Reputation: 5246
I have an MxN array of ints representing colors (say RGBA format, but that is easily changeable). I would like to convert them to an MxN Bitmap or something else (such as an OpenGL texture) that I can render to the screen. Is there a fast way to do this? Looping through the array and drawing them to the canvas is far too slow.
Upvotes: 12
Views: 26920
Reputation: 7881
Try this, it will give you the bitmap:
// You are using RGBA that's why Config is ARGB.8888
bitmap = Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888);
// vector is your int[] of ARGB
bitmap.copyPixelsFromBuffer(IntBuffer.wrap(vector));
Or you can generate IntBuffer
from the following native method:
private IntBuffer makeBuffer(int[] src, int n) {
IntBuffer dst = IntBuffer.allocate(n*n);
for (int i = 0; i < n; i++) {
dst.put(src[i]);
}
dst.rewind();
return dst;
}
Upvotes: 20
Reputation:
Why not use Bitmap.setPixel? It's even API level 1:
int[] array = your array of pixels here...
int width = width of "array"...
int height = height of "array"...
// Create bitmap
Bitmap bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
// Set the pixels
bitmap.setPixels(array, 0, width, 0, 0, width, height);
You can play with offset/stride/x/y as needed.
No loops. No additional allocations.
Upvotes: 16
Reputation: 36806
Yeah, sounds like you have all the info you need. If M is the width and N is the height, you can create a new bitmap with Bitmap.createBitmap, and you can fill in the ARGB values with the setPixels method which takes an int array.
Upvotes: 2