crop Image in xamarin ios - xamarin

I am getting an image and I want to remove the whitespace from it. so I have to check the color of every pixel, if the complete row is of white color then crop it. I am not able to get any solution,Please help.

You can try to capture the RGB for each pixel point of the image. When its RGB is equal to white color then modify its alpha to 0 to remove it. I make a method for you referring to:
UIImage imageToTransparent(UIImage image)
{
var imageWidth = (int)image.Size.Width;
var imageHeight = (int)image.Size.Height;
var bytesPerRow = imageWidth * 4;
var rgbImageBuf = new byte[bytesPerRow * imageHeight];
CGColorSpace colorSpace = CGColorSpace.CreateDeviceRGB();
CGContext context = new CGBitmapContext(rgbImageBuf, imageWidth, imageHeight, 8, bytesPerRow, colorSpace,
CGBitmapFlags.ByteOrder32Little | CGBitmapFlags.NoneSkipLast);
context.DrawImage(new CGRect(0, 0, imageWidth, imageHeight), image.CGImage);
int pixelNum = imageWidth * imageHeight * 4;
var pCurPtr = rgbImageBuf;
for (int i = 0; i < pixelNum; i = i + 4)
{
// You can modify this scope to choose which color you want to remove
if (pCurPtr[i + 1] > 240 && pCurPtr[i + 2] > 240 && pCurPtr[i + 3] > 240)
{
pCurPtr[i] = 0;
}
}
CGDataProvider dataProvider = new CGDataProvider(rgbImageBuf);
CGImage imageRef = new CGImage(imageWidth, imageHeight, 8, 32, bytesPerRow, colorSpace,
CGBitmapFlags.Last | CGBitmapFlags.ByteOrder32Little, dataProvider,
null, true, CGColorRenderingIntent.Default);
dataProvider.Dispose();
UIImage resultUIImage = new UIImage(imageRef);
imageRef.Dispose();
context.Dispose();
colorSpace.Dispose();
return resultUIImage;
}

Related

Providing canvas2d image tint for Spritefonts

I'm doing Spritefonts and currently implemented tint for it on WebGL!
But on canvas2d i tried to do it via ctx.globalCompositeOperation but it shows following
As you see, Black pixels are also filled...
Here is my code...
var size = 32;
var x = 200;
var y = 200;
var spacing = 0;
for (var i = 0; i < txt.length; i++) {
var q = fonts[0].info[txt[i]];
ctx.save();
if (q) ctx.drawImage(fonts[0].src, q.x, q.y, q.w, q.h, x + (spacing || 0) + (i * size), y, size, size);
ctx.globalCompositeOperation = "source-in";
ctx.fillStyle = "green";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.restore();
}
When trying with "darken" mode instead, It fills correctly but also it fills background (Which i don't want this...)
I also tried with ctx.getImageData() and ctx.putImageData() but letters not shown
var size = 32;
var x = 200;
var y = 200;
var spacing = 0;
for (var i = 0; i < txt.length; i++) {
var q = fonts[0].info[txt[i]];
if (q) {
ctx.drawImage(fonts[0].src, q.x, q.y, q.w, q.h, x + (spacing || 0) + (i * size), y, size, size);
f = ctx.getImageData(x + (spacing || 0) + (i * size), y, size, size);
for (var i = 0; i < f.data.length; i += 4) {
f.data[i + 0] = 100;
f.data[i + 1] = 100;
f.data[i + 2] = 255;
f.data[i + 3] = 255;
}
ctx.putImageData(f, x + (spacing || 0) + (i * size), y, 0, 0, size, size);
}
}
The image i'm using is from here
Fixed by using "lighten" mode for black pixels with filling background, Then applied "darken" mode instead of "source-in" and all done!
var size = 32;
var x = 200;
var y = 200;
var spacing = 0;
for (var i = 0; i < txt.length; i++) {
var q = fonts[0].info[txt[i]];
ctx.save();
ctx.globalCompositeOperation = "lighten";
ctx.fillStyle = ctx.canvas.style.backgroundColor;
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
if (q) ctx.drawImage(fonts[0].src, q.x, q.y, q.w, q.h, x + (spacing || 0) + (i * size), y, size, size);
ctx.globalCompositeOperation = "darken";
ctx.fillStyle = "green";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.restore();
}
This is better way i found:
Create canvas with dimensions that complies with spritefont image dimensions
Save context state in the created canvas
Set fillStyle of the created canvas context with spritefont text color (Tint)
Set globalAlpha of created canvas context to opacity
Fill created canvas background with spritefont text color (Tint)
Apply "destination-atop" composite mode in created canvas context
Reset globalAlpha of created canvas context to 1 (Default)
Draw spritefont image onto created canvas
Restore context state in created canvas
Then, Let default canvas context (Not created one) draw characters from spritefont image, So we let it draw part of canvas we created (Note that spritefont image fills all created canvas)
Done!
var size = 32;
var x = 200;
var y = 200;
var spacing = 0;
var opacity = 0.8;
var color = "green";
for (var i = 0; i < txt.length; i++) {
var q = fonts[0].info[txt[i]];
var c = document.createElement("canvas").getContext("2d");
c.canvas.width = fonts[0].src.width;
c.canvas.height = fonts[0].src.height;
c.save();
c.fillStyle = color;
c.globalAlpha = opacity || 0.8;
c.fillRect(0, 0, c.canvas.width, c.canvas.height);
c.globalCompositeOperation = "destination-atop";
c.globalAlpha = 1;
c.drawImage(fonts[0].src, 0, 0);
c.restore();
if (q) ctx.drawImage(c.canvas, q.x, q.y, q.w, q.h, x + (i * (size + spacing)), y, size, size);
}

C# EmguCV Resize Mat but keep bounds/resolution

I've tried many things, but all my attempts fails.
I need to resize a Gray image (2560x1440) to lower or higher resolution, then i need to set the bounds to the original size (2560x1440) but keep the resized image on the center.
I'm using EmguCV 4.3 and Mat, i tried many aproach and use of ROI on Mat constructor and a copyTo, but nothing work, it always set new Mat with the resized bounds
Example of the required:
Source image: (2560x1440)
50% resized, but keep same bounds as source (2560x1440)
300% resized, but keep same bounds as source (2560x1440)
Use WarpAffine to apply an affine transformation to the image. Using the transformation matrix you can apply scale and translate transformation. Rotation is also supported but not covered in my example. Translation values can also be negative.
The WrapAffine method has some more parameter with which you can play around.
public void Test()
{
var img = new Mat("Bmv60.png", ImreadModes.Grayscale);
Mat upscaled = GetContentScaled(img, 2.0, 0.5, 0, 0);
upscaled.Save("scaled1.png");
Mat downscaled = GetContentScaled(img, 0.5, 0.5, 0, 0);
downscaled.Save("scaled2.png");
}
private Mat GetContentScaled(Mat src, double xScale, double yScale, double xTrans, double yTrans, Inter interpolation = Inter.Linear)
{
var dst = new Mat(src.Size, src.Depth, src.NumberOfChannels);
var translateTransform = new Matrix<double>(2, 3)
{
[0, 0] = xScale, // xScale
[1, 1] = yScale, // yScale
[0, 2] = xTrans + (src.Width - src.Width * xScale) / 2.0, //x translation + compensation of x scaling
[1, 2] = yTrans + (src.Height - src.Height * yScale) / 2.0 // y translation + compensation of y scaling
};
CvInvoke.WarpAffine(src, dst, translateTransform, dst.Size, interpolation);
return dst;
}
I feel as if there should be a more elegant way to do this, however, I offer two extension methods:
static void CopyToCenter(this Image<Gray,byte> imgScr, Image<Gray, byte> imgDst)
{
int dx = (imgScr.Cols - imgDst.Cols) / 2;
int dy = (imgScr.Rows - imgDst.Rows) / 2;
byte[,,] scrData = imgScr.Data;
byte[,,] dstData = imgDst.Data;
for(int v = 0; v < imgDst.Rows; v++)
{
for (int u = 0; u < imgDst.Cols; u++)
{
dstData[v,u, 0] = scrData[v + dy, u + dx, 0];
}
}
}
static void CopyFromCenter(this Image<Gray, byte> imgDst, Image<Gray, byte> imgScr)
{
int dx = (imgDst.Cols - imgScr.Cols) / 2;
int dy = (imgDst.Rows - imgScr.Rows) / 2;
byte[,,] scrData = imgScr.Data;
byte[,,] dstData = imgDst.Data;
for (int v = 0; v < imgScr.Rows; v++)
{
for (int u = 0; u < imgScr.Cols; u++)
{
dstData[v + dy, u + dx, 0] = scrData[v, u, 0];
}
}
}
Which can use them like this:
static void Main(string[] args)
{
double scaleFactor = 0.8;
Image<Gray, byte> orginalImage = new Image<Gray, byte>("Bmv60.png");
Image<Gray, byte> scaledImage = orginalImage.Resize(scaleFactor, Inter.Linear);
Image<Gray, byte> outputImage = new Image<Gray, byte>(orginalImage.Size);
if(scaleFactor > 1)
{
scaledImage.CopyToCenter(outputImage);
}
else
{
outputImage.CopyFromCenter(scaledImage);
}
}
You didn't request a specific language, so I hope C# is useful.

How to iterate through all pixels of an UIImage?

Hey Guys i am currently trying to iterate through all pixels of an UIImage but the way i implemented it it takes sooo much time. So i thought it is the wrong way i implemented it.
This is my method how i get the RGBA Values of an Pixel :
+(NSArray*)getRGBAsFromImage:(UIImage*)image atX:(int)xx andY:(int)yy count:(int)count
{
// Initializing the result array
NSMutableArray *result = [NSMutableArray arrayWithCapacity:count];
// First get the image into your data buffer
CGImageRef imageRef = [image CGImage]; // creating an Instance of
NSUInteger width = CGImageGetWidth(imageRef); // Get width of our Image
NSUInteger height = CGImageGetHeight(imageRef); // Get height of our Image
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); // creating our colour Space
// Getting that raw Data out of an image
unsigned char *rawData = (unsigned char*) calloc(height * width * 4, sizeof(unsigned char));
NSUInteger bytesPerPixel = 4; // Bytes per pixel defined
NSUInteger bytesPerRow = bytesPerPixel * width; // Bytes per row
NSUInteger bitsPerComponent = 8; // Bytes per component
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace); // releasing the color space
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
// Now your rawData contains the image data in the RGBA8888 pixel format.
int byteIndex = (bytesPerRow * yy) + xx * bytesPerPixel;
for (int ii = 0 ; ii < count ; ++ii)
{
CGFloat red = (rawData[byteIndex] * 1.0) / 255.0;
CGFloat green = (rawData[byteIndex + 1] * 1.0) / 255.0;
CGFloat blue = (rawData[byteIndex + 2] * 1.0) / 255.0;
CGFloat alpha = (rawData[byteIndex + 3] * 1.0) / 255.0;
byteIndex += 4;
UIColor *acolor = [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
[result addObject:acolor];
}
free(rawData);
return result;
}
And this is the code how i parse through all the pixels :
for (NSUInteger y = 0 ; y < self.originalPictureWidth; y++) {
for (NSUInteger x = 0 ; x < self.originalPictureHeight; x++) {
NSArray * originalRGBA = [ComputerVisionHelperClass getRGBAsFromImage:self.originalPicture atX:(int)x andY:(int)y count:1];
NSArray * referenceRGBA = [ComputerVisionHelperClass getRGBAsFromImage:self.referencePicture atX:(int)referenceIndexX andY:(int)referenceIndexY count:1];
// Do something else ....
}
}
Is there a faster way of getting all RGBA values of an uiimage instance ?
For every pixel, you're generating a new copy of the image and then throwing it away. Yes, it would be much faster by just getting the data once and then processing on that byte array.
But it heavily depends on what is in "Do something else." There are many CoreImage and vImage functions that can do image processing very quickly, but you may need to approach the problem differently. It depends on what you're doing.

Taking snapshot of contents in CGL?

I want to create a image out of Core OpenGL context.
I used following code but it creates a black image. So I guess I cannot use glReadPixles there? Any other suggestions please?
int myDataLength = 480 * 480 * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// gl renders "upside down" so swap top to bottom into new array.
// there's gotta be a better way, but this works.
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
for(int y = 0; y < 480; y++)
{
for(int x = 0; x < 320 * 4; x++)
{
buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + x];
}
}
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * 320;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef image= CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, false, renderingIntent);
//PRINT image... Its black!!!!!!
CGDataProviderRelease(provider);
free(buffer);
free(buffer2);
Before you do a glReadPixels call you must
set proper packing (see glPixelStorei reference page)
select the right buffer to read from with glReadBuffer (front after swapping, back before swapping, I recommend swap and read from front)

How to get pixel data from a UIImage (Cocoa Touch) or CGImage (Core Graphics)?

I have a UIImage (Cocoa Touch). From that, I'm happy to get a CGImage or anything else you'd like that's available. I'd like to write this function:
- (int)getRGBAFromImage:(UIImage *)image atX:(int)xx andY:(int)yy {
// [...]
// What do I want to read about to help
// me fill in this bit, here?
// [...]
int result = (red << 24) | (green << 16) | (blue << 8) | alpha;
return result;
}
FYI, I combined Keremk's answer with my original outline, cleaned-up the typos, generalized it to return an array of colors and got the whole thing to compile. Here is the result:
+ (NSArray*)getRGBAsFromImage:(UIImage*)image atX:(int)x andY:(int)y count:(int)count
{
NSMutableArray *result = [NSMutableArray arrayWithCapacity:count];
// First get the image into your data buffer
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = (unsigned char*) calloc(height * width * 4, sizeof(unsigned char));
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
// Now your rawData contains the image data in the RGBA8888 pixel format.
NSUInteger byteIndex = (bytesPerRow * y) + x * bytesPerPixel;
for (int i = 0 ; i < count ; ++i)
{
CGFloat alpha = ((CGFloat) rawData[byteIndex + 3] ) / 255.0f;
CGFloat red = ((CGFloat) rawData[byteIndex] ) / alpha;
CGFloat green = ((CGFloat) rawData[byteIndex + 1] ) / alpha;
CGFloat blue = ((CGFloat) rawData[byteIndex + 2] ) / alpha;
byteIndex += bytesPerPixel;
UIColor *acolor = [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
[result addObject:acolor];
}
free(rawData);
return result;
}
One way of doing it is to draw the image to a bitmap context that is backed by a given buffer for a given colorspace (in this case it is RGB): (note that this will copy the image data to that buffer, so you do want to cache it instead of doing this operation every time you need to get pixel values)
See below as a sample:
// First get the image into your data buffer
CGImageRef image = [myUIImage CGImage];
NSUInteger width = CGImageGetWidth(image);
NSUInteger height = CGImageGetHeight(image);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = malloc(height * width * 4);
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height));
CGContextRelease(context);
// Now your rawData contains the image data in the RGBA8888 pixel format.
int byteIndex = (bytesPerRow * yy) + xx * bytesPerPixel;
red = rawData[byteIndex];
green = rawData[byteIndex + 1];
blue = rawData[byteIndex + 2];
alpha = rawData[byteIndex + 3];
Apple's Technical Q&A QA1509 shows the following simple approach:
CFDataRef CopyImagePixels(CGImageRef inImage)
{
return CGDataProviderCopyData(CGImageGetDataProvider(inImage));
}
Use CFDataGetBytePtr to get to the actual bytes (and various CGImageGet* methods to understand how to interpret them).
Couldn't believe that there is not one single correct answer here. No need to allocate pointers, and the unmultiplied values still need to be normalized. To cut to the chase, here is the correct version for Swift 4. For UIImage just use .cgImage.
extension CGImage {
func colors(at: [CGPoint]) -> [UIColor]? {
let colorSpace = CGColorSpaceCreateDeviceRGB()
let bytesPerPixel = 4
let bytesPerRow = bytesPerPixel * width
let bitsPerComponent = 8
let bitmapInfo: UInt32 = CGImageAlphaInfo.premultipliedLast.rawValue | CGBitmapInfo.byteOrder32Big.rawValue
guard let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo),
let ptr = context.data?.assumingMemoryBound(to: UInt8.self) else {
return nil
}
context.draw(self, in: CGRect(x: 0, y: 0, width: width, height: height))
return at.map { p in
let i = bytesPerRow * Int(p.y) + bytesPerPixel * Int(p.x)
let a = CGFloat(ptr[i + 3]) / 255.0
let r = (CGFloat(ptr[i]) / a) / 255.0
let g = (CGFloat(ptr[i + 1]) / a) / 255.0
let b = (CGFloat(ptr[i + 2]) / a) / 255.0
return UIColor(red: r, green: g, blue: b, alpha: a)
}
}
}
The reason you have to draw/convert the image first into a buffer is because images can have several different formats. This step is required to convert it to a consistent format you can read.
NSString * path = [[NSBundle mainBundle] pathForResource:#"filename" ofType:#"jpg"];
UIImage * img = [[UIImage alloc]initWithContentsOfFile:path];
CGImageRef image = [img CGImage];
CFDataRef data = CGDataProviderCopyData(CGImageGetDataProvider(image));
const unsigned char * buffer = CFDataGetBytePtr(data);
Here is a SO thread where #Matt renders only the desired pixel into a 1x1 context by displacing the image so that the desired pixel aligns with the one pixel in the context.
Swift 5 version
The answers given here are either outdated or incorrect because they don't take into account the following:
The pixel size of the image can differ from its point size that is returned by image.size.width/image.size.height.
There can be various layouts used by pixel components in the image, such as BGRA, ABGR, ARGB etc. or may not have an alpha component at all, such as BGR and RGB. For example, UIView.drawHierarchy(in:afterScreenUpdates:) method can produce BGRA images.
Color components can be premultiplied by the alpha for all pixels in the image and need to be divided by alpha in order to restore the original color.
For memory optimization used by CGImage, the size of a pixel row in bytes can be greater than the mere multiplication of the pixel width by 4.
The code below is to provide a universal Swift 5 solution to get the UIColor of a pixel for all such special cases. The code is optimized for usability and clarity, not for performance.
public extension UIImage {
var pixelWidth: Int {
return cgImage?.width ?? 0
}
var pixelHeight: Int {
return cgImage?.height ?? 0
}
func pixelColor(x: Int, y: Int) -> UIColor {
assert(
0..<pixelWidth ~= x && 0..<pixelHeight ~= y,
"Pixel coordinates are out of bounds")
guard
let cgImage = cgImage,
let data = cgImage.dataProvider?.data,
let dataPtr = CFDataGetBytePtr(data),
let colorSpaceModel = cgImage.colorSpace?.model,
let componentLayout = cgImage.bitmapInfo.componentLayout
else {
assertionFailure("Could not get a pixel of an image")
return .clear
}
assert(
colorSpaceModel == .rgb,
"The only supported color space model is RGB")
assert(
cgImage.bitsPerPixel == 32 || cgImage.bitsPerPixel == 24,
"A pixel is expected to be either 4 or 3 bytes in size")
let bytesPerRow = cgImage.bytesPerRow
let bytesPerPixel = cgImage.bitsPerPixel/8
let pixelOffset = y*bytesPerRow + x*bytesPerPixel
if componentLayout.count == 4 {
let components = (
dataPtr[pixelOffset + 0],
dataPtr[pixelOffset + 1],
dataPtr[pixelOffset + 2],
dataPtr[pixelOffset + 3]
)
var alpha: UInt8 = 0
var red: UInt8 = 0
var green: UInt8 = 0
var blue: UInt8 = 0
switch componentLayout {
case .bgra:
alpha = components.3
red = components.2
green = components.1
blue = components.0
case .abgr:
alpha = components.0
red = components.3
green = components.2
blue = components.1
case .argb:
alpha = components.0
red = components.1
green = components.2
blue = components.3
case .rgba:
alpha = components.3
red = components.0
green = components.1
blue = components.2
default:
return .clear
}
// If chroma components are premultiplied by alpha and the alpha is `0`,
// keep the chroma components to their current values.
if cgImage.bitmapInfo.chromaIsPremultipliedByAlpha && alpha != 0 {
let invUnitAlpha = 255/CGFloat(alpha)
red = UInt8((CGFloat(red)*invUnitAlpha).rounded())
green = UInt8((CGFloat(green)*invUnitAlpha).rounded())
blue = UInt8((CGFloat(blue)*invUnitAlpha).rounded())
}
return .init(red: red, green: green, blue: blue, alpha: alpha)
} else if componentLayout.count == 3 {
let components = (
dataPtr[pixelOffset + 0],
dataPtr[pixelOffset + 1],
dataPtr[pixelOffset + 2]
)
var red: UInt8 = 0
var green: UInt8 = 0
var blue: UInt8 = 0
switch componentLayout {
case .bgr:
red = components.2
green = components.1
blue = components.0
case .rgb:
red = components.0
green = components.1
blue = components.2
default:
return .clear
}
return .init(red: red, green: green, blue: blue, alpha: UInt8(255))
} else {
assertionFailure("Unsupported number of pixel components")
return .clear
}
}
}
public extension UIColor {
convenience init(red: UInt8, green: UInt8, blue: UInt8, alpha: UInt8) {
self.init(
red: CGFloat(red)/255,
green: CGFloat(green)/255,
blue: CGFloat(blue)/255,
alpha: CGFloat(alpha)/255)
}
}
public extension CGBitmapInfo {
enum ComponentLayout {
case bgra
case abgr
case argb
case rgba
case bgr
case rgb
var count: Int {
switch self {
case .bgr, .rgb: return 3
default: return 4
}
}
}
var componentLayout: ComponentLayout? {
guard let alphaInfo = CGImageAlphaInfo(rawValue: rawValue & Self.alphaInfoMask.rawValue) else { return nil }
let isLittleEndian = contains(.byteOrder32Little)
if alphaInfo == .none {
return isLittleEndian ? .bgr : .rgb
}
let alphaIsFirst = alphaInfo == .premultipliedFirst || alphaInfo == .first || alphaInfo == .noneSkipFirst
if isLittleEndian {
return alphaIsFirst ? .bgra : .abgr
} else {
return alphaIsFirst ? .argb : .rgba
}
}
var chromaIsPremultipliedByAlpha: Bool {
let alphaInfo = CGImageAlphaInfo(rawValue: rawValue & Self.alphaInfoMask.rawValue)
return alphaInfo == .premultipliedFirst || alphaInfo == .premultipliedLast
}
}
UIImage is a wrapper the bytes are CGImage or CIImage
According the the Apple Reference on UIImage the object is immutable and you have no access to the backing bytes. While it is true that you can access the CGImage data if you populated the UIImage with a CGImage (explicitly or implicitly), it will return NULL if the UIImage is backed by a CIImage and vice-versa.
Image objects not provide direct access to their underlying image
data. However, you can retrieve the image data in other formats for
use in your app. Specifically, you can use the cgImage and ciImage
properties to retrieve versions of the image that are compatible with
Core Graphics and Core Image, respectively. You can also use the
UIImagePNGRepresentation(:) and UIImageJPEGRepresentation(:_:)
functions to generate an NSData object containing the image data in
either the PNG or JPEG format.
Common tricks to getting around this issue
As stated your options are
UIImagePNGRepresentation or JPEG
Determine if image has CGImage or CIImage backing data and get it there
Neither of these are particularly good tricks if you want output that isn't ARGB, PNG, or JPEG data and the data isn't already backed by CIImage.
My recommendation, try CIImage
While developing your project it might make more sense for you to avoid UIImage altogether and pick something else. UIImage, as a Obj-C image wrapper, is often backed by CGImage to the point where we take it for granted. CIImage tends to be a better wrapper format in that you can use a CIContext to get out the format you desire without needing to know how it was created. In your case, getting the bitmap would be a matter of calling
- render:toBitmap:rowBytes:bounds:format:colorSpace:
As an added bonus you can start doing nice manipulations to the image by chaining filters onto the image. This solves a lot of the issues where the image is upside down or needs to be rotated/scaled etc.
Building on Olie and Algal's answer, here is an updated answer for Swift 3
public func getRGBAs(fromImage image: UIImage, x: Int, y: Int, count: Int) -> [UIColor] {
var result = [UIColor]()
// First get the image into your data buffer
guard let cgImage = image.cgImage else {
print("CGContext creation failed")
return []
}
let width = cgImage.width
let height = cgImage.height
let colorSpace = CGColorSpaceCreateDeviceRGB()
let rawdata = calloc(height*width*4, MemoryLayout<CUnsignedChar>.size)
let bytesPerPixel = 4
let bytesPerRow = bytesPerPixel * width
let bitsPerComponent = 8
let bitmapInfo: UInt32 = CGImageAlphaInfo.premultipliedLast.rawValue | CGBitmapInfo.byteOrder32Big.rawValue
guard let context = CGContext(data: rawdata, width: width, height: height, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo) else {
print("CGContext creation failed")
return result
}
context.draw(cgImage, in: CGRect(x: 0, y: 0, width: width, height: height))
// Now your rawData contains the image data in the RGBA8888 pixel format.
var byteIndex = bytesPerRow * y + bytesPerPixel * x
for _ in 0..<count {
let alpha = CGFloat(rawdata!.load(fromByteOffset: byteIndex + 3, as: UInt8.self)) / 255.0
let red = CGFloat(rawdata!.load(fromByteOffset: byteIndex, as: UInt8.self)) / alpha
let green = CGFloat(rawdata!.load(fromByteOffset: byteIndex + 1, as: UInt8.self)) / alpha
let blue = CGFloat(rawdata!.load(fromByteOffset: byteIndex + 2, as: UInt8.self)) / alpha
byteIndex += bytesPerPixel
let aColor = UIColor(red: red, green: green, blue: blue, alpha: alpha)
result.append(aColor)
}
free(rawdata)
return result
}
swift
To access the raw RGB values of an UIImage in Swift 5 use the underlying CGImage and its dataProvider:
import UIKit
let image = UIImage(named: "example.png")!
guard let cgImage = image.cgImage,
let data = cgImage.dataProvider?.data,
let bytes = CFDataGetBytePtr(data) else {
fatalError("Couldn't access image data")
}
assert(cgImage.colorSpace?.model == .rgb)
let bytesPerPixel = cgImage.bitsPerPixel / cgImage.bitsPerComponent
for y in 0 ..< cgImage.height {
for x in 0 ..< cgImage.width {
let offset = (y * cgImage.bytesPerRow) + (x * bytesPerPixel)
let components = (r: bytes[offset], g: bytes[offset + 1], b: bytes[offset + 2])
print("[x:\(x), y:\(y)] \(components)")
}
print("---")
}
https://www.ralfebert.de/ios/examples/image-processing/uiimage-raw-pixels/
Based on different answers but mainly on this, this works for what I need:
UIImage *image1 = ...; // The image from where you want a pixel data
int pixelX = ...; // The X coordinate of the pixel you want to retrieve
int pixelY = ...; // The Y coordinate of the pixel you want to retrieve
uint32_t pixel1; // Where the pixel data is to be stored
CGContextRef context1 = CGBitmapContextCreate(&pixel1, 1, 1, 8, 4, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaNoneSkipFirst);
CGContextDrawImage(context1, CGRectMake(-pixelX, -pixelY, CGImageGetWidth(image1.CGImage), CGImageGetHeight(image1.CGImage)), image1.CGImage);
CGContextRelease(context1);
As a result of this lines, you will have a pixel in AARRGGBB format with alpha always set to FF in the 4 byte unsigned integer pixel1.

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