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cocoa touch - How to get the RGB values for a pixel on an image on the iphone

I am writing an iPhone application and need to essentially implement something equivalent to the 'eyedropper' tool in photoshop, where you can touch a point on the image and capture the RGB values for the pixel in question to determine and match its color. Getting the UIImage is the easy part, but is there a way to convert the UIImage data into a bitmap representation in which I could extract this information for a given pixel? A working code sample would be most appreciated, and note that I am not concerned with the alpha value.

question from:https://stackoverflow.com/questions/144250/how-to-get-the-rgb-values-for-a-pixel-on-an-image-on-the-iphone

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A little more detail...

I posted earlier this evening with a consolidation and small addition to what had been said on this page - that can be found at the bottom of this post. I am editing the post at this point, however, to post what I propose is (at least for my requirements, which include modifying pixel data) a better method, as it provides writable data (whereas, as I understand it, the method provided by previous posts and at the bottom of this post provides a read-only reference to data).

Method 1: Writable Pixel Information

  1. I defined constants

    #define RGBA        4
    #define RGBA_8_BIT  8
    
  2. In my UIImage subclass I declared instance variables:

    size_t bytesPerRow;
    size_t byteCount;
    size_t pixelCount;
    
    CGContextRef context;
    CGColorSpaceRef colorSpace;
    
    UInt8 *pixelByteData;
    // A pointer to an array of RGBA bytes in memory
    RPVW_RGBAPixel *pixelData;
    
  3. The pixel struct (with alpha in this version)

    typedef struct RGBAPixel {
        byte red;
        byte green;
        byte blue;
        byte alpha;
    } RGBAPixel;
    
  4. Bitmap function (returns pre-calculated RGBA; divide RGB by A to get unmodified RGB):

    -(RGBAPixel*) bitmap {
        NSLog( @"Returning bitmap representation of UIImage." );
        // 8 bits each of red, green, blue, and alpha.
        [self setBytesPerRow:self.size.width * RGBA];
        [self setByteCount:bytesPerRow * self.size.height];
        [self setPixelCount:self.size.width * self.size.height];
    
        // Create RGB color space
        [self setColorSpace:CGColorSpaceCreateDeviceRGB()];
    
        if (!colorSpace)
        {
            NSLog(@"Error allocating color space.");
            return nil;
        }
    
        [self setPixelData:malloc(byteCount)];
    
        if (!pixelData)
        {
            NSLog(@"Error allocating bitmap memory. Releasing color space.");
            CGColorSpaceRelease(colorSpace);
    
            return nil;
        }
    
        // Create the bitmap context. 
        // Pre-multiplied RGBA, 8-bits per component. 
        // The source image format will be converted to the format specified here by CGBitmapContextCreate.
        [self setContext:CGBitmapContextCreate(
                                               (void*)pixelData,
                                               self.size.width,
                                               self.size.height,
                                               RGBA_8_BIT,
                                               bytesPerRow,
                                               colorSpace,
                                               kCGImageAlphaPremultipliedLast
                                               )];
    
        // Make sure we have our context
        if (!context)   {
            free(pixelData);
            NSLog(@"Context not created!");
        }
    
        // Draw the image to the bitmap context. 
        // The memory allocated for the context for rendering will then contain the raw image pixelData in the specified color space.
        CGRect rect = { { 0 , 0 }, { self.size.width, self.size.height } };
    
        CGContextDrawImage( context, rect, self.CGImage );
    
        // Now we can get a pointer to the image pixelData associated with the bitmap context.
        pixelData = (RGBAPixel*) CGBitmapContextGetData(context);
    
        return pixelData;
    }
    

Read-Only Data (Previous information) - method 2:


Step 1. I declared a type for byte:

 typedef unsigned char byte;

Step 2. I declared a struct to correspond to a pixel:

 typedef struct RGBPixel{
    byte red;
    byte green;
    byte blue;  
    }   
RGBPixel;

Step 3. I subclassed UIImageView and declared (with corresponding synthesized properties):

//  Reference to Quartz CGImage for receiver (self)  
CFDataRef bitmapData;   

//  Buffer holding raw pixel data copied from Quartz CGImage held in receiver (self)    
UInt8* pixelByteData;

//  A pointer to the first pixel element in an array    
RGBPixel* pixelData;

Step 4. Subclass code I put in a method named bitmap (to return the bitmap pixel data):

//Get the bitmap data from the receiver's CGImage (see UIImage docs)  
[self setBitmapData: CGDataProviderCopyData(CGImageGetDataProvider([self CGImage]))];

//Create a buffer to store bitmap data (unitialized memory as long as the data)    
[self setPixelBitData:malloc(CFDataGetLength(bitmapData))];

//Copy image data into allocated buffer    
CFDataGetBytes(bitmapData,CFRangeMake(0,CFDataGetLength(bitmapData)),pixelByteData);

//Cast a pointer to the first element of pixelByteData    
//Essentially what we're doing is making a second pointer that divides the byteData's units differently - instead of dividing each unit as 1 byte we will divide each unit as 3 bytes (1 pixel).    
pixelData = (RGBPixel*) pixelByteData;

//Now you can access pixels by index: pixelData[ index ]    
NSLog(@"Pixel data one red (%i), green (%i), blue (%i).", pixelData[0].red, pixelData[0].green, pixelData[0].blue);

//You can determine the desired index by multiplying row * column.    
return pixelData;

Step 5. I made an accessor method:

-(RGBPixel*)pixelDataForRow:(int)row column:(int)column{
    //Return a pointer to the pixel data
    return &pixelData[row * column];           
}

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