Reputation: 131
all!
I've been doing a lot of research into this and I've integrated several different solutions into my project, but none of them seem to work. My current solution has been borrowed from this thread.
When I run my code, however, two things happen:
I get two errors:
CGBitmapContextCreate: unsupported parameter combination: set CGBITMAP_CONTEXT_LOG_ERRORS environmental variable to see the details
and
CGContextDrawImage: invalid context 0x0. If you want to see the backtrace, please set
Any ideas? Here is my current built function that I'm calling for my Image class:
init?(fromImage image: UIImage!) {
let imageRef = image!.CGImage
self.width = CGImageGetWidth(imageRef)
self.height = CGImageGetHeight(imageRef)
let colorspace = CGColorSpaceCreateDeviceRGB()
let bytesPerRow = (4 * width);
let bitsPerComponent :UInt = 8
let pixels = UnsafeMutablePointer<UInt8>(malloc(width*height*4))
var context = CGBitmapContextCreate(pixels, width, height, Int(bitsPerComponent), bytesPerRow, colorspace, 0);
CGContextDrawImage(context, CGRectMake(0, 0, CGFloat(width), CGFloat(height)), imageRef)
Any pointers would help a lot, as I'm new to understanding how all of this CGBitmap stuff works.
Thanks a ton!
Upvotes: 4
Views: 3468
Reputation: 3605
You should not pass an 0
as the bitmapInfo
param for CGBitmapContextCreate
. For RGBA you shall pass CGImageAlphaInfo.PremultipliedLast.rawValue
.
Supported combinations of bitsPerComponent
, bytesPerRow
, colorspace
and bitmapInfo
can be found here:
https://developer.apple.com/library/mac/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_context/dq_context.html#//apple_ref/doc/uid/TP30001066-CH203-BCIBHHBB
Note that 32 bits per pixel (bpp) is 4 bytes per pixel and you use it to calculate bytesPerRow
Upvotes: 4
Reputation: 5797
You need to convert the image to NSData and then convert NSData to UInt8 array.
let data: NSData = UIImagePNGRepresentation(image)
// or let data: NSData = UIImageJPGRepresentation(image)
let count = data.length / sizeof(UInt8)
// create an array of Uint8
var array = [UInt8](count: count, repeatedValue: 0)
// copy bytes into array
data.getBytes(&array, length:count * sizeof(UInt8))
Upvotes: -1