我正在尝试一些方法来获取图像的像素颜色或alpha。到目前为止,每一次尝试都给我带来了长时间的过程。
目前,我正在尝试以下方法,但我无法通过,因为xcode在尝试获取上下文Ïnstance Method createARGBBitmapContextFromImage not found
时告诉我(CGContextRef cgctx )
。
为什么会发生这种情况?
- (BOOL) isWallPixel:(CGPoint)point
{
BOOL result = FALSE;
UIColor* color = nil;
CGImageRef inImage;
UIImage* imagem = [UIImage imageNamed:@"mask.png"];
inImage = imagem.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));
int alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
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); }
if(alpha==0)
result = TRUE;
return result;
}
答案 0 :(得分:2)
以下是您要查找的代码which I found in this related question。您需要将此文件添加到.m文件中,并将方法声明添加到.h文件中。
- (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;
}