如果给定的图像有8,24或32bpp,我有一个可以访问确定像素值的工作代码。这是代码:
使用BitmapSource
:
// Get width and height of bitmap
Width = _source.PixelWidth;
Height = _source.PixelHeight;
// Get total locked pixels count
int pixelCount = Width * Height;
// Get source bitmap pixel format size
Depth = _source.Format.BitsPerPixel;
// Create byte array to copy pixel values
int step = Depth / 8;
Pixels = new byte[pixelCount * step];
_iptr = _data.BackBuffer;
// Copy data from pointer to array
Marshal.Copy(_iptr, Pixels, 0, Pixels.Length);
int count = Depth / 8;
if (count == 0)
count = 1;
//Get start index of the specified pixel
int i = ((y * Width) + x) * count;
if (i > Pixels.Length - count)
throw new IndexOutOfRangeException();
if (Depth == 32) //For 32 bpp get Red, Green, Blue and Alpha
{
byte b = Pixels[i];
byte g = Pixels[i + 1];
byte r = Pixels[i + 2];
byte a = Pixels[i + 3]; // a
clr = Color.FromArgb(a, r, g, b);
}
else if (Depth == 24) //For 24 bpp get Red, Green and Blue
{
byte b = Pixels[i];
byte g = Pixels[i + 1];
byte r = Pixels[i + 2];
clr = Color.FromRgb(r, g, b);
}
else if (Depth == 8) //For 8 bpp get color value (Red, Green and Blue values are the same)
{
byte c = Pixels[i];
clr = Color.FromRgb(c, c, c);
}
并设置像素值:
if (Depth == 32) //For 32 bpp set Red, Green, Blue and Alpha
{
Pixels[i] = color.B;
Pixels[i + 1] = color.G;
Pixels[i + 2] = color.R;
Pixels[i + 3] = color.A;
}
else if (Depth == 24) //For 24 bpp set Red, Green and Blue
{
Pixels[i] = color.B;
Pixels[i + 1] = color.G;
Pixels[i + 2] = color.R;
}
else if (Depth == 8) //For 8 bpp set color value (Red, Green and Blue values are the same)
{
Pixels[i] = color.B;
}
那么,我如何访问(获取,设置)1,2或4bpp像素值?
答案 0 :(得分:0)
我正在尝试读取像素值之前将图像转换为其他class RenderView:UIView {
var pointsToDraw:[Int] = [] {
didSet {
self.setNeedsDisplay()
}
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
self.backgroundColor = UIColor.whiteColor()
}
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, self.bounds);
CGContextSetLineWidth(context, 3);
UIColor.yellowColor().set()
if pointsToDraw.count > 4 {
CGContextMoveToPoint(context, CGFloat(pointsToDraw[0]), CGFloat(pointsToDraw[1]))
for i in 2..<pointsToDraw.count {
if i % 2 == 0 {
CGContextAddLineToPoint(context, CGFloat(pointsToDraw[i]), CGFloat(pointsToDraw[i + 1]))
}
}
}
// Draw
CGContextStrokePath(context);
}
}
。这解决了我的问题。