我想在
Swift的像素级别处理图像.这个问题的答案是c:
How do I access and manipulate JPEG image pixels?,但我希望看到Swift的等效来源.
这就是我在触摸位置从图像中获取颜色的方法.
原文链接:https://www.f2er.com/swift/318898.html我翻译了这个答案:https://stackoverflow.com/a/12579413/359578
(此示例不对nil进行任何错误检查)
func createARGBBitmapContext(inImage: CGImage) -> CGContext { var bitmapByteCount = 0 var bitmapBytesPerRow = 0 //Get image width,height let pixelsWide = CGImageGetWidth(inImage) let 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 = Int(pixelsWide) * 4 bitmapByteCount = bitmapBytesPerRow * Int(pixelsHigh) // Use the generic RGB color space. let colorSpace = CGColorSpaceCreateDeviceRGB() // Allocate memory for image data. This is the destination in memory // where any drawing to the bitmap context will be rendered. let bitmapData = malloc(bitmapByteCount) // 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. let context = CGBitmapContextCreate(bitmapData,pixelsWide,pixelsHigh,8,bitmapBytesPerRow,colorSpace,CGImageAlphaInfo.PremultipliedFirst.rawValue) // Make sure and release colorspace before returning return context! } func getPixelColorAtLocation(point:CGPoint,inImage:CGImageRef) -> NSColor { // Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa,Red,Green,Blue let context = self.createARGBBitmapContext(inImage) let pixelsWide = CGImageGetWidth(inImage) let pixelsHigh = CGImageGetHeight(inImage) let rect = CGRect(x:0,y:0,width:Int(pixelsWide),height:Int(pixelsHigh)) //Clear the context CGContextClearRect(context,rect) // 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(context,rect,inImage) // Now we can get a pointer to the image data associated with the bitmap // context. let data = CGBitmapContextGetData(context) let dataType = UnsafePointer<UInt8>(data) let offset = 4*((Int(pixelsWide) * Int(point.y)) + Int(point.x)) let alpha = dataType[offset] let red = dataType[offset+1] let green = dataType[offset+2] let blue = dataType[offset+3] let color = NSColor(red: CGFloat(red)/255.0,green: CGFloat(green)/255.0,blue: CGFloat(blue)/255.0,alpha: CGFloat(alpha)/255.0) // Free image data memory for the context free(data) return color; }