Created
May 6, 2025 10:01
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import UIKit | |
import CoreImage | |
public extension UIImage { | |
/// Draws a rounded, solid‐color outline around this image’s alpha shape, | |
/// then composites the full-color image back in the center. | |
/// | |
/// - Parameters: | |
/// - strokeColor: the color of the ring | |
/// - strokeWidth: the thickness of the ring (in points) | |
/// - smoothing: if >0, blurs the alpha mask by this amount before extracting the ring | |
func stroked( | |
color strokeColor: UIColor = .white, | |
width strokeWidth: Float, | |
smoothing: Float = 5 | |
) -> UIImage { | |
guard | |
let cgImg = self.cgImage, | |
let maskF = CIFilter(name: "CIMaskToAlpha"), | |
let threshF = CIFilter(name: "CIColorMatrix"), | |
let gradF = CIFilter(name: "CIMorphologyGradient"), | |
let colorGen = CIFilter(name: "CIConstantColorGenerator"), | |
let blendF = CIFilter(name: "CIBlendWithMask"), | |
let overF = CIFilter(name: "CISourceOverCompositing") | |
else { | |
return self | |
} | |
let blurF: CIFilter? = smoothing > 0 | |
? CIFilter(name: "CIGaussianBlur") | |
: nil | |
let ciImg = CIImage(cgImage: cgImg) | |
let extent = ciImg.extent | |
let ctx = CIContext() | |
maskF.setValue(ciImg, forKey: kCIInputImageKey) | |
guard var gray = maskF.outputImage else { return self } | |
if let blur = blurF { | |
blur.setValue(gray, forKey: kCIInputImageKey) | |
blur.setValue(smoothing, forKey: kCIInputRadiusKey) | |
gray = blur.outputImage!.cropped(to: extent) | |
} | |
threshF.setValue(gray, forKey: kCIInputImageKey) | |
threshF.setValue(CIVector(x:0,y:0,z:0,w:1000), | |
forKey: "inputAVector") | |
threshF.setValue(CIVector(x:0,y:0,z:0,w:0), | |
forKey: "inputBiasVector") | |
guard let binary = threshF.outputImage else { return self } | |
gradF.setValue(binary, forKey: kCIInputImageKey) | |
gradF.setValue(strokeWidth / 2.0, forKey: "inputRadius") | |
guard let ring = gradF.outputImage else { return self } | |
threshF.setValue(ring, forKey: kCIInputImageKey) | |
guard let hardRing = threshF.outputImage else { return self } | |
colorGen.setValue(CIColor(color: strokeColor), | |
forKey: "inputColor") | |
guard let flatColor = colorGen.outputImage? | |
.cropped(to: extent) | |
else { return self } | |
blendF.setValue(flatColor, forKey: kCIInputImageKey) | |
blendF.setValue(hardRing, forKey: kCIInputMaskImageKey) | |
blendF.setValue( | |
CIImage(color: .clear).cropped(to: extent), | |
forKey: kCIInputBackgroundImageKey | |
) | |
guard let coloredRing = blendF.outputImage else { return self } | |
overF.setValue(ciImg, forKey: kCIInputImageKey) | |
overF.setValue(coloredRing, forKey: kCIInputBackgroundImageKey) | |
guard | |
let outCI = overF.outputImage, | |
let cg = ctx.createCGImage(outCI, from: extent) | |
else { | |
return self | |
} | |
return UIImage( | |
cgImage: cg, | |
scale: scale, | |
orientation: imageOrientation | |
) | |
} | |
} |
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This is a simplified version of what I use within Abode to make stroked avatars. I add a few more bits surrounding the code to better support problematic issues with hairs in avatars and better optimise for depth camera objects etc. But wanted to keep this a simple example thats usable across multiple assets.