&effectInBuffer, &effectOutBuffer, saturationMatrix, divisor, NULL, NULL, kvImageNoFlags);
            }
        }
        if (!effectImageBuffersAreSwapped)
            effectImage = UIGraphicsGetImageFromCurrentImageContext();
        UIGraphicsEndImageContext();

        if (effectImageBuffersAreSwapped)
            effectImage = UIGraphicsGetImageFromCurrentImageContext();
        UIGraphicsEndImageContext();
    }

    // Set up output context.
    UIGraphicsBeginImageContextWithOptions(kScreenSize, NO, [[UIScreen mainScreen] scale]);
    CGContextRef outputContext = UIGraphicsGetCurrentContext();
    CGContextScaleCTM(outputContext, 1.0, -1.0);
    CGContextTranslateCTM(outputContext, 0, -SCREEN_HEIGHT);

    // Draw base image.
    CGContextDrawImage(outputContext, imageRect, image.CGImage);

    // Draw effect image.
    if (hasBlur) {
        CGContextSaveGState(outputContext);
        if (maskImage) {
            CGContextClipToMask(outputContext, imageRect, maskImage.CGImage);
        }
        CGContextDrawImage(outputContext, imageRect, effectImage.CGImage);
        CGContextRestoreGState(outputContext);
    }

    // Add in color tint.
    if (tintColor) {
        CGContextSaveGState(outputContext);
        CGContextSetFillColorWithColor(outputContext, tintColor.CGColor);
        CGContextFillRect(outputContext, imageRect);
        CGContextRestoreGState(outputContext);
    }

    // Output image is ready.
    UIImage *outputImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();

    return outputImage;
}
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