iphone uiimage rgb pixel

iphone - Obtener el color de píxel de UIImage



rgb pixel (7)

Algunos códigos Swift basados ​​en la respuesta de Minas. He extendido UIImage para que sea accesible en todas partes, y he agregado una lógica simple para adivinar el formato de imagen basado en el paso de píxeles (1, 3 o 4)

Swift 3:

public extension UIImage { func getPixelColor(point: CGPoint) -> UIColor { guard let pixelData = CGDataProviderCopyData(CGImageGetDataProvider(self.CGImage)) else { return UIColor.clearColor() } let data = CFDataGetBytePtr(pixelData) let x = Int(point.x) let y = Int(point.y) let index = Int(self.size.width) * y + x let expectedLengthA = Int(self.size.width * self.size.height) let expectedLengthRGB = 3 * expectedLengthA let expectedLengthRGBA = 4 * expectedLengthA let numBytes = CFDataGetLength(pixelData) switch numBytes { case expectedLengthA: return UIColor(red: 0, green: 0, blue: 0, alpha: CGFloat(data[index])/255.0) case expectedLengthRGB: return UIColor(red: CGFloat(data[3*index])/255.0, green: CGFloat(data[3*index+1])/255.0, blue: CGFloat(data[3*index+2])/255.0, alpha: 1.0) case expectedLengthRGBA: return UIColor(red: CGFloat(data[4*index])/255.0, green: CGFloat(data[4*index+1])/255.0, blue: CGFloat(data[4*index+2])/255.0, alpha: CGFloat(data[4*index+3])/255.0) default: // unsupported format return UIColor.clearColor() } } }

Actualizado para Swift 4:

func getPixelColor(_ image:UIImage, _ point: CGPoint) -> UIColor { let cgImage : CGImage = image.cgImage! guard let pixelData = CGDataProvider(data: (cgImage.dataProvider?.data)!)?.data else { return UIColor.clear } let data = CFDataGetBytePtr(pixelData)! let x = Int(point.x) let y = Int(point.y) let index = Int(image.size.width) * y + x let expectedLengthA = Int(image.size.width * image.size.height) let expectedLengthRGB = 3 * expectedLengthA let expectedLengthRGBA = 4 * expectedLengthA let numBytes = CFDataGetLength(pixelData) switch numBytes { case expectedLengthA: return UIColor(red: 0, green: 0, blue: 0, alpha: CGFloat(data[index])/255.0) case expectedLengthRGB: return UIColor(red: CGFloat(data[3*index])/255.0, green: CGFloat(data[3*index+1])/255.0, blue: CGFloat(data[3*index+2])/255.0, alpha: 1.0) case expectedLengthRGBA: return UIColor(red: CGFloat(data[4*index])/255.0, green: CGFloat(data[4*index+1])/255.0, blue: CGFloat(data[4*index+2])/255.0, alpha: CGFloat(data[4*index+3])/255.0) default: // unsupported format return UIColor.clear } }

¿Cómo puedo obtener el valor RGB de un píxel en particular en un UIImage?


Aquí hay un método genérico para obtener el color del píxel en una imagen UI, basándose en la respuesta de Minas Petterson:

- (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]; }

Tenga en cuenta que X e Y pueden intercambiarse; esta función accede directamente al mapa de bits subyacente y no considera las rotaciones que pueden ser parte del UIImage.


En primer lugar, cree y adjunte un reconocedor de gestos de toque que permita las interacciones del usuario:

UITapGestureRecognizer * tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(tapGesture:)]; [self.label addGestureRecognizer:tapRecognizer]; self.label.userInteractionEnabled = YES;

Ahora implementa -tapGesture:

- (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(); }

Esto funcionará en UILabel con fondo transparente, si esto no es lo que quieres puedes comparar alfa, rojo, verde, azul con self.label.backgroundColor ...


No puede acceder directamente a los datos brutos, pero al obtener la CGImage de esta imagen puede acceder a ella. aquí hay un enlace a otra pregunta que responde a su pregunta y otras que podría tener con respecto a la manipulación detallada de la imagen: CGImage


Prueba este código muy simple:

Solía ​​detectar una pared en mi juego de laberinto (la única información que necesito es el canal alfa, pero incluí el código para obtener los otros colores para ti):

- (BOOL)isWallPixel:(UIImage *)image xCoordinate:(int)x yCoordinate:(int)y { CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage)); const UInt8* data = CFDataGetBytePtr(pixelData); int pixelInfo = ((image.size.width * y) + x ) * 4; // The image is png //UInt8 red = data[pixelInfo]; // If you need this info, enable it //UInt8 green = data[(pixelInfo + 1)]; // If you need this info, enable it //UInt8 blue = data[pixelInfo + 2]; // If you need this info, enable it UInt8 alpha = data[pixelInfo + 3]; // I need only this info for my maze game CFRelease(pixelData); //UIColor* color = [UIColor colorWithRed:red/255.0f green:green/255.0f blue:blue/255.0f alpha:alpha/255.0f]; // The pixel color info if (alpha) return YES; else return NO; }


En contacto

-(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; }


- (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]; }