I'm having real trouble with this. I have some raw rgb data, values from 0 to 255, and want to display it as an image on the iphone but can't find out how to do it. Can anyone help? I think i might need to use CGImageCreate but just don't get it. Tried looking at the class reference and am feeling quite stuck.
All I want is a 10x10 greyscale image generated from some calculations and if there is an easy way to create a png or something that would be great.
RGB images can be produced using matplotlib's ability to make three-color images. In general, an RGB image is an MxNx3 array, where M is the y-dimension, N is the x-dimension, and the length-3 layer represents red, green, and blue, respectively. A fourth layer representing the alpha (opacity) value can be specified.
An RGB image, sometimes referred to as a truecolor image, is stored as an m-by-n-by-3 data array that defines red, green, and blue color components for each individual pixel. RGB images do not use a palette.
a terribly primitive example, similar to Mats' suggestion, but this version uses an external pixel buffer (pixelData
):
const size_t Width = 10;
const size_t Height = 10;
const size_t Area = Width * Height;
const size_t ComponentsPerPixel = 4; // rgba
uint8_t pixelData[Area * ComponentsPerPixel];
// fill the pixels with a lovely opaque blue gradient:
for (size_t i=0; i < Area; ++i) {
const size_t offset = i * ComponentsPerPixel;
pixelData[offset] = i;
pixelData[offset+1] = i;
pixelData[offset+2] = i + i; // enhance blue
pixelData[offset+3] = UINT8_MAX; // opaque
}
// create the bitmap context:
const size_t BitsPerComponent = 8;
const size_t BytesPerRow=((BitsPerComponent * Width) / 8) * ComponentsPerPixel;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef gtx = CGBitmapContextCreate(&pixelData[0], Width, Height, BitsPerComponent, BytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
// create the image:
CGImageRef toCGImage = CGBitmapContextCreateImage(gtx);
UIImage * uiimage = [[UIImage alloc] initWithCGImage:toCGImage];
NSData * png = UIImagePNGRepresentation(uiimage);
// remember to cleanup your resources! :)
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