I have an NSBitmapImageRep that I am creating the following way:
+ (NSBitmapImageRep *)bitmapRepOfImage:(NSURL *)imageURL {
CIImage *anImage = [CIImage imageWithContentsOfURL:imageURL];
CGRect outputExtent = [anImage extent];
NSBitmapImageRep *theBitMapToBeSaved = [[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL pixelsWide:outputExtent.size.width
pixelsHigh:outputExtent.size.height bitsPerSample:8 samplesPerPixel:4
hasAlpha:YES isPlanar:NO colorSpaceName:NSDeviceRGBColorSpace
bytesPerRow:0 bitsPerPixel:0];
NSGraphicsContext *nsContext = [NSGraphicsContext graphicsContextWithBitmapImageRep:theBitMapToBeSaved];
[NSGraphicsContext saveGraphicsState];
[NSGraphicsContext setCurrentContext: nsContext];
CGPoint p = CGPointMake(0.0, 0.0);
[[nsContext CIContext] drawImage:anImage atPoint:p fromRect:outputExtent];
[NSGraphicsContext restoreGraphicsState];
return [[theBitMapToBeSaved retain] autorelease];
}
And being saved as BMP this way:
NSBitmapImageRep *original = [imageTools bitmapRepOfImage:fileURL];
NSData *converted = [original representationUsingType:NSBMPFileType properties:nil];
[converted writeToFile:filePath atomically:YES];
The thing here is that the BMP file can be read and manipulated correctly under Mac OSX, but under Windows, it just fails to load, just like in this screenshot:
screenshot http://dl.dropbox.com/u/1661304/Grab/74a6dadb770654213cdd9290f0131880.png
If the file is opened with MS Paint (yes, MS Paint can open it) and then resaved, though, it will work.
Would appreciate a hand here. :)
Thanks in advance.
I think the main reason your code is failing is that you are creating your NSBitmapImageRep with 0 bits per pixel. That means your image rep will have precisely zero information in it. You almost certainly want 32 bits per pixel.
However, your code is an unbelievably convoluted way to obtain an NSBitmapImageRep from an image file on disk. Why on earth are you using a CIImage? That is a Core Image object designed for use with Core Image filters and makes no sense here at all. You should be using an NSImage or CGImageRef.
Your method is also poorly named. It should instead be named something like +bitmapRepForImageFileAtURL: to better indicate what it is doing.
Also, this code makes no sense:
[[theBitMapToBeSaved retain] autorelease]
Calling retain and then autorelease does nothing, because all it does in increment the retain count and then decrement it again immediately.
You are responsible for releasing theBitMapToBeSaved because you created it using alloc. Since it is being returned, you should call autorelease on it. Your additional retain call just causes a leak for no reason.
Try this:
+ (NSBitmapImageRep*)bitmapRepForImageFileAtURL:(NSURL*)imageURL
{
NSImage* image = [[[NSImage alloc] initWithContentsOfURL:imageURL] autorelease];
return [NSBitmapImageRep imageRepWithData:[image TIFFRepresentation]];
}
+ (NSData*)BMPDataForImageFileAtURL:(NSURL*)imageURL
{
NSBitmapImageRep* bitmap = [self bitmapRepForImageFileAtURL:imageURL];
return [bitmap representationUsingType:NSBMPFileType properties:nil];
}
You really need to review the Cocoa Drawing Guide and the Memory Management Guidelines, because it appears that you are having trouble with some basic concepts.
Related
I have an NSImage, initialized with PDF data, created like this:
NSData* data = [view dataWithPDFInsideRect:view.bounds];
slideImage = [[NSImage alloc] initWithData:data];
The slideImage is now the size of the view.
When I try to render the image in an NSImageView, it only draws sharp when the image view is exactly the original size of the image, even if you clear the cache or change the image size. I tried setting the cacheMode to NSImageCacheNever, which also didn't work. The only image rep in the image is the PDF one, and when I render it to a PDF file it shows that it's vector.
As a workaround, I create a NSBitmapImageRep with a different size, call drawInRect on the original image, and put the bitmap representation inside a new NSImage and render that, which works, but it feels like it's not optimal:
- (NSBitmapImageRep*)drawToBitmapOfWidth:(NSInteger)width
andHeight:(NSInteger)height
withScale:(CGFloat)scale
{
NSBitmapImageRep *bmpImageRep = [[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL
pixelsWide:width * scale
pixelsHigh:height * scale
bitsPerSample:8
samplesPerPixel:4
hasAlpha:YES
isPlanar:NO
colorSpaceName:NSCalibratedRGBColorSpace
bitmapFormat:NSAlphaFirstBitmapFormat
bytesPerRow:0
bitsPerPixel:0
];
bmpImageRep = [bmpImageRep bitmapImageRepByRetaggingWithColorSpace:
[NSColorSpace sRGBColorSpace]];
[bmpImageRep setSize:NSMakeSize(width, height)];
NSGraphicsContext *bitmapContext = [NSGraphicsContext graphicsContextWithBitmapImageRep:bmpImageRep];
[NSGraphicsContext saveGraphicsState];
[NSGraphicsContext setCurrentContext:bitmapContext];
[self drawInRect:NSMakeRect(0, 0, width, height) fromRect:NSZeroRect operation:NSCompositeCopy fraction:1];
[NSGraphicsContext restoreGraphicsState];
return bmpImageRep;
}
- (NSImage*)rasterizedImageForSize:(NSSize)size
{
NSImage* newImage = [[NSImage alloc] initWithSize:size];
NSBitmapImageRep* rep = [self drawToBitmapOfWidth:size.width andHeight:size.height withScale:1];
[newImage addRepresentation:rep];
return newImage;
}
How can I get the PDF to render nicely at any size without resorting to hacks like mine?
The point of NSImage is that you create it with the size (in points) that you want it to be. The backing representation can be vector based (e.g. PDF), and the NSImage is resolution independent (i.e. it supports different pixels per point), but the NSImage still has a fixed size (in points).
One one the points of an NSImage is that it will / can add a cache representation to speed up subsequent drawing.
If you need to draw a PDF to multiple sizes, and you want to use an NSImage, you're probably best of creating an NSImage for your given target size. If you want to, you can keep the NSPDFImageRef around -- I don't think it'll save you much.
We tried the following:
NSPDFImageRep* rep = self.representations.lastObject;
return [NSImage imageWithSize:size flipped:NO drawingHandler:^BOOL (NSRect dstRect)
{
[[NSGraphicsContext currentContext] setImageInterpolation:NSImageInterpolationHigh];
[rep drawInRect:dstRect fromRect:NSZeroRect operation:NSCompositeCopy fraction:1 respectFlipped:YES hints:#{
NSImageHintInterpolation: #(NSImageInterpolationHigh)
}];
return YES;
}];
And that does give you nice results when scaling up, but makes for blurry images
when scaling down.
I've got an app that displays photos using NSImage – specifically, -[NSImage drawInRect:fromRect:operation:fraction:]. I want to highlight areas of the photo that are completely burned out (maximum values in all components, pure white) using a color like red, as some digital cameras and image processing apps do, to help the user see whether the image is overexposed, and how badly.
I've been scratching my head as to how to do this. Options I've considered:
I could probably write a Core Image filter to do it; none of the built-in filters look up to the task. That seems like overkill, though; I've been reading through the docs, and it looks fairly complicated. Big learning curve.
I could scan through the bitmap data for the image and modify it as necessary. This is easy enough to code for one bitmap format, but the multitude of bitmap formats make it a rather annoying exercise, and speed is important here, so writing general-purpose code that renders the image up to some maximal common format and works on that bitmap would be too big a speed penalty.
As it happens, I am already scanning through images (handling all the different bitmap formats) at an earlier point in the code, to generate histogram data for the images. I could pretty easily add code at that point that would remember the burned-out pixels for later use. I'm not quite sure what the best way is to do that, though. A 1-bit-per-pixel NSBitmapImageRep? How would I draw it later, making the 1-pixels draw red and the 0-pixels draw transparent, for example? I don't want to make a 32-bit NSBitmapImageRep with an alpha channel and everything just for this purpose, as memory is not infinite and images are large. But there must be a way to draw a 1-bit mask in a given color, somehow.
Before forging ahead with one of these approaches, I thought I'd see whether anybody here has a better idea. Or maybe has implemented the CI filter in question already? Apart from the learning curve, that seems like the best approach I've thought of so far – no memory overhead, and probably faster than other options, too.
Thanks...
Ben Haller
Stick Software
OK, I implemented my own Core Image filter to do this. Wasn't as hard as I expected, although the documentation is not great for this stuff. The doc examples all assume you're using ARC, so if you're not, following those examples will give you various retain/release bugs. There was also a little weirdness with the CIFilterConstructor stuff, which did not quite go as documented. But overall pretty easy. CI is cool. My code is below, for anybody who might find it useful:
Header:
#import
#interface SSTintHighlightsFilter : CIFilter
{
CIImage *inputImage;
CIColor *highlightColor;
}
#end
Implementation file:
#import "SSTintHighlightsFilter.h"
static CIKernel *tintHighlightsFilter = nil;
#implementation SSTintHighlightsFilter
+ (void)initialize
{
[CIFilter registerFilterName:#"SSTintHighlightsFilter" constructor:(id )self
classAttributes:[NSDictionary dictionaryWithObjectsAndKeys:#"Tint Highlights", kCIAttributeFilterDisplayName, [NSArray arrayWithObjects:kCICategoryColorAdjustment, kCICategoryStillImage, nil], kCIAttributeFilterCategories, nil]];
}
+ (CIFilter *)filterWithName:(NSString *)name
{
CIFilter *filter = [[self alloc] init];
return [filter autorelease];
}
- (id)init
{
if (!tintHighlightsFilter)
{
NSBundle *bundle = [NSBundle bundleForClass:[self class]];
NSString *code = [NSString stringWithContentsOfFile:[bundle pathForResource:#"tintHighlightsAndShadows" ofType:#"cikernel"] encoding:NSASCIIStringEncoding error:NULL];
NSArray *kernels = [CIKernel kernelsWithString:code];
tintHighlightsFilter = [[kernels objectAtIndex:0] retain];
}
return [super init];
}
- (NSDictionary *)customAttributes
{
NSDictionary *attrs = #{
#"highlightColor" : #{ kCIAttributeClass : [CIColor class], kCIAttributeType : kCIAttributeTypeOpaqueColor }
};
return attrs;
}
- (CIImage *)outputImage
{
CISampler *src = [CISampler samplerWithImage:inputImage];
return [self apply:tintHighlightsFilter
arguments:[NSArray arrayWithObjects:src, highlightColor, nil]
options:[NSDictionary dictionaryWithObjectsAndKeys:[src definition], kCIApplyOptionDefinition, nil]];
}
#end
tintHighlights.cikernel:
kernel vec4 tintHighlights(sampler inputImage, __color highlightColor)
{
vec4 originalColor, tintedColor;
float sum;
// fetch the source pixel
originalColor = sample(inputImage, samplerCoord(inputImage));
// calculate the color component sum as a way of testing whether we are black or white
sum = originalColor.r + originalColor.g + originalColor.b;
// replace pixels that are white with the highlight color
tintedColor = (sum > 2.99999999999999999999999) ? highlightColor : originalColor;
// preserve alpha
tintedColor.a = originalColor.a;
return tintedColor;
}
using the filter:
+ (NSImage *)showHighlightsInImage:(NSImage *)img dstRect:(NSRect)dstRect
{
NSGraphicsContext *currentContext = [NSGraphicsContext currentContext];
NSRect dstRectForCGImage = dstRect; // because the method below wants a pointer, and I don't trust it not to modify my rect...
CGImageRef cgImage = [img CGImageForProposedRect:&dstRectForCGImage context:currentContext hints:nil];
CIImage *inputImage = [[CIImage alloc] initWithCGImage:cgImage];
[SSTintHighlightsFilter class]; // get my filter initialized
CIFilter *highlightFilter = [CIFilter filterWithName:#"SSTintHighlightsFilter"];
[highlightFilter setValue:inputImage forKey:#"inputImage"];
[highlightFilter setValue:[CIColor colorWithRed:1.0 green:0.0 blue:0.0] forKey: #"highlightColor"];
[inputImage release];
CIImage *outputImage = [highlightFilter valueForKey:#"outputImage"];
NSImage *resultImage = [[NSImage alloc] initWithSize:[img size]];
[resultImage addRepresentation:[NSCIImageRep imageRepWithCIImage:outputImage]];
return [resultImage autorelease];
}
I'm not sure that I'm handling the alpha entirely robustly, with premultiplication issues and so forth, but apart from that possible glitch it is working great.
I wrote a test application in Qt4 which uses QImage.scaled() or QPixmap.scaled() methods that turned to be very slow. Even a perspective transform is faster, while a scaling transform is the same slow.
[I tried to scale directly a QPainter but I do not master paintEvent() so I always get "painter not active" or paintEvent() is not called at all. So I do not know the painter scaling performaces.]
I ask here if the same issue is known for Quartz/Cocoa or instead their performances for similar tasks are better. I am particularly interested in native Quartz pdf rendering capability and subsequent image scaling.
NIRTimer *timer = [NIRTimer timer];
[timer start];
NSImage *image = [[NSImage alloc]initWithContentsOfFile:#"filename"];
NSImage *scaledImage = [[NSImage alloc]initWithSize:NSMakeSize(720, 480)];
[scaledImage lockFocus];
[image drawInRect:NSMakeRect(0, 0, 720, 480) fromRect:NSZeroRect operation:NSCompositeSourceAtop fraction:1];
[scaledImage unlockFocus];
[image release];
[scaledImage release];
NSLog(#"time: %ld", [timer microseconds]);
This is how to scale an image in Cocoa, and it takes 80000 microseconds (0.08 seconds).
This is my image resize code:
CALayer *newCALayer = [[CALayer layer] retain];
NSImage* image = [[NSImage alloc] initWithData:[NSData dataWithContentsOfFile:path]];
CGImageRef newCGImageFullResolution = [image CGImageForProposedRect:nil context:nil hints:nil];
CGContextRef context = CGBitmapContextCreate(NULL, drawRect.size.width, drawRect.size.height,
CGImageGetBitsPerComponent(newCGImageFullResolution),
CGImageGetBytesPerRow(newCGImageFullResolution),
CGImageGetColorSpace(newCGImageFullResolution),
CGImageGetAlphaInfo(newCGImageFullResolution));
CGContextDrawImage(context, CGRectMake(0, 0, drawRect.size.width, drawRect.size.height), newCGImageFullResolution);
CGImageRef scaledImage = CGBitmapContextCreateImage(context);
newCALayer.contents = (id)scaledImage;
CGImageRelease(scaledImage);
newCALayer.contentsGravity = kCAGravityResizeAspect;
newCALayer.opacity = 0.0;
newCALayer.anchorPoint = CGPointMake(0.0f,0.0f);
newCALayer.frame = CGRectMake( 0.0,
0.0,
[Singleton sharedSingleton].fullscreenRect.size.width,
[Singleton sharedSingleton].fullscreenRect.size.height);
[newCALayer setAutoresizingMask:kCALayerWidthSizable | kCALayerHeightSizable];
//CGImageRelease(cgImageFullResolution); (bonus points if you can explain why I can't release this! I mean, I can release the scaled image ok??)
CGContextRelease(context);
[image release];
I am doing all of this from a background thread in order to preload pictures so my GUI feels snappy. It took some work getting synchronization and what not set up so the CALayers ends up in view.
But I believe the term for describing how fast this is would be "it's a dog".
Comparing to IKImageView - that thing flings up thumbnails of images faster than I can scroll.
Does anybody have some suggestions for how to handle this better than I am doing it now?
In other words, my problem is that I want to have a super-fast UX. I believe the way to accomplish this is by preloading things to CALayers (this may be wrong? I tried NSImageView and some IK-stuff, but at least CALayer is better than that).
ImageKit is probably using CGImageSourceCreateThumbnailAtIndex() to quickly get an image appropriate to the destination, rather than reading in the entire image file.
Here:
NSImage *image = [[[NSImage alloc] initWithContentsOfFile:path] autorelease];
[image setScalesWhenResized:YES]; // *
[image setDataRetained:YES]; // *
[image setSize:desiredNewSize];
Then use the image as it is.
As for why your app is slow, run it under Instruments. That will tell you specifically where you are spending the majority of the processor time you use—it may not be in your scaling code after all.
*Since 10.6, these messages do nothing useful and are deprecated, so you can omit them if you are requiring Snow Leopard or later.
I'm writing a QuickLook plugin. Well, everything works. Just want to try it make better ;).
Thus the question.
Here is a function that returns thumbnail image and that I'm using now.
QLThumbnailRequestSetImageWithData(
QLThumbnailRequestRef thumbnail,
CFDataRef data,
CFDictionaryRef properties);
);
http://developer.apple.com/mac/library/documentation/UserExperience/Reference/QLThumbnailRequest_Ref/Reference/reference.html#//apple_ref/c/func/QLThumbnailRequestSetImageWithData
Right now I'm creating a TIFF -> encapsulated it into NSData. An example
// Setting CFDataRef
CGSize thumbnailMaxSize = QLThumbnailRequestGetMaximumSize(thumbnail);
NSMutableAttributedString *attributedString = [[[NSMutableAttributedString alloc]
initWithString:#"dummy"
attributes:[NSDictionary dictionaryWithObjectsAndKeys:
[NSFont fontWithName:#"Monaco" size:10], NSFontAttributeName,
[NSColor colorWithCalibratedRed:0.0 green:0.0 blue:0.0 alpha:1.0], NSForegroundColorAttributeName,
nil]
] autorelease];
NSImage *thumbnailImage = [[[NSImage alloc] initWithSize:NSMakeSize(thumbnailMaxSize.width, thumbnailMaxSize.height)] autorelease];
[thumbnailImage lockFocus];
[[NSColor whiteColor] set];
NSRectFill(NSMakeRect(0, 0, thumbnailMaxSize.width, thumbnailMaxSize.height));
[attributedString drawInRect:NSMakeRect(0, 0, thumbnailMaxSize.width, thumbnailMaxSize.height)];
[thumbnailImage unlockFocus];
(CFDataRef)[thumbnailImage TIFFRepresentation]; // This is data
// Setting CFDictionaryRef
(CFDictionaryRef)[NSDictionary dictionaryWithObjectsAndKeys:#"kUTTypeTIFF", (NSString *)kCGImageSourceTypeIdentifierHint, nil ]; // this is properties
However QuickLook provides another function to return thumbnail image, namely
QLThumbnailRequestSetImage(
QLThumbnailRequestRef thumbnail,
CGImageRef image,
CFDictionaryRef properties);
);
http://developer.apple.com/mac/library/documentation/UserExperience/Reference/QLThumbnailRequest_Ref/Reference/reference.html#//apple_ref/c/func/QLThumbnailRequestSetImage
I have a feeling that passing CGImage to the QL instead of TIFF data would help in speeding things up.
However- I have never worked with CG context before. I know, the documentation is there :), but anyways- could anyone give an example how to turn that NSAttributed string into CGImageRef. An example is worth 10 times reading the documentation ;)
Any help appreciated. Thanks in advance!
could anyone give an example how to turn that NSAttributed string into CGImageRef.
You can't turn a string into an image; they're two completely different kinds of data, and one is two dimensional (characters over time) while the other is at-least-three dimensional (color over x and y).
What you need to do is draw the string and produce an image of the drawing. That's what you're doing now with NSImage: Creating an image and drawing the string into it.
You're asking about creating a CGImage. Creating a bitmap context, using Core Text to draw the string into it, and creating an image of the contents of the bitmap context is one way to do that.
However, you're already much closer to another solution, assuming you can require Snow Leopard. Instead of asking the NSImage for a TIFF representation, ask it for a CGImage.