Switf 实现高斯模糊
总结下项目中高斯模糊效果中的问题和解决方案
方式一 毛玻璃效果、
通过加一层蒙版来实现,需要注意的是通过这个方式调用截图的时候,模糊蒙版不会被截图上
extension UIVisualEffectView {
/// 根据模糊程度生成 UIVisualEffectView
public convenience init(blurRadius: CGFloat) {
let blurEffect = (NSClassFromString("_UICustomBlurEffect") as! UIBlurEffect.Type).init()
blurEffect.setValue(blurRadius, forKeyPath: "blurRadius")
self.init(effect: blurEffect)
}
}
let visualEffectView = UIVisualEffectView(blurRadius: 8)
visualEffectView.frame.size = CGSize(width: Device.width, height: Device.height)
/// 加到蒙版视图上
movieBlurImage.addSubview(visualEffectView)
方式二 CoreImage、
这种方式是采用滤镜来实现高斯模糊效果,里面有很多KEY 感兴趣的同学可以点进去看看 复古风之类的.....
但是这个方式有个很大的问题就是生成的图片周围有白边,分析的原因可能是位图和矢量渲染引起的,貌似无法解决
/// 滤镜来实现模糊效果
/// - Parameters:
/// - _movieBlurImage: 传入要高斯的图片
/// - blurRadius: 模糊值
func getBlueImage(_movieBlurImage:UIImage?,blurRadius:CGFloat = 0) -> UIImage? {
if let blurImage = _movieBlurImage {
let inputImage = CIImage(image: blurImage)
let filter = CIFilter(name: "CIGaussianBlur")!
filter.setValue(inputImage, forKey: kCIInputImageKey)
filter.setValue(blurRadius, forKey: kCIInputRadiusKey)
let outputCIImage = filter.outputImage!
/// 需要注意的是这个地方的size 要传 传入图片的size (因为根据位图和矢量的渲染 图片比例会被压缩)
let cgImage = context.createCGImage(outputCIImage, from: inputImage!.extent)
return UIImage(cgImage: cgImage!)
}else {
return nil
}
}
方式三 vImage、
我工程里目前是采用这种方式来实现搞死模糊效果的
import Accelerate
private func vBlurImage(_ image: UIImage, blurNumber blur: Float) -> UIImage {
var blur = blur
if blur < 0.0 || blur > 1.0 {
blur = 0.5
}
var boxSize = Int(blur * 40)
boxSize = boxSize - (boxSize % 2) + 1
let img = image.cgImage!
var inBuffer = vImage_Buffer()
var outBuffer = vImage_Buffer()
var error: vImage_Error!
var pixelBuffer: UnsafeMutableRawPointer?
// 从CGImage中获取数据
let inProvider = img.dataProvider!
let inBitmapData = inProvider.data!
// 设置从CGImage获取对象的属性
inBuffer.width = UInt(img.width)
inBuffer.height = UInt(img.height)
inBuffer.rowBytes = img.bytesPerRow
inBuffer.data = UnsafeMutableRawPointer(mutating: CFDataGetBytePtr(inBitmapData))
pixelBuffer = malloc(img.bytesPerRow * img.height)
if pixelBuffer == nil {
print("No pixel buffer!")
}
outBuffer.data = pixelBuffer
outBuffer.width = UInt(img.width)
outBuffer.height = UInt(img.height)
outBuffer.rowBytes = img.bytesPerRow
error = vImageBoxConvolve_ARGB8888(&inBuffer, &outBuffer, nil, 0, 0, UInt32(boxSize), UInt32(boxSize), nil, UInt32(kvImageEdgeExtend))
if error != nil && error != 0 {
print("error from convolution \(error)")
}
let colorSpace = CGColorSpaceCreateDeviceRGB()
let ctx = CGContext(data: outBuffer.data, width: Int(outBuffer.width), height: Int(outBuffer.height), bitsPerComponent: 8, bytesPerRow: outBuffer.rowBytes, space: colorSpace, bitmapInfo: CGImageAlphaInfo.noneSkipLast.rawValue)
let imageRef = ctx!.makeImage()!
let returnImage = UIImage(cgImage: imageRef)
return returnImage
}