Error decoding animated webp iOS - ios

I've been struggling for two days to display an animated webp image in a UIImageView with no success whatsoever.
Mainly the problem is in the decoding step of the file which gives this error: VP8_STATUS_UNSUPPORTED_FEATURE.
I tried
https://github.com/seanooi/iOS-WebP
https://github.com/mattt/WebPImageSerialization
These projects provide code for creating UIImage with webp files and they work fine with images with no animation but they both fail with the same error as above when attempting to decode images with animation.
I am jailbroken and checking the filesystem I saw that Facebook's Messenger app has some of it's stickers in .webp format and also in the License they mention Google's "webp" library so I'm sure somehow it's possible.

Managed to decode animated .webp using the code snippet at the top of this header which also contains explanations of the data structures used.
static NSDictionary* DecodeWebPURL(NSURL *url) {
NSMutableDictionary *info = [NSMutableDictionary dictionary];
NSMutableArray *images = [NSMutableArray array];
NSData *imgData = [NSData dataWithContentsOfURL:url];
WebPData data;
WebPDataInit(&data);
data.bytes = (const uint8_t *)[imgData bytes];
data.size = [imgData length];
WebPDemuxer* demux = WebPDemux(&data);
int width = WebPDemuxGetI(demux, WEBP_FF_CANVAS_WIDTH);
int height = WebPDemuxGetI(demux, WEBP_FF_CANVAS_HEIGHT);
uint32_t flags = WebPDemuxGetI(demux, WEBP_FF_FORMAT_FLAGS);
if (flags & ANIMATION_FLAG) {
WebPIterator iter;
if (WebPDemuxGetFrame(demux, 1, &iter)) {
WebPDecoderConfig config;
WebPInitDecoderConfig(&config);
config.input.height = height;
config.input.width = width;
config.input.has_alpha = iter.has_alpha;
config.input.has_animation = 1;
config.options.no_fancy_upsampling = 1;
config.options.bypass_filtering = 1;
config.options.use_threads = 1;
config.output.colorspace = MODE_RGBA;
[info setObject:[NSNumber numberWithInt:iter.duration] forKey:#"duration"];
do {
WebPData frame = iter.fragment;
VP8StatusCode status = WebPDecode(frame.bytes, frame.size, &config);
if (status != VP8_STATUS_OK) {
NSLog(#"Error decoding frame");
}
uint8_t *data = WebPDecodeRGBA(frame.bytes, frame.size, &width, &height);
CGDataProviderRef provider = CGDataProviderCreateWithData(&config, data, config.options.scaled_width * config.options.scaled_height * 4, NULL);
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault | kCGImageAlphaLast;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(width, height, 8, 32, 4 * width, colorSpaceRef, bitmapInfo, provider, NULL, YES, renderingIntent);
[images addObject:[UIImage imageWithCGImage:imageRef]];
CGImageRelease(imageRef);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
} while (WebPDemuxNextFrame(&iter));
WebPDemuxReleaseIterator(&iter);
}
}
WebPDemuxDelete(demux);
[info setObject:images forKey:#"frames"];
return info;
}

Related

Pass a list of colors from Objective-C to React Native

I am trying to get a list of all the colors in an image in Objective-C. Note, I am COMPLETELY new to Objective-C - I've done some Swift work in the past, but not really Objective-C.
I pulled a library that more or less is supposed to pull all colors as part of its code. I've modified it to look like this (callback at the end is from React Native, path argument is just a string of the path):
getColors:(NSString *)path options:(NSDictionary *)options callback:(RCTResponseSenderBlock)callback) {
UIImage *originalImage = [UIImage imageWithContentsOfFile:path ];
UIImage *image =
[UIImage imageWithCGImage:[originalImage CGImage]
scale:0.5
orientation:(UIImageOrientationUp)];
CGImageRef cgImage = [image CGImage];
NSUInteger width = CGImageGetWidth(cgImage);
NSUInteger height = CGImageGetHeight(cgImage);
// Allocate storage for the pixel data
unsigned char *rawData = (unsigned char *)malloc(height * width * 4);
// Create the color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Set some metrics
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
// Create context using the storage
CGContextRef context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
// Release the color space
CGColorSpaceRelease(colorSpace);
// Draw the image into the storage
CGContextDrawImage(context, CGRectMake(0, 0, width, height), cgImage);
// We are done with the context
CGContextRelease(context);
// determine the colours in the image
NSMutableArray * colours = [NSMutableArray new];
float x = 0;
float y = 0;
for (int n = 0; n<(width*height); n++){
int index = (bytesPerRow * y) + x * bytesPerPixel;
int red = rawData[index];
int green = rawData[index + 1];
int blue = rawData[index + 2];
int alpha = rawData[index + 3];
NSArray * a = [NSArray arrayWithObjects:[NSString stringWithFormat:#"%i",red],[NSString stringWithFormat:#"%i",green],[NSString stringWithFormat:#"%i",blue],[NSString stringWithFormat:#"%i",alpha], nil];
[colours addObject:a];
y++;
if (y==height){
y=0;
x++;
}
}
free(rawData);
callback(#[[NSNull null], colours]);
Now, this script is fairly simple it seems like - it should be iterating over each pixel and adding each color to an array, which is then returned to React Native via the callback.
However, the response to the call is always an empty array.
I'm not sure why that is. Could it be due to where the images are located (they're at AWS, on S3), or something in the algorithm? The code looks right to me, but it's entirely possible that I'm missing something just due to unfamiliarity with Objective-C
I ran your code in an empty project and it performs as expected using an image loaded from the assets library. Is it possible that the UIImage *originalImage = [UIImage imageWithContentsOfFile:path ]; call uses an invalid path. You can easily validate that by simply logging the value of the read image:
UIImage * originalImage = [UIImage imageWithContentsOfFile: path];
NSLog(#"image read from file %#", originalImage);
If the image was not read properly from the file, you will get an empty colours array as the width and height will be nil there will be nothing to loop over.
Also, to avoid modifying the array after your function has returned, it is generally a good practice to return a copy of mutable object or an immutable object (i.e. NSArray instead of NSMutableArray):
callback(#[[NSNull null], [colours copy]]);
Hope this helps
The issue was ultimately that the image download method was returning null - not sure why.
So I took this:
UIImage *originalImage = [UIImage imageWithContentsOfFile:path ];
I changed it to this:
NSData * imageData = [[NSData alloc] initWithContentsOfURL: [NSURL URLWithString: path]];
UIImage *originalImage = [UIImage imageWithData: imageData];
And now my image downloads just fine and the rest of the script works great.

How to convert BGRA bytes to UIImage for saving?

I want to capture raw pixel data for manipulation using GPUImage framework. I capture the data like this:
CVImageBufferRef cameraFrame = CMSampleBufferGetImageBuffer(imageSampleBuffer);
CVPixelBufferLockBaseAddress(cameraFrame, 0);
GLubyte *rawImageBytes = CVPixelBufferGetBaseAddress(cameraFrame);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(cameraFrame);
NSData *dataForRawBytes = [NSData dataWithBytes:rawImageBytes length:bytesPerRow * CVPixelBufferGetHeight(cameraFrame)];
//raw values
UInt32 *values = [dataForRawBytes bytes];//, cnt = [dataForRawBytes length]/sizeof(int);
//test out dropbox upload here
[self uploadDropbox:dataForRawBytes];
//end of dropbox upload
// Do whatever with your bytes
// [self processImages:dataForRawBytes];
CVPixelBufferUnlockBaseAddress(cameraFrame, 0); }];
I am using the following settings for camera:
NSDictionary *settings = [[NSDictionary alloc] initWithObjectsAndKeys:AVVideoCodecJPEG, AVVideoCodecKey,[NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA], (id)kCVPixelBufferPixelFormatTypeKey, nil];
For testing purposes I want to save the image i capture to dropbox, to do that I need to save it to a tmp directory, how would i save dataForRawBytes?
Any help would be very appreciated!
So i was able to figure out how to gain a UIImage from the raw data, here is my modified code:
CVImageBufferRef cameraFrame = CMSampleBufferGetImageBuffer(imageSampleBuffer);
CVPixelBufferLockBaseAddress(cameraFrame, 0);
Byte *rawImageBytes = CVPixelBufferGetBaseAddress(cameraFrame);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(cameraFrame);
size_t width = CVPixelBufferGetWidth(cameraFrame);
size_t height = CVPixelBufferGetHeight(cameraFrame);
NSData *dataForRawBytes = [NSData dataWithBytes:rawImageBytes length:bytesPerRow * CVPixelBufferGetHeight(cameraFrame)];
// Do whatever with your bytes
// create suitable color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
//Create suitable context (suitable for camera output setting kCVPixelFormatType_32BGRA)
CGContextRef newContext = CGBitmapContextCreate(rawImageBytes, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CVPixelBufferUnlockBaseAddress(cameraFrame, 0);
// release color space
CGColorSpaceRelease(colorSpace);
//Create a CGImageRef from the CVImageBufferRef
CGImageRef newImage = CGBitmapContextCreateImage(newContext);
UIImage *FinalImage = [[UIImage alloc] initWithCGImage:newImage];
//is the image captured, now we can test saving it.
I needed to create properties such as colourspace and generate a CDContexyRef and work with that to finally get a UIImage, and when debugging I can properly see the image i captured.

Picture loaded from my server has wrong colors on iPad app

I am developing an iPad app which presents pictures from a photographer. Those photos are uploaded on a webserver, and served directly through the app, where they are downloaded and displayed using the method below :
if([[NSFileManager defaultManager] fileExistsAtPath:[url path]]){
CGImageSourceRef source = CGImageSourceCreateWithURL((CFURLRef)url, NULL);
CGImageRef cgImage = nil;
if(source){
cgImage = CGImageSourceCreateImageAtIndex(source, 0, (CFDictionaryRef)dict);
}
UIImage *retImage = [UIImage imageWithCGImage:cgImage];
if(cgImage){
CGImageRelease(cgImage);
}
if(source){
CFRelease(source);
}
return retImage;
}
I can observe a serious change in the display of the photos' colours between the original picture (which is the same when displayed from the disk or from the web on my Mac and the photographer's Mac) and on the iPad (the result is wrong in the app and even in Safari).
After some search I found some posts explaining how iDevices do not use embedded color profile, so I found I was going this way. The photos are saved using the following info :
I found out on some articles (for example this link from imageoptim or analogsenses) that I should save the picture for device export by converting it to sRGB, without embedding the color profile, but I cant find out how could I do that ? Each time I tried (I don't have photoshop, so I used command line ImageMagick), the resulting picture has the following information, and is still not displayed correctly on my iPad (and any other iPads I've tested) :
Here is a example of a picture that do not display correctly on the iPhone or iPad, but does on the web
I would like to transform it to display it correctly, any Idea would be really welcomed :)
[EDIT] I have succeeded to obtain a correct image using "save for web" options of photoshop using the following parameters :
But I'm still unable to apply those settings automatically to all my pictures.
To read an image, just use:
UIImage *image = [UIImage imageWithContentsOfFile:path];
As for the color profile issue, try the sips command-line tool to fix the image files. Something like:
mkdir converted
sips -m "/System/Library/ColorSync/Profiles/sRGB Profile.icc" *.JPG --out converted
You can get first the color space through CGImage.
#property(nonatomic, readonly) CGImageRef CGImage
CGColorSpaceRef CGImageGetColorSpace (
CGImageRef image
);
And depping of the colorSpace apply a format conversion. So to get the color space of an image, you'd do:
CGColorSpaceRef colorspace = CGImageGetColorSpace([myUIImage CGImage]);
Note: make sure to follow the get/create/copy rules for CG objects.
Color conversion to RGB8 (also can be applied to RGB16 or RGB32, changing the bits per component in the method newBitmapRGBA8ContextFromImage):
// Create a bitmap
unsigned char *bitmap = [ImageHelper convertUIImageToBitmapRGBA8:image];
// Create a UIImage using the bitmap
UIImage *imageCopy = [ImageHelper convertBitmapRGBA8ToUIImage:bitmap withWidth:width withHeight:height];
// Display the image copy on the GUI
UIImageView *imageView = [[UIImageView alloc] initWithImage:imageCopy];
ImageHelper.h
#import <Foundation/Foundation.h>
#interface ImageHelper : NSObject {
}
/** Converts a UIImage to RGBA8 bitmap.
#param image - a UIImage to be converted
#return a RGBA8 bitmap, or NULL if any memory allocation issues. Cleanup memory with free() when done.
*/
+ (unsigned char *) convertUIImageToBitmapRGBA8:(UIImage *)image;
/** A helper routine used to convert a RGBA8 to UIImage
#return a new context that is owned by the caller
*/
+ (CGContextRef) newBitmapRGBA8ContextFromImage:(CGImageRef)image;
/** Converts a RGBA8 bitmap to a UIImage.
#param buffer - the RGBA8 unsigned char * bitmap
#param width - the number of pixels wide
#param height - the number of pixels tall
#return a UIImage that is autoreleased or nil if memory allocation issues
*/
+ (UIImage *) convertBitmapRGBA8ToUIImage:(unsigned char *)buffer
withWidth:(int)width
withHeight:(int)height;
#end
ImageHelper.m
#import "ImageHelper.h"
#implementation ImageHelper
+ (unsigned char *) convertUIImageToBitmapRGBA8:(UIImage *) image {
CGImageRef imageRef = image.CGImage;
// Create a bitmap context to draw the uiimage into
CGContextRef context = [self newBitmapRGBA8ContextFromImage:imageRef];
if(!context) {
return NULL;
}
size_t width = CGImageGetWidth(imageRef);
size_t height = CGImageGetHeight(imageRef);
CGRect rect = CGRectMake(0, 0, width, height);
// Draw image into the context to get the raw image data
CGContextDrawImage(context, rect, imageRef);
// Get a pointer to the data
unsigned char *bitmapData = (unsigned char *)CGBitmapContextGetData(context);
// Copy the data and release the memory (return memory allocated with new)
size_t bytesPerRow = CGBitmapContextGetBytesPerRow(context);
size_t bufferLength = bytesPerRow * height;
unsigned char *newBitmap = NULL;
if(bitmapData) {
newBitmap = (unsigned char *)malloc(sizeof(unsigned char) * bytesPerRow * height);
if(newBitmap) { // Copy the data
for(int i = 0; i < bufferLength; ++i) {
newBitmap[i] = bitmapData[i];
}
}
free(bitmapData);
} else {
NSLog(#"Error getting bitmap pixel data\n");
}
CGContextRelease(context);
return newBitmap;
}
+ (CGContextRef) newBitmapRGBA8ContextFromImage:(CGImageRef) image {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
uint32_t *bitmapData;
size_t bitsPerPixel = 32;
size_t bitsPerComponent = 8;
size_t bytesPerPixel = bitsPerPixel / bitsPerComponent;
size_t width = CGImageGetWidth(image);
size_t height = CGImageGetHeight(image);
size_t bytesPerRow = width * bytesPerPixel;
size_t bufferLength = bytesPerRow * height;
colorSpace = CGColorSpaceCreateDeviceRGB();
if(!colorSpace) {
NSLog(#"Error allocating color space RGB\n");
return NULL;
}
// Allocate memory for image data
bitmapData = (uint32_t *)malloc(bufferLength);
if(!bitmapData) {
NSLog(#"Error allocating memory for bitmap\n");
CGColorSpaceRelease(colorSpace);
return NULL;
}
//Create bitmap context
context = CGBitmapContextCreate(bitmapData,
width,
height,
bitsPerComponent,
bytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast); // RGBA
if(!context) {
free(bitmapData);
NSLog(#"Bitmap context not created");
}
CGColorSpaceRelease(colorSpace);
return context;
}
+ (UIImage *) convertBitmapRGBA8ToUIImage:(unsigned char *) buffer
withWidth:(int) width
withHeight:(int) height {
size_t bufferLength = width * height * 4;
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, bufferLength, NULL);
size_t bitsPerComponent = 8;
size_t bitsPerPixel = 32;
size_t bytesPerRow = 4 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
if(colorSpaceRef == NULL) {
NSLog(#"Error allocating color space");
CGDataProviderRelease(provider);
return nil;
}
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault | kCGImageAlphaPremultipliedLast;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef iref = CGImageCreate(width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorSpaceRef,
bitmapInfo,
provider, // data provider
NULL, // decode
YES, // should interpolate
renderingIntent);
uint32_t* pixels = (uint32_t*)malloc(bufferLength);
if(pixels == NULL) {
NSLog(#"Error: Memory not allocated for bitmap");
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
CGImageRelease(iref);
return nil;
}
CGContextRef context = CGBitmapContextCreate(pixels,
width,
height,
bitsPerComponent,
bytesPerRow,
colorSpaceRef,
bitmapInfo);
if(context == NULL) {
NSLog(#"Error context not created");
free(pixels);
}
UIImage *image = nil;
if(context) {
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, width, height), iref);
CGImageRef imageRef = CGBitmapContextCreateImage(context);
// Support both iPad 3.2 and iPhone 4 Retina displays with the correct scale
if([UIImage respondsToSelector:#selector(imageWithCGImage:scale:orientation:)]) {
float scale = [[UIScreen mainScreen] scale];
image = [UIImage imageWithCGImage:imageRef scale:scale orientation:UIImageOrientationUp];
} else {
image = [UIImage imageWithCGImage:imageRef];
}
CGImageRelease(imageRef);
CGContextRelease(context);
}
CGColorSpaceRelease(colorSpaceRef);
CGImageRelease(iref);
CGDataProviderRelease(provider);
if(pixels) {
free(pixels);
}
return image;
}
#end
#PhilippeAuriach
I think you might have problem with [UIImage imageWithCGImage:cgImage], My suggestion is use [UIImage imageWithContentsOfFile:path] instead of above.
Below code might be help you.
if([[NSFileManager defaultManager] fileExistsAtPath:[url path]]){
//Provide image path here...
UIImage *image = [UIImage imageWithContentsOfFile:path];
if(image){
return image;
}else{
//Return default image
return image;
}
}

Unable to change the colour of pixel in UIImage

I got my problem solved already by using a different code. i just want to know what is wrong with the following one?
I wanted to change colour of every pixel in UIImage using bitmap data. My code is as follows:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UIImage *image = self.imageViewMain.image;
CGImageRef imageRef = image.CGImage;
NSData *data = (NSData *)CFBridgingRelease(CGDataProviderCopyData(CGImageGetDataProvider(imageRef)));
char *pixels = (char *)[data bytes];
// this is where we manipulate the individual pixels
for(int i = 1; i < [data length]; i += 3)
{
int r = i;
int g = i+1;
int b = i+2;
int a = i+3;
pixels[r] = 0; // eg. remove red
pixels[g] = pixels[g];
pixels[b] = pixels[b];
pixels[a] = pixels[a];
}
// create a new image from the modified pixel data
size_t width = CGImageGetWidth(imageRef);
size_t height = CGImageGetHeight(imageRef);
size_t bitsPerComponent = CGImageGetBitsPerComponent(imageRef);
size_t bitsPerPixel = CGImageGetBitsPerPixel(imageRef);
size_t bytesPerRow = CGImageGetBytesPerRow(imageRef);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, pixels, [data length], NULL);
CGImageRef newImageRef = CGImageCreate (
width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorspace,
bitmapInfo,
provider,
NULL,
false,
kCGRenderingIntentDefault
);
// the modified image
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
// cleanup
free(pixels);
CGImageRelease(imageRef);
CGColorSpaceRelease(colorspace);
CGDataProviderRelease(provider);
CGImageRelease(newImageRef);
}
But when this code runs - I get EXC_BAD_ACCESS error shown like in the following image :
And here is some more information from debugging:
What is it that I'm missing or doing wrong ?
try to alloc memory for pixels array like following code
char *pixels = (char *)malloc(data.length);
memcpy(pixels, [data bytes], data.length);
when pixels is not necessary, release this memory by call free(pixels)

How to convert from YUV to CIImage for iOS

I am trying to convert a YUV image to CIIMage and ultimately UIImage. I am fairly novice at these and trying to figure out an easy way to do it. From what I have learnt, from iOS6 YUV can be directly used to create CIImage but as I am trying to create it the CIImage is only holding a nil value. My code is like this ->
NSLog(#"Started DrawVideoFrame\n");
CVPixelBufferRef pixelBuffer = NULL;
CVReturn ret = CVPixelBufferCreateWithBytes(
kCFAllocatorDefault, iWidth, iHeight, kCVPixelFormatType_420YpCbCr8BiPlanarFullRange,
lpData, bytesPerRow, 0, 0, 0, &pixelBuffer
);
if(ret != kCVReturnSuccess)
{
NSLog(#"CVPixelBufferRelease Failed");
CVPixelBufferRelease(pixelBuffer);
}
NSDictionary *opt = #{ (id)kCVPixelBufferPixelFormatTypeKey :
#(kCVPixelFormatType_420YpCbCr8BiPlanarFullRange) };
CIImage *cimage = [CIImage imageWithCVPixelBuffer:pixelBuffer options:opt];
NSLog(#"CURRENT CIImage -> %p\n", cimage);
UIImage *image = [UIImage imageWithCIImage:cimage scale:1.0 orientation:UIImageOrientationUp];
NSLog(#"CURRENT UIImage -> %p\n", image);
Here the lpData is the YUV data which is an array of unsigned character.
This also looks interesting : vImageMatrixMultiply, can't find any example on this. Can anyone help me with this?
I have also faced with this similar problem. I was trying to Display YUV(NV12) formatted data to the screen. This solution is working in my project...
//YUV(NV12)-->CIImage--->UIImage Conversion
NSDictionary *pixelAttributes = #{kCVPixelBufferIOSurfacePropertiesKey : #{}};
CVPixelBufferRef pixelBuffer = NULL;
CVReturn result = CVPixelBufferCreate(kCFAllocatorDefault,
640,
480,
kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange,
(__bridge CFDictionaryRef)(pixelAttributes),
&pixelBuffer);
CVPixelBufferLockBaseAddress(pixelBuffer,0);
unsigned char *yDestPlane = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
// Here y_ch0 is Y-Plane of YUV(NV12) data.
memcpy(yDestPlane, y_ch0, 640 * 480);
unsigned char *uvDestPlane = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
// Here y_ch1 is UV-Plane of YUV(NV12) data.
memcpy(uvDestPlane, y_ch1, 640*480/2);
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
if (result != kCVReturnSuccess) {
NSLog(#"Unable to create cvpixelbuffer %d", result);
}
// CIImage Conversion
CIImage *coreImage = [CIImage imageWithCVPixelBuffer:pixelBuffer];
CIContext *MytemporaryContext = [CIContext contextWithOptions:nil];
CGImageRef MyvideoImage = [MytemporaryContext createCGImage:coreImage
fromRect:CGRectMake(0, 0, 640, 480)];
// UIImage Conversion
UIImage *Mynnnimage = [[UIImage alloc] initWithCGImage:MyvideoImage
scale:1.0
orientation:UIImageOrientationRight];
CVPixelBufferRelease(pixelBuffer);
CGImageRelease(MyvideoImage);
Here I am showing data structure of YUV(NV12) data and how we can get the Y-Plane(y_ch0) and UV-Plane(y_ch1) which is used to create CVPixelBufferRef. Let's look at the YUV(NV12) data structure..
If we look at the picture we can get following information about YUV(NV12),
Total Frame Size = Width * Height * 3/2,
Y-Plane Size = Frame Size * 2/3,
UV-Plane size = Frame Size * 1/3,
Data stored in Y-Plane -->{Y1, Y2, Y3, Y4, Y5.....}.
U-Plane-->(U1, V1, U2, V2, U3, V3,......}.
I hope it will be helpful to all. :) Have fun with IOS Development :D
If you have a video frame object that looks like this:
int width,
int height,
unsigned long long time_stamp,
unsigned char *yData,
unsigned char *uData,
unsigned char *vData,
int yStride
int uStride
int vStride
You can use the following to fill up a pixelBuffer:
NSDictionary *pixelAttributes = #{(NSString *)kCVPixelBufferIOSurfacePropertiesKey:#{}};
CVPixelBufferRef pixelBuffer = NULL;
CVReturn result = CVPixelBufferCreate(kCFAllocatorDefault,
width,
height,
kCVPixelFormatType_420YpCbCr8BiPlanarFullRange, // NV12
(__bridge CFDictionaryRef)(pixelAttributes),
&pixelBuffer);
if (result != kCVReturnSuccess) {
NSLog(#"Unable to create cvpixelbuffer %d", result);
}
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
unsigned char *yDestPlane = (unsigned char *)CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
for (int i = 0, k = 0; i < height; i ++) {
for (int j = 0; j < width; j ++) {
yDestPlane[k++] = yData[j + i * yStride];
}
}
unsigned char *uvDestPlane = (unsigned char *)CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
for (int i = 0, k = 0; i < height / 2; i ++) {
for (int j = 0; j < width / 2; j ++) {
uvDestPlane[k++] = uData[j + i * uStride];
uvDestPlane[k++] = vData[j + i * vStride];
}
}
Now you can convert it to CIImage:
CIImage *coreImage = [CIImage imageWithCVPixelBuffer:pixelBuffer];
CIContext *tempContext = [CIContext contextWithOptions:nil];
CGImageRef coreImageRef = [tempContext createCGImage:coreImage
fromRect:CGRectMake(0, 0, width, height)];
And UIImage if you need that. (image orientation can vary depending on your input)
UIImage *myUIImage = [[UIImage alloc] initWithCGImage:coreImageRef
scale:1.0
orientation:UIImageOrientationUp];
Don't forget to release the variables:
CVPixelBufferRelease(pixelBuffer);
CGImageRelease(coreImageRef);

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