UIImage has a read-only property CGImage. I have to read its pixels to a memory block and edit them and then make a new UIImage to replace the old one. I want to know if there is a way bypass the read-only property and edit those pixels directly.
Thanks.
Thanks all. I have found a way to do it. Write a class with those method:
-(void)preProcess:(UIImage*)srcImage {
m_Context = ...// Created by calling CGBitmapContextCreate(...)
...
CGContextDrawImage(m_Context, rect, srcImage.CGImage);
m_Bits = (unsigned char*)CGBitmapContextGetData (mContext);
}
-(void)postProcess {
CGContextRelease(m_Context);
free(m_Bits);
}
-(UIImage*)doProcess:(CGPoint)pt {// just a example
unsigned char* ppxl = m_Bits + ...
// do something...
CGImageRef imRef = CGBitmapContextCreateImage(mContext);
return [UIImage imageWithCGImage:imRef];
}
And preProcess and postProcess are called just once.
For the more obtuse among us (read: future me) here's some working code based on Itay and Dave R's answers. It starts with a UIImage and ends with a modified UIImage:
// load image
UIImage *image = [UIImage imageNamed:@"test.png"];
CGImageRef imageRef = image.CGImage;
NSData *data = (NSData *)CGDataProviderCopyData(CGImageGetDataProvider(imageRef));
char *pixels = (char *)[data bytes];
// this is where you manipulate the individual pixels
// assumes a 4 byte pixel consisting of rgb and alpha
// for PNGs without transparency use i+=3 and remove int a
for(int i = 0; i < [data length]; i += 4)
{
int r = i;
int g = i+1;
int b = i+2;
int a = i+3;
pixels[r] = 0; // eg. remove red
pixels[g] = pixels[g];
pixels[b] = pixels[b];
pixels[a] = pixels[a];
}
// create a new image from the modified pixel data
size_t width = CGImageGetWidth(imageRef);
size_t height = CGImageGetHeight(imageRef);
size_t bitsPerComponent = CGImageGetBitsPerComponent(imageRef);
size_t bitsPerPixel = CGImageGetBitsPerPixel(imageRef);
size_t bytesPerRow = CGImageGetBytesPerRow(imageRef);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, pixels, [data length], NULL);
CGImageRef newImageRef = CGImageCreate (
width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorspace,
bitmapInfo,
provider,
NULL,
false,
kCGRenderingIntentDefault
);
// the modified image
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
// cleanup
free(pixels);
CGImageRelease(imageRef);
CGColorSpaceRelease(colorspace);
CGDataProviderRelease(provider);
CGImageRelease(newImageRef);
The short answer is no. However, you say you have to make a copy anyhow, so why not just get an NSData object and manipulate its bytes.
From the Apple docs on UIImage:
Because image objects are immutable, they also do not provide direct access to their underlying image data. However, you can get an NSData object containing either a PNG or JPEG representation of the image data using the UIImagePNGRepresentation and UIImageJPEGRepresentation functions.
To get the data as a PNG, use:
NSData * UIImagePNGRepresentation (
UIImage *image
);
for JPEG, use:
NSData * UIImageJPEGRepresentation (
UIImage *image,
CGFloat compressionQuality
);
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With