Reputation: 3303
I'm trying to process some imagedata which comes directly from the device camera. In order to understand the CGImage structure, I'm using a buffer to create an image which doesn't work right for me (I know that I shouldn't use C code within Obj-C Code, it's just for understanding). The code is as follows:
int *outBuf = malloc(sizeof(int) * width * height);
for (int i = 0; i < width * height;i ++)
{
outBuf[i] = (((float)i) / ((float) width * height)) * 255.f;
}
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
CGContextRef ctx = CGBitmapContextCreate(outBuf, width, height, 8, width * 4, colorSpace, kCGImageAlphaNone);
CGImageRef img = CGBitmapContextCreateImage(ctx);
CFRelease(ref);
CGContextRelease(ctx);
free(outBuf);
CGColorSpaceRelease(colorSpace);
[view.imgView setImage: [UIImage imageWithCGImage:img]];
CGImageRelease(img);
This should create a gradient from the very first to the very last pixel, but it results in a weird graphic:
Where do the horizontal spacings come from? (I want to solve this issue, I'm aware that there are other possibilities to draw the gradient) Thanks in advance.
Upvotes: 4
Views: 3912
Reputation: 3303
I've found the solution:
I was initialising the buffer with int*. Every int is 4 bytes long, but a grayscale picture just needs 1 byte per pixel. Changing the buffer to char* and modifying the CGBitmapContextCreate parameters fixed the issue:
CGBitmapContextCreate(outBuf, width, height, 8, width, colorSpace, kCGImageAlphaNone);
Upvotes: 3
Reputation: 3366
There are several approaches to implementing what you wish. Here's two examples: Please note that this is just to show you an example, you should addapt parameters/colors/etc to get exactly what you're after. Hope this helps.
1) Drawing gradient directly in draw rect. If you wish additional drawing, also call [super drawRect:rect] in your view implementation.
- (void)drawRect:(CGRect)rect {
CGPoint center = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
if (CGSizeEqualToSize(self.centerOffset, CGSizeZero) == NO) {
center.x += self.centerOffset.width;
center.y += self.centerOffset.height;
}
CGContextRef currentContext = UIGraphicsGetCurrentContext();
size_t num_locations = 2;
CGFloat locations[2] = { 0.0, 1.0 };
CGFloat components[8] = { 0.0, 0.0, 0.0, 0.5, // Start color
0.0, 0.0, 0.0, 0.7 }; // End color
CGColorSpaceRef rgbColorspace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColorComponents(rgbColorspace, components, locations, num_locations);
CGGradientDrawingOptions options = kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation;
CGFloat endRadius = [UIApplication sharedApplication].keyWindow.bounds.size.height / 2;
CGContextDrawRadialGradient(currentContext, gradient, center, 50.0f, center, endRadius, options);
CGGradientRelease(gradient);
CGColorSpaceRelease(rgbColorspace);
}
2) Use CAGradient Layer
UIColor *startEndColour = [UIColor redColor];
UIColor *middleColor = [UIColor blueColor];
NSArray *horizontalGradientColorsArray = [NSArray arrayWithObjects:(id)[startEndColour CGColor], (id)[middleColor CGColor],(id)[middleColor CGColor], (id)[startEndColour CGColor],nil];
UIView *horizontalGradient1View = [[UIView alloc] initWithFrame:CGRectMake(0.f, 0.f, self.bounds.size.width, 1.f)];
horizontalGradient1View.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleBottomMargin;
CAGradientLayer *horizontalGradient1 = [CAGradientLayer layer];
horizontalGradient1.frame = horizontalGradient1View.bounds;
horizontalGradient1.colors = horizontalGradientColorsArray;
horizontalGradient1.startPoint = CGPointMake(0, 0.5);
horizontalGradient1.endPoint = CGPointMake(1.0, 0.5);
[horizontalGradient1View.layer insertSublayer:horizontalGradient1 atIndex:0];
[self addSubview:horizontalGradient1View];
[horizontalGradient1View release];
Upvotes: 2