IOS获取图片中某个像素点的像素值,包括ARGB的各个值
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- (UIColor *) getPixelColorAtLocation:(CGPoint)point { UIColor* color = nil; CGImageRef inImage = self.image.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]; //NSLog(@"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha); 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); } return color;} - (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;}
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