スケーリングと移動後に UIimage のピクセル データを取得する方法、CGImage ピクセル データを取得してから、CGImage ピクセル データから UIImage を取得したいのですが、どうすればよいですか?
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19291 次
2 に答える
25
呼び出すことで生データを取得できます
CFDataRef rawData = CGDataProviderCopyData(CGImageGetDataProvider(aCGImageRef));
次のようにピクセルをステップスルーできます。
UInt8 * buf = (UInt8 *) CFDataGetBytePtr(rawData);
CFIndex length = CFDataGetLength(rawData);
for(unsigned long i=0; i<length; i+=4)
{
int r = buf[i];
int g = buf[i+1];
int b = buf[i+2];
}
CFRelease(rawData);
于 2012-05-02T10:53:29.263 に答える
0
これを試して。これにより、画像の選択したピクセルのオフセット、アルファ、RGB カラーなどが得られます。
ソースコード:-
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint startLocation = [touch locationInView:self.view];
if ([touch view] == YourImageView)
{
CGPoint location = [touch YourImageView];
[self getPixelColorAtLocation:location];
if((alpha==255)||(alpha==0))
{
//perform Your task
}
}
}
- (UIColor*) getPixelColorAtLocation:(CGPoint)point
{
UIColor* color = nil;
CGImageRef inImage;
inImage = YourImageView.image.CGImage;
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
if (cgctx == NULL) { return nil; /* error */ }
size_t w = CGImageGetWidth(inImage);
size_t h = CGImageGetHeight(inImage);
CGRect rect = {{0,0},{w,h}};
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(cgctx, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
unsigned char* data = CGBitmapContextGetData (cgctx);
if (data != NULL) {
//offset locates the pixel in the data from x,y.
//4 for 4 bytes of data per pixel, w is width of one row of data.
int offset = 4*((w*round(point.y))+round(point.x));
alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
NSLog(@"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha);
color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
}
// When finished, release the context
//CGContextRelease(cgctx);
// Free image data memory for the context
if (data) { free(data); }
return color;
}
- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef)inImage
{
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Get image width, height. We'll use the entire image.
size_t pixelsWide = CGImageGetWidth(inImage);
size_t pixelsHigh = CGImageGetHeight(inImage);
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (pixelsWide * 4);
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
// Use the generic RGB color space.
colorSpace = CGColorSpaceCreateDeviceRGB();
if (colorSpace == NULL)
{
fprintf(stderr, "Error allocating color space\n");
return NULL;
}
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
fprintf (stderr, "Memory not allocated!");
CGColorSpaceRelease( colorSpace );
return NULL;
}
// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedFirst);
if (context == NULL)
{
free (bitmapData);
fprintf (stderr, "Context not created!");
}
// Make sure and release colorspace before returning
CGColorSpaceRelease( colorSpace );
return context;
}
それが役に立てば幸い。ありがとう :)
于 2012-05-02T11:59:23.547 に答える