在我的swift项目中,我有两个类一起工作来保存图像的Pixel值,以便能够修改红色,绿色,蓝色和alpha值。 UnsafeMutableBufferPointer
包含许多由Pixel类对象组成的咬合。
我可以与拥有UnsafeMutableBufferPointer<Pixel>
属性的类进行交互。我可以访问该对象的所有属性,一切正常。我使用UnsafeMutableBufferPoint<Pixel>
时遇到的唯一问题是尝试使用我的Pixel对象遍历它,并且它一直与线程1:EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
异常一起崩溃。
init!(image: UIImage)
{
_width = Int(image.size.width)
_height = Int(image.size.height)
guard let cgImage = image.cgImage else { return nil }
_width = Int(image.size.width)
_height = Int(image.size.height)
let bitsPerComponent = 8
let bytesPerPixel = 4
let bytesPerRow = _width * bytesPerPixel
let imageData = UnsafeMutablePointer<Pixel>.allocate(capacity: _width * _height)
let colorSpace = CGColorSpaceCreateDeviceRGB()
var bitmapInfo: UInt32 = CGBitmapInfo.byteOrder32Big.rawValue
bitmapInfo |= CGImageAlphaInfo.premultipliedLast.rawValue & CGBitmapInfo.alphaInfoMask.rawValue
guard let imageContext = CGContext(data: imageData, width: _width, height: _height, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo) else { return nil }
imageContext.draw(cgImage, in: CGRect(origin: CGPoint.zero, size: image.size))
_pixels = UnsafeMutableBufferPointer<Pixel>(start: imageData, count: _width * _height)
}
此功能是崩溃程序的部分。崩溃的确切部分是循环遍历rgba.pixels的for循环。 rgba.pixels是UnsafeMutableBufferPointer。
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : Any])
{
let image: UIImage = info[UIImagePickerControllerEditedImage] as! UIImage!
let rgba = RGBA(image: image)!
for pixel in rgba.pixels
{
print(pixel.red)
}
self.dismiss(animated: true, completion: nil);
}
这是我创建UnsafeMutableBufferPointer<Pixel>
的构造函数。是否有更简单的方法可以获得RBGA值并轻松更改它们。
Pixel类是UInt32
值,它被分为四个UInt 8
值。
我使用错误的构造来保存这些值,如果是这样,是否有更安全或更容易使用的构造?或者我在访问Pixel值时做错了什么?
答案 0 :(得分:0)
这就是我得到图像像素的方法 -
// Grab and set up variables for the original image
let inputCGImage = inputImage.CGImage
let inputWidth: Int = CGImageGetWidth(inputCGImage)
let inputHeight: Int = CGImageGetHeight(inputCGImage)
// Get the colorspace that will be used for image processing (RGB/HSV)
let colorSpace: CGColorSpaceRef = CGColorSpaceCreateDeviceRGB()!
// Hardcode memory variables
let bytesPerPixel = 4 // 32 bits = 4 bytes
let bitsPerComponent = 8 // 32 bits div. by 4 components (RGBA) = 8 bits per component
let inputBytesPerRow = bytesPerPixel * inputWidth
// Get a pointer pointing to an allocated array to hold all the pixel data of the image
let inputPixels = UnsafeMutablePointer<UInt32>(calloc(inputHeight * inputWidth, sizeof(UInt32)))
// Create a context to draw the original image in (aka put the pixel data into the above array)
let context: CGContextRef = CGBitmapContextCreate(inputPixels, inputWidth, inputHeight, bitsPerComponent, inputBytesPerRow, colorSpace, CGImageAlphaInfo.PremultipliedLast.rawValue | CGBitmapInfo.ByteOrder32Big.rawValue)!
CGContextDrawImage(context, CGRect(x: 0, y: 0, width: inputWidth, height: inputHeight), inputCGImage)
请记住,这不是Swift 3语法,而是您正在使用的内容,但这是基本算法。现在要获取每个像素的各个颜色值,您必须实现这些功能 -
func Mask8(x: UInt32) -> UInt32
{
return x & 0xFF
}
func R(x: UInt32) -> UInt32
{
return Mask8(x)
}
func G(x: UInt32) -> UInt32
{
return Mask8(x >> 8)
}
func B(x: UInt32) -> UInt32
{
return Mask8(x >> 16)
}
func A(x: UInt32) -> UInt32
{
return Mask8(x >> 24)
}
要在处理RGBA值后创建全新颜色,请使用此功能 -
func RGBAMake(r: UInt32, g: UInt32, b: UInt32, a: UInt32) -> UInt32
{
return (Mask8(r) | Mask8(g) << 8 | Mask8(b) << 16 | Mask8(a) << 24)
}
要迭代像素数组,你可以这样做 -
var currentPixel = inputPixels
for _ in 0..<height
{
for i in 0..<width
{
let color: UInt32 = currentPixel.memory
if i < width - 1
{
print(NSString(format: "%3.0f", R(x: color), terminator: " "))
}
else
{
print(NSString(format: "%3.0f", R(x: color)))
}
currentPixel += 1
}
}