-(CGContextRef) CreateARGBBitmapContext :(CGImageRef) inImage
{
CGContextRef context = NULL;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Get image width, height. We'll use the entire image.
size_t pixelsWide = CGImageGetWidth(inImage);
size_t 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 = (pixelsWide * 4);
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
// Use the generic RGB color space.
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
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.
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedFirst);
if (context == NULL)
{
free (bitmapData);
fprintf (stderr, "Context not created!");
}
// Make sure and release colorspace before returning
CGColorSpaceRelease( colorSpace );
return context;
}
调用处代码
UIImage*img = [UIImage imageWithContentsOfFile:pngfile];
CGImageRef imageref = img.CGImage;
CGContextRef context = [self CreateARGBBitmapContext:imageref];
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
size_t w = CGImageGetWidth(imageref);
size_t h = CGImageGetHeight(imageref);
CGRect rect = {{0,0},{w,h}};
// 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, imageref);
// Now we can get a pointer to the image data associated with the bitmap
// context.
void *data = CGBitmapContextGetData (context);
int bitmapBytesPerRow = (w * 4);
if (data != NULL)
{
CGContextRelease(imp.bitmapContext);
imp.bitmapContext = CGBitmapContextCreate (data,
w,
h,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedFirst);
// **** You have a pointer to the image data ****
// **** Do stuff with the data here ****
}
// When finished, release the context
CGContextRelease(context);