2011-04-07 53 views

回答

1

希望這些可以幫助

What is the fastest way to draw single pixels directly to the screen in an iPhone application? 從這個SO質疑 How to get pixel data from a UIImage (Cocoa Touch) or CGImage (Core Graphics)?

+ (NSArray*)getRGBAsFromImage:(UIImage*)image atX:(int)xx andY:(int)yy count:(int)count 
{ 
    NSMutableArray *result = [NSMutableArray arrayWithCapacity:count]; 

    // First get the image into your data buffer 
    CGImageRef imageRef = [image CGImage]; 
    NSUInteger width = CGImageGetWidth(imageRef); 
    NSUInteger height = CGImageGetHeight(imageRef); 
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); 
    unsigned char *rawData = malloc(height * width * 4); 
    NSUInteger bytesPerPixel = 4; 
    NSUInteger bytesPerRow = bytesPerPixel * width; 
    NSUInteger bitsPerComponent = 8; 
    CGContextRef context = CGBitmapContextCreate(rawData, width, height, 
        bitsPerComponent, bytesPerRow, colorSpace, 
        kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); 
    CGColorSpaceRelease(colorSpace); 

    CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); 
    CGContextRelease(context); 

    // Now your rawData contains the image data in the RGBA8888 pixel format. 
    int byteIndex = (bytesPerRow * yy) + xx * bytesPerPixel; 
    for (int ii = 0 ; ii < count ; ++ii) 
    { 
     CGFloat red = (rawData[byteIndex]  * 1.0)/255.0; 
     CGFloat green = (rawData[byteIndex + 1] * 1.0)/255.0; 
     CGFloat blue = (rawData[byteIndex + 2] * 1.0)/255.0; 
     CGFloat alpha = (rawData[byteIndex + 3] * 1.0)/255.0; 
     byteIndex += 4; 

     UIColor *acolor = [UIColor colorWithRed:red green:green blue:blue alpha:alpha]; 
     [result addObject:acolor]; 
    } 

    free(rawData); 

    return result; 
} 
+0

非常感謝你 – rat 2011-04-16 14:22:51

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