Iphone 获取图像的像素颜色
如何获取UIImage中特定像素的RGB值?您不能直接访问原始数据,但通过获取此图像的CGImage,您可以访问它。下面是另一个问题的链接,该问题回答了您和您可能遇到的其他有关详细图像处理的问题:请尝试以下非常简单的代码: 我曾经在我的迷宫游戏中检测到一堵墙(我需要的唯一信息是alpha通道,但我包含了代码来为您获取其他颜色):Iphone 获取图像的像素颜色,iphone,uiimage,rgb,pixel,Iphone,Uiimage,Rgb,Pixel,如何获取UIImage中特定像素的RGB值?您不能直接访问原始数据,但通过获取此图像的CGImage,您可以访问它。下面是另一个问题的链接,该问题回答了您和您可能遇到的其他有关详细图像处理的问题:请尝试以下非常简单的代码: 我曾经在我的迷宫游戏中检测到一堵墙(我需要的唯一信息是alpha通道,但我包含了代码来为您获取其他颜色): OnTouch -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouc
OnTouch
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[touches allObjects] objectAtIndex:0];
CGPoint point1 = [touch locationInView:self.view];
touch = [[event allTouches] anyObject];
if ([touch view] == imgZoneWheel)
{
CGPoint location = [touch locationInView:imgZoneWheel];
[self getPixelColorAtLocation:location];
if(alpha==255)
{
NSLog(@"In Image Touch view alpha %d",alpha);
[self translateCurrentTouchPoint:point1.x :point1.y];
[imgZoneWheel setImage:[UIImage imageNamed:[NSString stringWithFormat:@"blue%d.png",GrndFild]]];
}
}
}
- (UIColor*) getPixelColorAtLocation:(CGPoint)point
{
UIColor* color = nil;
CGImageRef inImage;
inImage = imgZoneWheel.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));
alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
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;
}
首先,创建并附加点击手势识别器允许用户交互:
UITapGestureRecognizer * tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(tapGesture:)];
[self.label addGestureRecognizer:tapRecognizer];
self.label.userInteractionEnabled = YES;
现在执行-点击手势:
- (void)tapGesture:(UITapGestureRecognizer *)recognizer
{
CGPoint point = [recognizer locationInView:self.label];
UIGraphicsBeginImageContext(self.label.bounds.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.label.layer renderInContext:context];
int bpr = CGBitmapContextGetBytesPerRow(context);
unsigned char * data = CGBitmapContextGetData(context);
if (data != NULL)
{
int offset = bpr*round(point.y) + 4*round(point.x);
int blue = data[offset+0];
int green = data[offset+1];
int red = data[offset+2];
int alpha = data[offset+3];
NSLog(@"%d %d %d %d", alpha, red, green, blue);
if (alpha == 0)
{
// Here is tap out of text
}
else
{
// Here is tap right into text
}
}
UIGraphicsEndImageContext();
}
这将适用于具有透明背景的UILabel,如果这不是您想要的,您可以将alpha、红色、绿色、蓝色与
self.label.backgroundColor
..根据Minas Petterson的答案,这里有一种获取UI图像中像素颜色的通用方法:
- (UIColor*)pixelColorInImage:(UIImage*)image atX:(int)x atY:(int)y {
CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage));
const UInt8* data = CFDataGetBytePtr(pixelData);
int pixelInfo = ((image.size.width * y) + x ) * 4; // 4 bytes per pixel
UInt8 red = data[pixelInfo + 0];
UInt8 green = data[pixelInfo + 1];
UInt8 blue = data[pixelInfo + 2];
UInt8 alpha = data[pixelInfo + 3];
CFRelease(pixelData);
return [UIColor colorWithRed:red /255.0f
green:green/255.0f
blue:blue /255.0f
alpha:alpha/255.0f];
}
注意,X和Y可以互换;这个函数直接访问底层位图,不考虑可能是UIIMAGE的一部分的旋转。 < P> Minas银行代码中的一些SWIFT代码。最初,我有一些代码来计算像素步长,但我已经更新了答案以使用ComponentLayout。我还将扩展移到了CGImage
- (UIColor *)colorAtPixel:(CGPoint)point inImage:(UIImage *)image {
if (!CGRectContainsPoint(CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), point)) {
return nil;
}
// Create a 1x1 pixel byte array and bitmap context to draw the pixel into.
NSInteger pointX = trunc(point.x);
NSInteger pointY = trunc(point.y);
CGImageRef cgImage = image.CGImage;
NSUInteger width = image.size.width;
NSUInteger height = image.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
int bytesPerPixel = 4;
int bytesPerRow = bytesPerPixel * 1;
NSUInteger bitsPerComponent = 8;
unsigned char pixelData[4] = { 0, 0, 0, 0 };
CGContextRef context = CGBitmapContextCreate(pixelData, 1, 1, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextSetBlendMode(context, kCGBlendModeCopy);
// Draw the pixel we are interested in onto the bitmap context
CGContextTranslateCTM(context, -pointX, pointY-(CGFloat)height);
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, (CGFloat)width, (CGFloat)height), cgImage);
CGContextRelease(context);
// Convert color values [0..255] to floats [0.0..1.0]
CGFloat red = (CGFloat)pixelData[0] / 255.0f;
CGFloat green = (CGFloat)pixelData[1] / 255.0f;
CGFloat blue = (CGFloat)pixelData[2] / 255.0f;
CGFloat alpha = (CGFloat)pixelData[3] / 255.0f;
return [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
}
Swift 5:
公共扩展UIImage{
func getPixelColor(u点:CGPoint)->UIColor{
guard let cgImage=self.cgImage else{
返回UIColor.clear
}
返回cgImage.getPixelColor(点)
}
}
公共扩展CGBitmapInfo{
//看https://stackoverflow.com/a/60247648/1765629
//我把它扩展到包括
枚举组件布局{
案例a
案例bgra
案例abgr
案例argb
案例rgba
案例bgr
案例rgb
变量计数:Int{
切换自身{
案例a:返回1
case.bgr、.rgb:返回3
默认值:返回4
}
}
}
var isAlphaPremultiplied:Bool{
设alphaInfo=CGImageAlphaInfo(rawValue:rawValue&Self.alphaInfoMask.rawValue)
返回alphaInfo=.premultipliedFirst | | alphaInfo==.premultipliedLast
}
//[…]跳过其余部分
}
公共扩展CGImage{
func getPixelColor(u点:CGPoint)->UIColor{
保护let pixelData=self.dataProvider?.data,let layout=bitmapInfo.componentLayout,let data=CFDataGetBytePtr(pixelData)else{
返回,完毕
}
设x=Int(点x)
设y=Int(点y)
设w=自宽
设h=自身高度
设指数=w*y+x
设numBytes=CFDataGetLength(pixelData)
让numComponents=layout.count
如果numBytes!=w*h*numComponents{
NSLog(“意外大小:\(numBytes)!=\(w)x\(h)x\(numComponents)”)
返回,完毕
}
设isAlphaPremultiplied=bitmapInfo.isAlphaPremultiplied
开关组件{
案例1:
返回UIColor(红色:0,绿色:0,蓝色:0,alpha:CGFloat(数据[索引])/255.0)
案例3:
设c0=CGFloat((数据[3*索引])/255
设c1=CGFloat((数据[3*索引+1]))/255
设c2=CGFloat((数据[3*索引+2]))/255
如果布局==.bgr{
返回UIColor(红色:c2,绿色:c1,蓝色:c0,alpha:1.0)
}
返回UIColor(红色:c0,绿色:c1,蓝色:c2,阿尔法:1.0)
案例4:
设c0=CGFloat((数据[4*索引])/255
设c1=CGFloat((数据[4*索引+1]))/255
设c2=CGFloat((数据[4*索引+2]))/255
设c3=CGFloat((数据[4*索引+3]))/255
变量r:CGFloat=0
变量g:CGFloat=0
变量b:CGFloat=0
变量a:CGFloat=0
交换机布局{
案例.abgr:
a=c0;b=c1;g=c2;r=c3
案例.argb:
a=c0;r=c1;g=c2;b=c3
案例:bgra:
b=c0;g=c1;r=c2;a=c3
案例.rgba:
r=c0;g=c1;b=c2;a=c3
违约:
打破
}
如果isAlphaPremultiplied&&a>0{
r=r/a
g=g/a
b=b/a
}
返回UIColor(红色:r、绿色:g、蓝色:b、alpha:a)
违约:
返回,完毕
}
}
我试图重构它以使用范围,但这似乎不起作用
let start=numComponents*索引
let end=numComponents*(索引+1)
设c=data[start..
Swift 5版
此处给出的答案要么过时,要么不正确,因为它们没有考虑以下因素:
image.size.width
/image.size.height
返回的点大小UIView.drawHierarchy(in:AfterCreenUpdate:)
方法可以生成BGRA图像CGImage
使用的内存优化,以字节为单位的像素行的大小可以大于像素宽度乘以4的大小UIColor
。该代码针对可用性和清晰度而不是性能进行了优化
公共扩展UIImage{
像素宽度:Int{
返回cgImage?.width±0
}
可变像素高度:
- (UIColor *)colorAtPixel:(CGPoint)point inImage:(UIImage *)image {
if (!CGRectContainsPoint(CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), point)) {
return nil;
}
// Create a 1x1 pixel byte array and bitmap context to draw the pixel into.
NSInteger pointX = trunc(point.x);
NSInteger pointY = trunc(point.y);
CGImageRef cgImage = image.CGImage;
NSUInteger width = image.size.width;
NSUInteger height = image.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
int bytesPerPixel = 4;
int bytesPerRow = bytesPerPixel * 1;
NSUInteger bitsPerComponent = 8;
unsigned char pixelData[4] = { 0, 0, 0, 0 };
CGContextRef context = CGBitmapContextCreate(pixelData, 1, 1, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextSetBlendMode(context, kCGBlendModeCopy);
// Draw the pixel we are interested in onto the bitmap context
CGContextTranslateCTM(context, -pointX, pointY-(CGFloat)height);
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, (CGFloat)width, (CGFloat)height), cgImage);
CGContextRelease(context);
// Convert color values [0..255] to floats [0.0..1.0]
CGFloat red = (CGFloat)pixelData[0] / 255.0f;
CGFloat green = (CGFloat)pixelData[1] / 255.0f;
CGFloat blue = (CGFloat)pixelData[2] / 255.0f;
CGFloat alpha = (CGFloat)pixelData[3] / 255.0f;
return [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
}
extension CGImage {
func pixel(x: Int, y: Int) -> (r: Int, g: Int, b: Int, a: Int)? { // swiftlint:disable:this large_tuple
guard let pixelData = dataProvider?.data,
let data = CFDataGetBytePtr(pixelData) else { return nil }
let pixelInfo = ((width * y) + x ) * 4
let red = Int(data[pixelInfo]) // If you need this info, enable it
let green = Int(data[(pixelInfo + 1)]) // If you need this info, enable it
let blue = Int(data[pixelInfo + 2]) // If you need this info, enable it
let alpha = Int(data[pixelInfo + 3]) // I need only this info for my maze game
return (red, green, blue, alpha)
}
}