Created
June 15, 2012 12:42
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Drawing inner glow with Core Graphics
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- (CGImageRef)createMaskFromAlphaChannel:(UIImage *)image | |
{ | |
size_t width = image.size.width; | |
size_t height = image.size.height; | |
NSMutableData *data = [NSMutableData dataWithLength:width*height]; | |
CGContextRef context = CGBitmapContextCreate( | |
[data mutableBytes], width, height, 8, width, NULL, kCGImageAlphaOnly); | |
// Set the blend mode to copy to avoid any alteration of the source data | |
CGContextSetBlendMode(context, kCGBlendModeCopy); | |
// Draw the image to extract the alpha channel | |
CGContextDrawImage(context, CGRectMake(0.0, 0.0, width, height), image.CGImage); | |
CGContextRelease(context); | |
CGDataProviderRef dataProvider = CGDataProviderCreateWithCFData((__bridge CFMutableDataRef)data); | |
CGImageRef maskingImage = CGImageMaskCreate(width, height, 8, 8, width, dataProvider, NULL, TRUE); | |
CGDataProviderRelease(dataProvider); | |
return maskingImage; | |
} | |
- (void)drawRect:(CGRect)rect | |
{ | |
UIImage *image = [UIImage imageNamed:@"TheImage"]; | |
CGRect imageRect = CGRectMake(10, 10, image.size.width, image.size.height); | |
CGContextRef context = UIGraphicsGetCurrentContext(); | |
// Draw black background | |
CGContextSetRGBFillColor(context, 0.0f, 0.0f, 0.0f, 1.0f); | |
CGContextFillRect(context, rect); | |
// Adjust for different coordinate systems from UIKit and Core Graphics | |
CGContextTranslateCTM(context, 0.0f, self.bounds.size.height); | |
CGContextScaleCTM(context, 1.0f, -1.0f); | |
// Draw the original image | |
CGContextDrawImage(context, imageRect, image.CGImage); | |
CGContextSaveGState(context); | |
// Clip to the original image, so that we only draw the shadows on the | |
// inside of the image but nothing outside. | |
CGContextClipToMask(context, imageRect, image.CGImage); | |
// Set up the shadow | |
UIColor *innerGlowColor = [UIColor colorWithRed:1.0f green:1.0f blue:1.0f alpha:1.0f]; | |
CGContextSetShadowWithColor(context, CGSizeZero, 2, innerGlowColor.CGColor); | |
// Create a mask with an inverted alpha channel and draw it. This will | |
// cause the shadow to appear on the inside of our original image. | |
CGImageRef mask = [self createMaskFromAlphaChannel:image]; | |
CGContextDrawImage(context, imageRect, mask); | |
CGImageRelease(mask); | |
CGContextRestoreGState(context); | |
} |
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