I want to get color of all the individual pixels of an image.
To elaborate
Let say I have an image named "SampleImage" having 400 x 400 pixels
Basically I want to create a grid from 'SampleImage' which will have 400 x 400 squares each filled with color corresponding to the specific pixel in 'SampleImage'.
I know this is a little abstract, but I am novice in iOS and don't know where to start from.
Thanks in advance!
Use this :
Here is more efficient solution:
// UIView+ColorOfPoint.h
@interface UIView (ColorOfPoint)
- (UIColor *) colorOfPoint:(CGPoint)point;
@end
// UIView+ColorOfPoint.m
#import "UIView+ColorOfPoint.h"
#import <QuartzCore/QuartzCore.h>
@implementation UIView (ColorOfPoint)
- (UIColor *) colorOfPoint:(CGPoint)point
{
unsigned char pixel[4] = {0};
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(pixel, 1, 1, 8, 4, colorSpace, kCGImageAlphaPremultipliedLast);
CGContextTranslateCTM(context, -point.x, -point.y);
[self.layer renderInContext:context];
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
//NSLog(@"pixel: %d %d %d %d", pixel[0], pixel[1], pixel[2], pixel[3]);
UIColor *color = [UIColor colorWithRed:pixel[0]/255.0 green:pixel[1]/255.0 blue:pixel[2]/255.0 alpha:pixel[3]/255.0];
return color;
}
@end
Hope it helps you.
This code worked flawlessly for me -:
- (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 = (unsigned char*) calloc(height * width * 4, sizeof(unsigned char));
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;
}
If you are a novice, you should consider doing something easier first. Anyway, what you need to do is set up a CGContextRef
via CGBitmapContextCreate
with enough data to hold your image. Once you create it, you need to render your image into it via CGDrawImage
. After that you will have a pointer to every pixel in your image. The code is similar to Nishant's answer, but instead of 1x1, you will use 400x400 to get all of the pixels at once.