+ (UIImage*)grayscaleImageForImage:(UIImage*)image {
// Adapted from this thread: http://stackoverflow.com/questions/1298867/convert-image-to-grayscale
const int RED =1;
const int GREEN =2;
const int BLUE =3;
// Create image rectangle with current image width/height
CGRect imageRect = CGRectMake(0,0, image.size.width* image.scale, image.size.height* image.scale);
int width = imageRect.size.width;
int height = imageRect.size.height;
// the pixels will be painted to this array
uint32_t *pixels = (uint32_t*) malloc(width * height *sizeof(uint32_t));
// clear the pixels so any transparency is preserved
memset(pixels,0, width * height *sizeof(uint32_t));
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// create a context with RGBA pixels
CGContextRef context = CGBitmapContextCreate(pixels, width, height,8, width *sizeof(uint32_t), colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedLast);
// paint the bitmap to our context which will fill in the pixels array
CGContextDrawImage(context,CGRectMake(0,0, width, height), [image CGImage]);
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
uint8_t *rgbaPixel = (uint8_t*) &pixels[y * width + x];
// convert to grayscale using recommended method: http://en.wikipedia.org/wiki/Grayscale#Converting_color_to_grayscale
uint32_t gray = 0.3 * rgbaPixel[RED] +0.59 * rgbaPixel[GREEN] +0.11 * rgbaPixel[BLUE];
// set the pixels to gray
rgbaPixel[RED] = gray;
rgbaPixel[GREEN] = gray;
rgbaPixel[BLUE] = gray;
}
}
// create a new CGImageRef from our context with the modified pixels
CGImageRef imageRef = CGBitmapContextCreateImage(context);
// we're done with the context, color space, and pixels
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
free(pixels);
// make a new UIImage to return
UIImage *resultUIImage = [UIImage imageWithCGImage:imageRef scale:image.scale orientation:UIImageOrientationUp];
// we're done with image now too
CGImageRelease(imageRef);
return resultUIImage;
}
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