Reputation: 4039
I'm currently using this technique to get the color of a pixel in a UIimage. (on Ios)
- (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;
}
As illustrated here;
http://www.markj.net/iphone-uiimage-pixel-color/
it works quite well, but when working with images larger than the UIImageView it fails. I tried adding an image and changing the scaling mode to fit the view. How would I modify the code to so that it would still be able to sample the pixel color with a scaled image.
Upvotes: 2
Views: 5575
Reputation: 61
try this for swift3
func getPixelColor(image: UIImage, x: Int, y: Int, width: CGFloat) -> UIColor
{
let pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage))
let data: UnsafePointer<UInt8> = CFDataGetBytePtr(pixelData)
let pixelInfo: Int = ((Int(width) * y) + x) * 4
let r = CGFloat(data[pixelInfo]) / CGFloat(255.0)
let g = CGFloat(data[pixelInfo+1]) / CGFloat(255.0)
let b = CGFloat(data[pixelInfo+2]) / CGFloat(255.0)
let a = CGFloat(data[pixelInfo+3]) / CGFloat(255.0)
return UIColor(red: r, green: g, blue: b, alpha: a)
}
Upvotes: 2
Reputation: 4406
Use the UIImageView Layer:
- (UIColor*) getPixelColorAtLocation:(CGPoint)point {
UIColor* color = nil;
UIGraphicsBeginImageContext(self.frame.size);
CGContextRef cgctx = UIGraphicsGetCurrentContext();
if (cgctx == NULL) { return nil; /* error */ }
[self.layer renderInContext:cgctx];
unsigned char* data = CGBitmapContextGetData (cgctx);
/*
...
*/
UIGraphicsEndImageContext();
return color;
}
Upvotes: -1
Reputation: 7824
Here's a pointer:
0x3A28213A //sorry, I couldn't resist the joke
For real now: after going through the comments on the page at markj.net, a certain James has suggested to make the following changes:
size_t w = CGImageGetWidth(inImage); //Written by Mark
size_t h = CGImageGetHeight(inImage); //Written by Mark
float xscale = w / self.frame.size.width;
float yscale = h / self.frame.size.height;
point.x = point.x * xscale;
point.y = point.y * yscale;
(thanks to http://www.markj.net/iphone-uiimage-pixel-color/comment-page-1/#comment-2159)
This didn't actually work for me... Not that I did much testing, and I'm not the world's greatest programmer (yet)...
My solution was to scale the UIImageView
in such a way that each pixel of the image in it was the same size as a standard CGPoint on the screen, then I took my color like normal (using getPixelColorAtLocation:(CGPoint)point
) , then I scaled the image back to the size I wanted.
Hope this helps!
Upvotes: 0