裁剪像素缓冲区

时间:2012-05-02 18:48:06

标签: ios uiimage core-graphics

我使用以下方法将图像数据从相机转换为UIImage。为了节省一些时间和内存,我想在将图像数据转换为UIImage之前裁剪图像数据。

理想情况下,我传入cropRect,然后返回裁剪的UIImage。但是,由于根据我使用的是照片还是视频预设,相机输出的大小可能会有所不同,因此我可能不知道cropRect使用的尺寸。我可以使用cropRect,类似于焦点或曝光点,使用(0,0)和(1,1)之间的CGPoint,并对cropRect的CGSize执行类似操作。或者我可以在调用以下内容之前获取sampleBuffer的维度,并传入适当的cropRect。我想知道一些我应该使用的建议。

我也想知道如何最好地裁剪,以便不必创建一个完整的UIImage,然后将其裁剪下来。通常,我只对保留大约10-20%的像素感兴趣。我假设我必须迭代像素,并开始将cropRect复制到不同的像素缓冲区,直到我拥有我想要的所有像素。

请记住,根据orientation可能会发生轮换。

+ (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer orientation:(UIImageOrientation) orientation
{
    // Create a UIImage from sample buffer data
    // Get a CMSampleBuffer's Core Video image buffer for the media data
    CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer); 
    // Lock the base address of the pixel buffer
    CVPixelBufferLockBaseAddress(imageBuffer, 0); 

    // Get the number of bytes per row for the pixel buffer
    void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer); 

    // Get the number of bytes per row for the pixel buffer
    size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer); 
    // Get the pixel buffer width and height
    size_t width = CVPixelBufferGetWidth(imageBuffer); 
    size_t height = CVPixelBufferGetHeight(imageBuffer); 

    // Create a device-dependent RGB color space
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); 

    // Create a bitmap graphics context with the sample buffer data
    CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8, 
                                                 bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst); 
    // Create a Quartz image from the pixel data in the bitmap graphics context
    CGImageRef quartzImage = CGBitmapContextCreateImage(context); 
    // Unlock the pixel buffer
    CVPixelBufferUnlockBaseAddress(imageBuffer,0);

    // Free up the context and color space
    CGContextRelease(context); 
    CGColorSpaceRelease(colorSpace);

    // Create an image object from the Quartz image
    UIImage *image = [UIImage imageWithCGImage:quartzImage scale:(CGFloat)1.0 orientation:orientation];
    // Release the Quartz image
    CGImageRelease(quartzImage);

    return (image);
}

总结:

  1. 我应该传入一个指定(0,0,0,0)和(1,1,1,1)之间的矩形的cropRect,还是传入一个指定精确像素位置的cropRect,如(50,50,100,100) )?
  2. 如何最好裁剪像素缓冲区?

1 个答案:

答案 0 :(得分:2)

我认为你应该使用pixel作为cropRect,因为你必须至少在某个时刻将float值转换为像素值。 以下代码未经过测试,但应该为您提供想法。

CGRect cropRect = CGRectMake(50, 50, 100, 100); // cropRect
CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVReturn lock = CVPixelBufferLockBaseAddress(pixelBuffer, 0);
if (lock == kCVReturnSuccess) {
    int w = 0;
    int h = 0;
    int r = 0;
    int bytesPerPixel = 0;
    unsigned char *buffer;
    w = CVPixelBufferGetWidth(pixelBuffer);
    h = CVPixelBufferGetHeight(pixelBuffer);
    r = CVPixelBufferGetBytesPerRow(pixelBuffer);
    bytesPerPixel = r/w;
    buffer = CVPixelBufferGetBaseAddress(pixelBuffer);
    UIGraphicsBeginImageContext(cropRect.size); // create context for image storage, use cropRect as size
    CGContextRef c = UIGraphicsGetCurrentContext();
    unsigned char* data = CGBitmapContextGetData(c);
    if (data != NULL) {
        // iterate over the pixels in cropRect
        for(int y = cropRect.origin.y, yDest = 0; y<CGRectGetMaxY(cropRect); y++, yDest++) { 
            for(int x = cropRect.origin.x, xDest = 0; x<CGRectGetMaxX(cropRect); x++, xDest++) {
                int offset = bytesPerPixel*((w*y)+x); // offset calculation in cropRect
                int offsetDest = bytesPerPixel*((cropRect.size.width*yDest)+xDest); // offset calculation for destination image
                for (int i = 0; i<bytesPerPixel; i++) {
                    data[offsetDest+i]   = buffer[offset+i];
                }
            }
        }
    } 
    UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
}