Loading a CGImage or NSImage from a file using a standard image format (jpeg, gif, png et.) is all very simple.
However, I now need to create a CGImage from an array in bytes in memory generated using libfreetype. Its really easy to create OpenGL textures from an array of formatted bytes, and I can see how to create a CGBitmapContext to write to. But I can't seem to find an easy way to create a CGImage from a raw pixel array.
Using CFData can make the above code simpler. Here is the code.
// raw pixel data memory of 64 * 64 pixel size
UInt8 pixelData[64 * 64 * 3];
// fill the raw pixel buffer with arbitrary gray color for test
for(size_t ui = 0; ui < 64 * 64 * 3; ui++)
pixelData[ui] = 210;
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CFDataRef rgbData = CFDataCreate(NULL, pixelData, 64 * 64 * 3);
CGDataProviderRef provider = CGDataProviderCreateWithCFData(rgbData);
CGImageRef rgbImageRef = CGImageCreate(64, 64, 8, 24, 64 * 3, colorspace, kCGBitmapByteOrderDefault, provider, NULL, true, kCGRenderingIntentDefault);
CFRelease(rgbData);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorspace);
// use the created CGImage
CGImageRelease(rgbImageRef);
Old question, but still useful! Swift 4 equivalent of chansuk park's answer:
let height = 64
let width = 64
let numComponents = 3
let numBytes = height * width * numComponents
let pixelData = [UInt8](repeating: 210, count: numBytes)
let colorspace = CGColorSpaceCreateDeviceRGB()
let rgbData = CFDataCreate(nil, pixelData, numBytes)!
let provider = CGDataProvider(data: rgbData)!
let rgbImageRef = CGImage(width: width,
height: height,
bitsPerComponent: 8,
bitsPerPixel: 8 * numComponents,
bytesPerRow: width * numComponents,
space: colorspace,
bitmapInfo: CGBitmapInfo(rawValue: 0),
provider: provider,
decode: nil,
shouldInterpolate: true,
intent: CGColorRenderingIntent.defaultIntent)!
// Do something with rgbImageRef, or for UIImage:
let outputImage = UIImage(cgImage: rgbImageRef)
You can create a CGDataProvider
, and let CG request the necessary data from your provider, instead of writing to an image buffer.
Here's a very simple example that generates a black CGImage
of size 64x64.
CGDataProviderSequentialCallbacks callbacks;
callbacks.getBytes = getBytes;
CGDataProviderRef provider = CGDataProviderCreateSequential(NULL, &callbacks);
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
CGImageRef img = CGImageCreate(64, // width
64, // height
8, // bitsPerComponent
24, // bitsPerPixel
64*3, // bytesPerRow
space, // colorspace
kCGBitmapByteOrderDefault, // bitmapInfo
provider, // CGDataProvider
NULL, // decode array
NO, // shouldInterpolate
kCGRenderingIntentDefault); // intent
CGColorSpaceRelease(space);
CGDataProviderRelease(provider);
// use the created CGImage
CGImageRelease(img);
and getBytes is defined like this:
size_t getBytes(void *info, void *buffer, size_t count) {
memset(buffer, 0x00, count);
return count;
}
of course, you will want to implement the other callbacks (skipForward
, rewind
, releaseInfo
), and use a proper structure or object for info
.
For more information, check out the CGImage and CGDataProvider references.
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