将原始 RGB 像素数据转换为 UIImage

Turning raw ARGB pixeldata into UIImage

我希望能够将屏幕上的所有像素设置为特定颜色。我使用的方法是在原始数据数组中创建所有像素,然后创建一个 UIImage,我将其放入 UIImageView。我将代码裁剪到这个仍然显示问题,我认为我通过创建图像做了一些愚蠢的事情但是我已经阅读了所有文档并且恕我直言一切似乎都很好:

保存像素数据的结构体

public struct PixelData {
    var a: UInt8 = 255
    var r: UInt8
    var g: UInt8
    var b: UInt8
}

填充数组左半边红右半边黑

func halfRood()->[PixelData] {
        var data: [PixelData] = []

        for(var i = 0; i < Int(Constants.Resolution.x); i++) {
            for(var j = 0; j < Int(Constants.Resolution.y); j++) {
                if(j < Int(Constants.Resolution.y/2)) {
                    data.append(PixelData(a: 255, r: 255, g: 0, b: 0))
                } else {
                    data.append(PixelData(a: 255, r: 0, g: 0, b: 0))
                }

            }
        }

        return data
    }

Return 来自位图的图像

func imageFromARGB32Bitmap(pixels: [PixelData], width: UInt, height: UInt) -> UIImage? {
    let bitsPerComponent: UInt = 8
    let bitsPerPixel: UInt = 32
    let rgbColorSpace = CGColorSpaceCreateDeviceRGB()
    let bitmapInfo:CGBitmapInfo = CGBitmapInfo(CGImageAlphaInfo.PremultipliedFirst.rawValue)

    var data = pixels
    let providerRef = CGDataProviderCreateWithCFData(NSData(bytes: &data, length: data.count * sizeof(PixelData)))
    let providerRefthing: CGDataProvider = providerRef
    let cgImage = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, width * UInt(sizeof(PixelData)), rgbColorSpace, bitmapInfo, providerRef, nil, true, kCGRenderingIntentDefault)
    let cgiimagething: CGImage = cgImage
    return UIImage(CGImage: cgImage)
}

最后设置 updateUI() 函数

func updateUI() {
        let data = halfRood()
        if let image = imageFromARGB32Bitmap(data, width: UInt(Constants.Resolution.x), height: UInt(Constants.Resolution.y)) {
            imageView?.image = image
        }
    }

输出看起来像下图,而我期望是这样的: [红一半|黑色一半]

CoreGraphics 需要像素数据作为行,而不是列。像这样翻转你的 for 语句:

func halfRood()->[PixelData] {
    var data: [PixelData] = []
    for(var y = 0; y < Int(Constants.Resolution.y); y++) {
        for(var x = 0; x < Int(Constants.Resolution.x); x++) {
            if(y < Int(Constants.Resolution.y/2)) {
                data.append(PixelData(a: 255, r: 255, g: 0, b: 0))
            } else {
                data.append(PixelData(a: 255, r: 0, g: 0, b: 0))
            }
        }
    }

    return data
}