I want to make a frame image from single image. Below is the code I'm using
func createFrameFromImage(image:UIImage , size :CGSize) -> UIImage
{
let imageSize = CGSize.init(width: size.width , height: size.height)
UIGraphicsBeginImageContext(imageSize)
let width = imageSize.width
let height = imageSize.height
var letTop = image
let rightTop = rotateImageByAngles(image: &letTop, angles: .pi/2) // correct
let rightBottom = rotateImageByAngles(image: &letTop, angles: -.pi) // correct
let leftBottom = rotateImageByAngles(image: &letTop, angles: -.pi/2) // correct
letTop.draw(in: CGRect(x: 0, y: 0, width: width/2, height: height/2))
rightTop.draw(in: CGRect(x: (width/2) , y: 0, width: width/2, height: height/2))
leftBottom.draw(in: CGRect(x: 0, y: height/2, width: width/2, height: height/2))
rightBottom.draw(in: CGRect(x: (width/2) , y: (height/2), width: width/2, height: height/2))
guard let finalImage = UIGraphicsGetImageFromCurrentImageContext() else { return rightTop }
UIGraphicsEndImageContext()
return finalImage
}
Above function takes one piece of image and create four different images by rotating a single at specific angle and merge them to make a frame image. Issue I'm facing is maintaining image ratio. for ex: if create final image of size 320 * 120 it squeezes image horizontally.Attaching screen shot of output. I want to show this new generated image on wall using ARkit.
Final frame image
Given Image
// Adding Frame
// 1 inch = 72 points
//converting size inch to points to create frame image
let frameWidth = (size.width + 1)
let frameHeight = (size.height + 1)
let imgFrameUnit = UIImage(named: "img.png")!
let imgFrame = Singleton.shared.createFrameFromImage(image: imgFrameUnit, size: CGSize(width: frameWidth , height: frameHeight))
let frame = SCNNode(geometry: SCNPlane(width: ((frameWidth * 2.54) / 100), height: ((frameHeight * 2.54) / 100))) // in meters
frame.geometry?.firstMaterial?.diffuse.contents = imgFrame
frame.name = "frame"
nodeWeCanChange?.addChildNode(frame)
Any Help would be really Appreciated?
Related
The code is added to Github to let you understand the real problem.
This is the hierarchy:
-- ViewController.View P [width: 375, height: 667]
---- UIImageView A [width: 375, height: 667] Name: imgBackground
[A is holding an image of size(1287,1662)]
---- UIImageView B [width: 100, height: 100] Name: imgForeground
[B is holding an image of size(2400,982)]
I am trying to merge A with B but the result is stretched.
This is the merge code:
func mixImagesWith(frontImage:UIImage?, backgroundImage: UIImage?, atPoint point:CGPoint, ofSize signatureSize:CGSize) -> UIImage {
let size = self.imgBackground.frame.size
UIGraphicsBeginImageContextWithOptions(size, false, UIScreen.main.scale)
backgroundImage?.draw(in: CGRect.init(x: 0, y: 0, width: size.width, height: size.height))
frontImage?.draw(in: CGRect.init(x: point.x, y: point.y, width: signatureSize.width, height: signatureSize.height))
let newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
Note:
.contentMode = .scaleAspectFit
Code works but the result is stretched.
See this line in code, let size = self.imgBackground.frame.size – I need to change this to fix the problem. Find the origin of subview with respect to UIImage size
Here's the screenshot to understand the problem:
What should I do to get the proper output of merge function?
You have two bugs in your code:
You should also calculate aspect for document image to fit it into UIImageView. In mergeImages() replace:
img.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
with:
img.draw(in: getAspectFitFrame(sizeImgView: size, sizeImage: img.size))
When calculating aspect you center image horizontally/vertically if its width/height less then UIImageView width/height. But instead of comparing newWidth and newHeight you should compare factors:
if hfactor > vfactor {
y = (sizeImgView.height - newHeight) / 2
} else {
x = (sizeImgView.width - newWidth) / 2
}
Try bellow code it works for me, hope it works for you too,
func addWaterMarkToImage(img:UIImage, sizeWaterMark:CGRect, waterMarkImage:UIImage, completion : ((UIImage)->())?){
handler = completion
let img2:UIImage = waterMarkImage
let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
UIGraphicsBeginImageContext(img.size)
img.draw(in: rect)
let frameAspect:CGRect = getAspectFitFrame(sizeImgView: sizeWaterMark.size, sizeImage: waterMarkImage.size)
let frameOrig:CGRect = CGRect(x: sizeWaterMark.origin.x+frameAspect.origin.x, y: sizeWaterMark.origin.y+frameAspect.origin.y, width: frameAspect.size.width, height: frameAspect.size.height)
img2.draw(in: frameOrig, blendMode: .normal, alpha: 1)
let result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
if handler != nil {
handler!(result!)
}
}
//MARK - Get Aspect Fit frame of UIImage
func getAspectFitFrame(sizeImgView:CGSize, sizeImage:CGSize) -> CGRect{
let imageSize:CGSize = sizeImage
let viewSize:CGSize = sizeImgView
let hfactor : CGFloat = imageSize.width/viewSize.width
let vfactor : CGFloat = imageSize.height/viewSize.height
let factor : CGFloat = max(hfactor, vfactor)
// Divide the size by the greater of the vertical or horizontal shrinkage factor
let newWidth : CGFloat = imageSize.width / factor
let newHeight : CGFloat = imageSize.height / factor
var x:CGFloat = 0.0
var y:CGFloat = 0.0
if newWidth > newHeight{
y = (sizeImgView.height - newHeight)/2
}
if newHeight > newWidth{
x = (sizeImgView.width - newWidth)/2
}
let newRect:CGRect = CGRect(x: x, y: y, width: newWidth, height: newHeight)
return newRect
}
I'm attempting to combine both an image and a text field into a single image whilst still keeping the texts initial positioning.
I'm using UIGraphicsBeginImageContext to create a bitmap context and UIGraphicsGetImageFromCurrentImageContext to draw the final image.
So far, I have the following contained within a function:
let size = CGSize(width: self.takenImage.size.width, height: self.takenImage.size.height)
UIGraphicsBeginImageContextWithOptions(takenImage.size, false, takenImage.scale)
let areaSize = CGRect(x: 0, y: 0, width: self.takenImage.size.width, height: self.takenImage.size.height)
takenImage.draw(in: areaSize)
let imageViewSize = self.takenImage.size
let multiWidth = areaSize.width / imageViewSize.width
let multiHeight = areaSize.height / imageViewSize.height
print ("multiWidth = \(multiWidth)")
print ("multiHeight = \(multiHeight)")
let textSize = CGRect(x: textOverlay.frame.origin.x * multiWidth, y: textOverlay.frame.origin.y * multiHeight, width: textOverlay.frame.size.width * multiWidth, height: textOverlay.frame.size.height * multiHeight)
textOverlay.drawText(in: textSize)
let outputImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
self.finalImage = outputImage
takenImage is the taken image from my camera (never null) and textOverlay is a UITextField containing the wanted text.
I first create the bitmap and draw takenImage using both its original width/height.
If I draw just this to my finalImage, all works fine. The problem stems from trying to add the text and keep it in the same position.
I've tried to create a second CGRect with x, y, w, h coordinates from the UITextField : textOverlay but when viewing the final image, I'm getting weird results.
The images can be seen here.
How would I go about preserving the text's position in the merged image?
you need recalculate area size to draw text.
let areaSize = CGRect(x: 0, y: 0, width: self.takenImage.size.width, height: self.takenImage.size.height)
takenImage.draw(in: areaSize)
let imageViewSize = self.imageView.size
let multiWidth = areaSize.width / imageViewSize.width
let multiHeight = areaSize.height / imageViewSize.height
let textSize = CGRect(x: textOverlay.frame.origin.x * multiWidth, y: textOverlay.frame.origin.y * multiHeight, width: textOverlay.frame.size.width * multiWidth, height: textOverlay.frame.size.height * multiHeight)
textOverlay.drawText(in: textSize)
Here, I use self.imageView - it is imageView contains your takenImage.
Hope it help.
Supposed that I have a UIImage's object on the UIViewController, and I want to set the image from the Controller. Basically what I want to do is, merging two images together, that the first image is the 5 star with blue color :
and the second image is the 5 star with grey color :
It's intended for rating image. Since the maximum rating is 5, then I have to multiply it by 20 to get 100 point to make the calculation easier. Please see code for more details logic.
So I have this (BM_RatingHelper.swift) :
static func getRatingImageBasedOnRating(rating: CGFloat, width: CGFloat, height: CGFloat) -> UIImage {
// available maximum rating is 5.0, so we have to multiply it by 20 to achieve 100.0 point
let ratingImageWidth = ( width / 100.0 ) * ( rating * 20.0 )
// get active rating image
let activeRatingImage = BM_ImageHelper.resize(UIImage(named: "StarRatingFullActive")!, targetSize: CGSize(width: width, height: height))
let activeRatingImageView = UIImageView(frame: CGRectMake(0, 0, ratingImageWidth, height));
activeRatingImageView.image = BM_ImageHelper.crop(activeRatingImage, x: 0, y: 0, width: ratingImageWidth, height: height);
// get inactive rating image
let inactiveRatingImage = BM_ImageHelper.resize(UIImage(named: "StarRatingFullInactive")!, targetSize: CGSize(width: width, height: height))
let inactiveRatingImageView = UIImageView(frame: CGRectMake(ratingImageWidth, 0, ( 100.0 - ratingImageWidth ), height));
inactiveRatingImageView.image = BM_ImageHelper.crop(inactiveRatingImage, x: ratingImageWidth, y: 0, width: ( 100.0 - ratingImageWidth ), height: height);
// combine the images
let ratingView = UIView.init(frame: CGRect(x: 0, y: 0, width: width, height: height))
ratingView.backgroundColor = BM_Color.colorForType(BM_ColorType.ColorWhiteTransparent)
ratingView.addSubview(activeRatingImageView)
ratingView.addSubview(inactiveRatingImageView)
return ratingView.capture()
}
The BM_ImageHelper.swift :
import UIKit
class BM_ImageHelper: NSObject {
// http://stackoverflow.com/questions/158914/cropping-an-uiimage
static func crop(image: UIImage, x: CGFloat, y: CGFloat, width: CGFloat, height: CGFloat) -> UIImage {
let rect = CGRect(x: x, y: y, width: width, height: height)
let imageRef = CGImageCreateWithImageInRect(image.CGImage, rect)!
let croppedImage = UIImage(CGImage: imageRef)
return croppedImage
}
// http://iosdevcenters.blogspot.com/2015/12/how-to-resize-image-in-swift-in-ios.html
static func resize(image: UIImage, targetSize: CGSize) -> UIImage {
let size = image.size
let widthRatio = targetSize.width / image.size.width
let heightRatio = targetSize.height / image.size.height
// Figure out what our orientation is, and use that to form the rectangle
var newSize: CGSize
if(widthRatio > heightRatio) {
newSize = CGSizeMake(size.width * heightRatio, size.height * heightRatio)
} else {
newSize = CGSizeMake(size.width * widthRatio, size.height * widthRatio)
}
// This is the rect that we've calculated out and this is what is actually used below
let rect = CGRectMake(0, 0, newSize.width, newSize.height)
// Actually do the resizing to the rect using the ImageContext stuff
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.drawInRect(rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
extension UIView {
// http://stackoverflow.com/a/34895760/897733
func capture() -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.frame.size, self.opaque, UIScreen.mainScreen().scale)
self.layer.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
I call that function like (supposed that the image need to filled is ratingImage) :
self.ratingImage.image =
BM_RatingHelper.getRatingImageBasedOnRating(3.7, width: 100.0, height: 20.0)
The code works perfectly, but the merged image is so low in quality although I have use the high quality image. This is the image for 3.7 rating :
What should I do to merge the images without lose the original quality? Thanks.
In your BM_ImageHelper.resize method its giving the scale 1.0. It should be the devices's screens scale.
Change it to
UIGraphicsBeginImageContextWithOptions(newSize, false, UIScreen.mainScreen().scale)
UPDATE
Also change your crop method to address the scale, like
static func crop(image: UIImage, x: CGFloat, y: CGFloat, width: CGFloat, height: CGFloat) -> UIImage {
let transform = CGAffineTransformMakeScale(image.scale, image.scale)
let rect = CGRect(x: x, y: y, width: width, height: height)
let transformedCropRect = CGRectApplyAffineTransform(rect, transform);
let imageRef = CGImageCreateWithImageInRect(image.CGImage, transformedCropRect)!
let croppedImage = UIImage(CGImage: imageRef, scale: image.scale, orientation: image.imageOrientation)
return croppedImage
}
imageView is the photo. I created a copy of the photo called tempImageView and I tried to draw on the tempImageView. However, when I try to draw tempImageView, it enlarges to fill the entire screen.
func createTempImageView(){
tempImageView = UIImageView(frame:CGRect(x: 0, y: 0, width: imageView.image!.size.width, height: imageView.image!.size.height))
tempImageView.center = CGPoint(x: imageView.center.x, y: imageView.center.y)
view.insertSubview(tempImageView, aboveSubview: imageView)
}
Because I set imageView.contentMode = .ScaleAspectFit, the image on screen has a smaller width and height than the original image. However, the imageView.image!.size.width and imageView.image!.size.height refers the original image. Therefore, when I tried to draw on the tempImageView, the image enlarged because tempImageView refers to the original image, which is much larger than the image on screen.
To get the dimensions of the image on screen and to stop the image from enlarging, I did this:
func createTempImageView(){
let widthRatio = imageView.bounds.size.width / imageView.image!.size.width
let heightRatio = imageView.bounds.size.height / imageView.image!.size.height
let scale = min(widthRatio, heightRatio)
let imageWidth = scale * imageView.image!.size.width
let imageHeight = scale * imageView.image!.size.height
tempImageView = UIImageView(frame:CGRect(x: 0, y: 0, width: imageWidth, height: imageHeight))
tempImageView.center = CGPoint(x: imageView.center.x, y: imageView.center.y)
tempImageView.backgroundColor = UIColor.clearColor()
view.insertSubview(tempImageView, aboveSubview: imageView)
}
I am trying to merge two different images and create a new one. This is the way I would like to do:
I have this image (A):
It's a PNG image and I would like to merge this one with another image (B) which I took from the phone to create something like this:
I need a function who merge A with B creating C. The size must remain from the A image and the image B should auto adapt the size to fit into the polaroid (A). Is it possible to do that? Thank for your help!
UPDATE
Just one thing, the image (A) is a square and the image i took is a 16:9, how can i fix that?? If i use your function the image (B) that i took become stretched!
Hope this may help you,
var bottomImage = UIImage(named: "bottom.png")
var topImage = UIImage(named: "top.png")
var size = CGSize(width: 300, height: 300)
UIGraphicsBeginImageContext(size)
let areaSize = CGRect(x: 0, y: 0, width: size.width, height: size.height)
bottomImage!.draw(in: areaSize)
topImage!.draw(in: areaSize, blendMode: .normal, alpha: 0.8)
var newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
All the Best :)
Swift 5: Extension for UIImage
extension UIImage {
func mergeWith(topImage: UIImage) -> UIImage {
let bottomImage = self
UIGraphicsBeginImageContext(size)
let areaSize = CGRect(x: 0, y: 0, width: bottomImage.size.width, height: bottomImage.size.height)
bottomImage.draw(in: areaSize)
topImage.draw(in: areaSize, blendMode: .normal, alpha: 1.0)
let mergedImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return mergedImage
}
}
Swift 4 UIImage extension that enables easy image merging / overlaying.
extension UIImage {
func overlayWith(image: UIImage, posX: CGFloat, posY: CGFloat) -> UIImage {
let newWidth = size.width < posX + image.size.width ? posX + image.size.width : size.width
let newHeight = size.height < posY + image.size.height ? posY + image.size.height : size.height
let newSize = CGSize(width: newWidth, height: newHeight)
UIGraphicsBeginImageContextWithOptions(newSize, false, 0.0)
draw(in: CGRect(origin: CGPoint.zero, size: size))
image.draw(in: CGRect(origin: CGPoint(x: posX, y: posY), size: image.size))
let newImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
}
This way the overlay picture will be much cleaner:
class func mergeImages(imageView: UIImageView) -> UIImage {
UIGraphicsBeginImageContextWithOptions(imageView.frame.size, false, 0.0)
imageView.superview!.layer.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
Objective C version of this solution with top image re-centered logic :
-(UIImage *)getImageInclosedWithinAnotherImage
{
float innerImageSize = 20;
UIImage *finalImage;
UIImage *outerImage = [UIImage imageNamed:#"OuterImage.png"];
UIImage *innerImage = [UIImage imageNamed:#"InnerImage.png"];
CGSize outerImageSize = CGSizeMake(40, 40); // Provide custom size or size of your actual image
UIGraphicsBeginImageContext(outerImageSize);
//calculate areaSize for re-centered inner image
CGRect areSize = CGRectMake(((outerImageSize.width/2) - (innerImageSize/2)), ((outerImageSize.width/2) - (innerImageSize/2)), innerImageSize, innerImageSize);
[outerImage drawInRect:CGRectMake(0, 0, outerImageSize.width, outerImageSize.height)];
[innerImage drawInRect:areSize blendMode:kCGBlendModeNormal alpha:1.0];
finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return finalImage;
}
The upvoted answer stretches the background image changing its ratio. The solution below fixes that by rendering the image from a UIView that contains the two image views as subviews.
ANSWER YOU ARE LOOKING FOR (Swift 4):
func blendImages(_ img: UIImage,_ imgTwo: UIImage) -> Data? {
let bottomImage = img
let topImage = imgTwo
let imgView = UIImageView(frame: CGRect(x: 0, y: 0, width: 306, height: 306))
let imgView2 = UIImageView(frame: CGRect(x: 0, y: 0, width: 306, height: 306))
// - Set Content mode to what you desire
imgView.contentMode = .scaleAspectFill
imgView2.contentMode = .scaleAspectFit
// - Set Images
imgView.image = bottomImage
imgView2.image = topImage
// - Create UIView
let contentView = UIView(frame: CGRect(x: 0, y: 0, width: 306, height: 306))
contentView.addSubview(imgView)
contentView.addSubview(imgView2)
// - Set Size
let size = CGSize(width: 306, height: 306)
// - Where the magic happens
UIGraphicsBeginImageContextWithOptions(size, true, 0)
contentView.drawHierarchy(in: contentView.bounds, afterScreenUpdates: true)
guard let i = UIGraphicsGetImageFromCurrentImageContext(),
let data = UIImageJPEGRepresentation(i, 1.0)
else {return nil}
UIGraphicsEndImageContext()
return data
}
The returned image data doubles the size of the image, so set the size of the views at half the desired size.
EXAMPLE: I wanted the width and height of the image to be 612, so I set the view frames width and height to 306)
// Enjoy :)
Slightly modified version of answer by budidino. This implementation also handles negative posX and posY correctly.
extension UIImage {
func overlayWith(image: UIImage, posX: CGFloat, posY: CGFloat) -> UIImage {
let newWidth = posX < 0 ? abs(posX) + max(self.size.width, image.size.width) :
size.width < posX + image.size.width ? posX + image.size.width : size.width
let newHeight = posY < 0 ? abs(posY) + max(size.height, image.size.height) :
size.height < posY + image.size.height ? posY + image.size.height : size.height
let newSize = CGSize(width: newWidth, height: newHeight)
UIGraphicsBeginImageContextWithOptions(newSize, false, 0.0)
let originalPoint = CGPoint(x: posX < 0 ? abs(posX) : 0, y: posY < 0 ? abs(posY) : 0)
self.draw(in: CGRect(origin: originalPoint, size: self.size))
let overLayPoint = CGPoint(x: posX < 0 ? 0 : posX, y: posY < 0 ? 0 : posY)
image.draw(in: CGRect(origin: overLayPoint, size: image.size))
let newImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
}