Created
April 22, 2016 00:05
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Replace color in UIImage with give tolerance value
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// color - source color, which is must be replaced | |
// withColor - target color | |
// tolerance - value in range from 0 to 1 | |
func replaceColor(color:SKColor, withColor:SKColor, image:UIImage, tolerance:CGFloat) -> UIImage{ | |
// This function expects to get source color(color which is supposed to be replaced) | |
// and target color in RGBA color space, hence we expect to get 4 color components: r, g, b, a | |
assert(CGColorGetNumberOfComponents(color.CGColor) == 4 && CGColorGetNumberOfComponents(withColor.CGColor) == 4, | |
"Must be RGBA colorspace") | |
// Allocate bitmap in memory with the same width and size as source image | |
let imageRef = image.CGImage | |
let width = CGImageGetWidth(imageRef) | |
let height = CGImageGetHeight(imageRef) | |
let colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB)! | |
let bytesPerPixel = 4 | |
let bytesPerRow = bytesPerPixel * width; | |
let bitsPerComponent = 8 | |
let bitmapByteCount = bytesPerRow * height | |
let rawData = UnsafeMutablePointer<UInt8>.alloc(bitmapByteCount) | |
let context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, | |
CGImageAlphaInfo.PremultipliedLast.rawValue | CGBitmapInfo.ByteOrder32Big.rawValue) | |
let rc = CGRect(x: 0, y: 0, width: width, height: height) | |
// Draw source image on created context | |
CGContextDrawImage(context, rc, imageRef) | |
// Get color components from replacement color | |
let withColorComponents = CGColorGetComponents(withColor.CGColor) | |
let r2 = UInt8(withColorComponents[0] * 255) | |
let g2 = UInt8(withColorComponents[1] * 255) | |
let b2 = UInt8(withColorComponents[2] * 255) | |
let a2 = UInt8(withColorComponents[3] * 255) | |
// Prepare to iterate over image pixels | |
var byteIndex = 0 | |
while byteIndex < bitmapByteCount { | |
// Get color of current pixel | |
let red:CGFloat = CGFloat(rawData[byteIndex + 0])/255 | |
let green:CGFloat = CGFloat(rawData[byteIndex + 1])/255 | |
let blue:CGFloat = CGFloat(rawData[byteIndex + 2])/255 | |
let alpha:CGFloat = CGFloat(rawData[byteIndex + 3])/255 | |
let currentColor = SKColor(red: red, green: green, blue: blue, alpha: alpha); | |
// Compare two colors using given tolerance value | |
if compareColor(color, withColor: currentColor , withTolerance: tolerance) { | |
// If the're 'similar', then replace pixel color with given target color | |
rawData[byteIndex + 0] = r2 | |
rawData[byteIndex + 1] = g2 | |
rawData[byteIndex + 2] = b2 | |
rawData[byteIndex + 3] = a2 | |
} | |
byteIndex = byteIndex + 4; | |
} | |
// Retrieve image from memory context | |
let imgref = CGBitmapContextCreateImage(context) | |
let result = UIImage(CGImage: imgref!) | |
// Clean up a bit | |
rawData.destroy() | |
return result | |
} | |
func compareColor(color:SKColor, withColor:SKColor, withTolerance:CGFloat) -> Bool { | |
var r1: CGFloat = 0.0, g1: CGFloat = 0.0, b1: CGFloat = 0.0, a1: CGFloat = 0.0; | |
var r2: CGFloat = 0.0, g2: CGFloat = 0.0, b2: CGFloat = 0.0, a2: CGFloat = 0.0; | |
color.getRed(&r1, green: &g1, blue: &b1, alpha: &a1); | |
withColor.getRed(&r2, green: &g2, blue: &b2, alpha: &a2); | |
return fabs(r1 - r2) <= withTolerance && | |
fabs(g1 - g2) <= withTolerance && | |
fabs(b1 - b2) <= withTolerance && | |
fabs(a1 - a2) <= withTolerance; | |
} |
My code is working perfectly fine, except for one-thing. The Performance is not up-to the mark. What I am trying to achieve is I have an image with few circles(each circle has a border with different color than circle fill color), when user touches any circle, I want to change the border color of the selected circle. That's working fine, but what working isn't up-to expectation is that we have a Table in the UI from where user can select multiple circles, like 6-12 circles at max. In this 2nd scenario, The implementation is taking 3-4 seconds. Below I am sharing the code snippet I am using, if anything wrong found Please guide me.
func replaceColor(sourceColor: [UIColor], withDestColor destColor: UIColor, tolerance: CGFloat) -> UIImage
{
// This function expects to get source color(color which is supposed to be replaced)
// and target color in RGBA color space, hence we expect to get 4 color components: r, g, b, a
// assert(sourceColor.cgColor.numberOfComponents == 4 && destColor.cgColor.numberOfComponents == 4,
// "Must be RGBA colorspace")
// *** Allocate bitmap in memory with the same width and size as destination image or back image *** //
let backImageBitmap = self.backImage!.cgImage! // Back Image Bitmap
let bitmapByteCountBackImage = backImageBitmap.bytesPerRow * backImageBitmap.height
let rawDataBackImage = UnsafeMutablePointer<UInt8>.allocate(capacity: bitmapByteCountBackImage) // A pointer to the memory block where the drawing is to be rendered
/// *** A graphics context contains drawing parameters and all device-specific information needed to render the paint on a page to a bitmap image *** //
let contextBackImage = CGContext(data: rawDataBackImage,
width: backImageBitmap.width,
height: backImageBitmap.height,
bitsPerComponent: backImageBitmap.bitsPerComponent,
bytesPerRow: backImageBitmap.bytesPerRow,
space: backImageBitmap.colorSpace ?? CGColorSpaceCreateDeviceRGB(),
bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue | CGBitmapInfo.byteOrder32Big.rawValue)
// Draw bitmap on created context
contextBackImage!.draw(backImageBitmap, in: CGRect(x: 0, y: 0, width: backImageBitmap.width, height: backImageBitmap.height))
// Allocate bitmap in memory with the same width and size as source image or front image
let frontImageBitmap = self.frontImage!.cgImage! // Front Image Bitmap
let bitmapByteCountFrontImage = frontImageBitmap.bytesPerRow * frontImageBitmap.height
let rawDataFrontImage = UnsafeMutablePointer<UInt8>.allocate(capacity: bitmapByteCountFrontImage) // A pointer to the memory block where the drawing is to be rendered
let contextFrontImage = CGContext(data: rawDataFrontImage,
width: frontImageBitmap.width,
height: frontImageBitmap.height,
bitsPerComponent: frontImageBitmap.bitsPerComponent,
bytesPerRow: frontImageBitmap.bytesPerRow,
space: frontImageBitmap.colorSpace ?? CGColorSpaceCreateDeviceRGB(),
bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue | CGBitmapInfo.byteOrder32Big.rawValue)
// Draw bitmap on created context
contextFrontImage!.draw(frontImageBitmap, in: CGRect(x: 0, y: 0, width: frontImageBitmap.width, height: frontImageBitmap.height))
// *** Get color components from replacement color *** \\
let destinationColorComponents = destColor.cgColor.components
let r2 = UInt8(destinationColorComponents![0] * 255)
let g2 = UInt8(destinationColorComponents![1] * 255)
let b2 = UInt8(destinationColorComponents![2] * 255)
let a2 = UInt8(destinationColorComponents![3] * 255)
// Prepare to iterate over image pixels
var byteIndex = 0
while byteIndex < bitmapByteCountBackImage
{
// Get color of current pixel
let red = CGFloat(rawDataBackImage[byteIndex + 0]) / 255
let green = CGFloat(rawDataBackImage[byteIndex + 1]) / 255
let blue = CGFloat(rawDataBackImage[byteIndex + 2]) / 255
let alpha = CGFloat(rawDataBackImage[byteIndex + 3]) / 255
let currentColorBackImage = UIColor(red: red, green: green, blue: blue, alpha: alpha);
// Compare two colors using given tolerance value
if sourceColor.contains(currentColorBackImage)
{
// If the're 'similar', then replace pixel color with given target color
rawDataFrontImage[byteIndex + 0] = r2
rawDataFrontImage[byteIndex + 1] = g2
rawDataFrontImage[byteIndex + 2] = b2
rawDataFrontImage[byteIndex + 3] = a2
}
byteIndex = byteIndex + 4;
}
// Retrieve image from memory context
let imgref = contextFrontImage!.makeImage()
let result = UIImage(cgImage: imgref!)
// Clean up a bit
rawDataBackImage.deallocate()
rawDataFrontImage.deallocate()
return result
} ```
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This is a great code snippet! I updated it for Swift 5 here, please consider changing it!