How do I write a 1bpp tiff with libtiff on iOS? - ios

I'm trying to write a UIImage out as a tiff using libtiff. The problem is that even though I'm writing it as 1 bit per pixel, the files are still coming out in the 2-5MB range when I'm expecting something more like 100k or less.
Here's what I've got.
- (void) convertUIImage:(UIImage *)uiImage toTiff:(NSString *)file withThreshold:(float)threshold {
TIFF *tiff;
if ((tiff = TIFFOpen([file UTF8String], "w")) == NULL) {
[[[UIAlertView alloc] initWithTitle:#"Error" message:[NSString stringWithFormat:#"Unable to write to file %#.", file] delegate:nil cancelButtonTitle:nil otherButtonTitles:#"OK", nil] show];
return;
}
CGImageRef image = [uiImage CGImage];
CGDataProviderRef provider = CGImageGetDataProvider(image);
CFDataRef pixelData = CGDataProviderCopyData(provider);
unsigned char *buffer = (unsigned char *)CFDataGetBytePtr(pixelData);
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(image);
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(image);
size_t compBits = CGImageGetBitsPerComponent(image);
size_t pixelBits = CGImageGetBitsPerPixel(image);
size_t width = CGImageGetWidth(image);
size_t height = CGImageGetHeight(image);
NSLog(#"bitmapInfo=%d, alphaInfo=%d, pixelBits=%lu, compBits=%lu, width=%lu, height=%lu", bitmapInfo, alphaInfo, pixelBits, compBits, width, height);
TIFFSetField(tiff, TIFFTAG_IMAGEWIDTH, width);
TIFFSetField(tiff, TIFFTAG_IMAGELENGTH, height);
TIFFSetField(tiff, TIFFTAG_BITSPERSAMPLE, 1);
TIFFSetField(tiff, TIFFTAG_SAMPLESPERPIXEL, 1);
TIFFSetField(tiff, TIFFTAG_ROWSPERSTRIP, 1);
TIFFSetField(tiff, TIFFTAG_FAXMODE, FAXMODE_CLASSF);
TIFFSetField(tiff, TIFFTAG_COMPRESSION, COMPRESSION_CCITTFAX4);
TIFFSetField(tiff, TIFFTAG_PHOTOMETRIC, PHOTOMETRIC_MINISBLACK);
TIFFSetField(tiff, TIFFTAG_FILLORDER, FILLORDER_MSB2LSB);
TIFFSetField(tiff, TIFFTAG_PLANARCONFIG, PLANARCONFIG_CONTIG);
TIFFSetField(tiff, TIFFTAG_XRESOLUTION, 200.0);
TIFFSetField(tiff, TIFFTAG_YRESOLUTION, 200.0);
TIFFSetField(tiff, TIFFTAG_RESOLUTIONUNIT, RESUNIT_INCH);
unsigned char red, green, blue, gray, bite;
unsigned char *line = (unsigned char *)_TIFFmalloc(width/8);
unsigned long pos;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
pos = y * width * 4 + x * 4; // multiplying by four because each pixel is represented by four bytes
red = buffer[ pos ];
green = buffer[ pos + 1 ];
blue = buffer[ pos + 2 ];
gray = .3 * red + .59 * green + .11 * blue; // http://answers.yahoo.com/question/index?qid=20100608031814AAeBHPU
bite = line[x / 8];
bite = bite << 1;
if (gray > threshold) bite = bite | 1;
// NSLog(#"y=%d, x=%d, byte=%d, red=%d, green=%d, blue=%d, gray=%d, before=%#, after=%#", y, x, x/8, red, green, blue, gray, [self bitStringForChar:line[x / 8]], [self bitStringForChar:bite]);
line[x / 8] = bite;
}
TIFFWriteEncodedStrip(tiff, y, line, width);
}
// Close the file and free buffer
TIFFClose(tiff);
if (line) _TIFFfree(line);
if (pixelData) CFRelease(pixelData);
}
The first NSLog line says:
bitmapInfo=5, alphaInfo=5, pixelBits=32, compBits=8, width=3264, height=2448
I've also got a version of this project that uses GPUImage instead. With that I can get the same image down to about 130k as an 8-bit PNG. If I send that PNG to a PNG optimizer site, they can get it down to about 25k. If someone can show me how to write a 1 bit PNG generated from my GPUImage filters, I'll forego the tiff.
Thanks!

I have the need to generate a TIFF image in the iPhone and send it to a remote server which is expecting TIFF files. I can't use the accepted answer which converts to 1bpp PNG and I have been working in a solution to convert to TIFF, 1bpp CCITT Group 4 format, using libTIFF.
After debugging the method I have found where the errors are and I finally got the correct solution.
The following block of code is the solution. Read after the code to found the explanation to the errors in the OP method.
- (void) convertUIImage:(UIImage *)uiImage toTiff:(NSString *)file withThreshold:(float)threshold {
CGImageRef srcCGImage = [uiImage CGImage];
CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(srcCGImage));
unsigned char *pixelDataPtr = (unsigned char *)CFDataGetBytePtr(pixelData);
TIFF *tiff;
if ((tiff = TIFFOpen([file UTF8String], "w")) == NULL) {
[[[UIAlertView alloc] initWithTitle:#"Error" message:[NSString stringWithFormat:#"Unable to write to file %#.", file] delegate:nil cancelButtonTitle:nil otherButtonTitles:#"OK", nil] show];
return;
}
size_t width = CGImageGetWidth(srcCGImage);
size_t height = CGImageGetHeight(srcCGImage);
TIFFSetField(tiff, TIFFTAG_IMAGEWIDTH, width);
TIFFSetField(tiff, TIFFTAG_IMAGELENGTH, height);
TIFFSetField(tiff, TIFFTAG_BITSPERSAMPLE, 1);
TIFFSetField(tiff, TIFFTAG_SAMPLESPERPIXEL, 1);
TIFFSetField(tiff, TIFFTAG_ROWSPERSTRIP, 1);
TIFFSetField(tiff, TIFFTAG_COMPRESSION, COMPRESSION_CCITTFAX4);
TIFFSetField(tiff, TIFFTAG_PHOTOMETRIC, PHOTOMETRIC_MINISWHITE);
TIFFSetField(tiff, TIFFTAG_FILLORDER, FILLORDER_MSB2LSB);
TIFFSetField(tiff, TIFFTAG_PLANARCONFIG, PLANARCONFIG_CONTIG);
TIFFSetField(tiff, TIFFTAG_XRESOLUTION, 200.0);
TIFFSetField(tiff, TIFFTAG_YRESOLUTION, 200.0);
TIFFSetField(tiff, TIFFTAG_RESOLUTIONUNIT, RESUNIT_INCH);
unsigned char *ptr = pixelDataPtr; // initialize pointer to the first byte of the image buffer
unsigned char red, green, blue, gray, eightPixels;
tmsize_t bytesPerStrip = ceil(width/8.0);
unsigned char *strip = (unsigned char *)_TIFFmalloc(bytesPerStrip);
for (int y=0; y<height; y++) {
for (int x=0; x<width; x++) {
red = *ptr++; green = *ptr++; blue = *ptr++;
ptr++; // discard fourth byte by advancing the pointer 1 more byte
gray = .3 * red + .59 * green + .11 * blue; // http://answers.yahoo.com/question/index?qid=20100608031814AAeBHPU
eightPixels = strip[x/8];
eightPixels = eightPixels << 1;
if (gray < threshold) eightPixels = eightPixels | 1; // black=1 in tiff image without TIFFTAG_PHOTOMETRIC header
strip[x/8] = eightPixels;
}
TIFFWriteEncodedStrip(tiff, y, strip, bytesPerStrip);
}
TIFFClose(tiff);
if (strip) _TIFFfree(strip);
if (pixelData) CFRelease(pixelData);
}
Here are the errors and the explanation of what is wrong.
1) the allocation of memory for one scan line is 1 byte short if the width of the image is not a multiple of 8.
unsigned char *line = (unsigned char *)_TIFFmalloc(width/8);
should be replaced by
tmsize_t bytesPerStrip = ceil(width/8.0);
unsigned char *line = (unsigned char *)_TIFFmalloc(bytesPerStrip);
The explanation is that we have to take the ceiling of the division by 8 in order to get the number of bytes for a strip. For example a strip of 83 pixels needs 11 bytes, not 10, or we could loose the 3 last pixels. Note also we have to divide by 8.0 in order to get a floating point number and pass it to the ceil function. Integer division in C looses the decimal part and rounds to the floor, which is wrong in our case.
2) the last argument passed to the function TIFFWriteEncodedStrip is wrong. We can't pass the number of pixels in a strip, we have to pass the number of bytes per strip.
So replace:
TIFFWriteEncodedStrip(tiff, y, line, width);
by
TIFFWriteEncodedStrip(tiff, y, line, bytesPerStrip);
3) A last error difficult to detect is related to the convention on whether a bit with 0 value represents white or black in the bi-tonal image. Thanks to the TIFF header TIFFTAG_PHOTOMETRIC we can safely indicate this. However I have found than some older software ignores this header. What happens if the header is not present or ignored is that a 0 bit gets interpreted as white and a 1 bit gets interpreted as black.
For this reason I recommend to replace the line
TIFFSetField(tiff, TIFFTAG_PHOTOMETRIC, PHOTOMETRIC_MINISBLACK);
by
TIFFSetField(tiff, TIFFTAG_PHOTOMETRIC, PHOTOMETRIC_MINISWHITE);
and then invert the threshold comparison, replace line
if (gray > threshold) bite = bite | 1;
by
if (gray < threshold) bite = bite | 1;
In my method I use C-pointer arithmetic instead of an index to access the bitmap in memory.
Finally, a couple of improvements:
a) detect the encoding of the original UIImage (RGBA, ABGR, etc.) and get the correct RGB values for each pixel
b) the algorithm to convert from a grayscale image to a bi-tonal image could be improved by using an adaptive-threshold algorithm instead of a pure binary conditional.

I ended up going with GPUImage and libpng. If anyone wants to know how to write a png in iOS outside of the UIPNGRepresentation, here goes:
- (void) writeUIImage:(UIImage *)uiImage toPNG:(NSString *)file {
FILE *fp = fopen([file UTF8String], "wb");
if (!fp) return [self reportError:[NSString stringWithFormat:#"Unable to open file %#", file]];
CGImageRef image = [uiImage CGImage];
CGDataProviderRef provider = CGImageGetDataProvider(image);
CFDataRef pixelData = CGDataProviderCopyData(provider);
unsigned char *buffer = (unsigned char *)CFDataGetBytePtr(pixelData);
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(image);
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(image);
size_t compBits = CGImageGetBitsPerComponent(image);
size_t pixelBits = CGImageGetBitsPerPixel(image);
size_t width = CGImageGetWidth(image);
size_t height = CGImageGetHeight(image);
NSLog(#"bitmapInfo=%d, alphaInfo=%d, pixelBits=%lu, compBits=%lu, width=%lu, height=%lu", bitmapInfo, alphaInfo, pixelBits, compBits, width, height);
png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!png_ptr) [self reportError:#"Unable to create write struct."];
png_infop info_ptr = png_create_info_struct(png_ptr);
if (!info_ptr) {
png_destroy_write_struct(&png_ptr, (png_infopp)NULL);
return [self reportError:#"Unable to create info struct."];
}
if (setjmp(png_jmpbuf(png_ptr))) {
png_destroy_write_struct(&png_ptr, &info_ptr);
fclose(fp);
return [self reportError:#"Got error callback."];
}
png_init_io(png_ptr, fp);
png_set_IHDR(png_ptr, info_ptr, (png_uint_32)width, (png_uint_32)height, 1, PNG_COLOR_TYPE_GRAY, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
png_write_info(png_ptr, info_ptr);
png_set_packing(png_ptr);
png_bytep line = (png_bytep)png_malloc(png_ptr, width);
unsigned long pos;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
pos = y * width * 4 + x * 4; // multiplying by four because each pixel is represented by four bytes
line[x] = buffer[ pos ]; // just use the first byte (red) since r=g=b in grayscale
}
png_write_row(png_ptr, line);
}
png_write_end(png_ptr, info_ptr);
png_destroy_write_struct(&png_ptr, &info_ptr);
if (pixelData) CFRelease(pixelData);
fclose(fp);
}
Why would you want to do this? UIPNGRepresentation is RGBA with 8 bits per component. That's 32 bits per pixel. Since I wanted a monochrome 1728x2304 image, I only need 1 bit per pixel and I end up with images as small as 40k. The same image with UIPNGRepresentation is 130k. Thankfully compression helps that 32 bit version a lot, but changing the bit depth to 1 really gets it down to very small file sizes.

Related

Edit a RGB colorspace image with HSL conversion failed

I'm making an app to edit image's HSL colorspace via opencv2 and some conversions code from Internet.
I suppose the original image's color space is RGB, so here is my thought:
Convert the UIImage to cvMat
Convert the colorspace from BGR to HLS.
Loop through all the pixel points to get the corresponding HLS values.
Custom algorithms.
Rewrite the HLS value changes to cvMat
Convert the cvMat to UIImage
Here is my code:
Conversion between UIImage and cvMat
Reference: https://stackoverflow.com/a/10254561/1677041
#import <UIKit/UIKit.h>
#import <opencv2/core/core.hpp>
UIImage *UIImageFromCVMat(cv ::Mat cvMat)
{
NSData *data = [NSData dataWithBytes:cvMat.data length:cvMat.elemSize() * cvMat.total()];
CGColorSpaceRef colorSpace;
CGBitmapInfo bitmapInfo;
if (cvMat.elemSize() == 1) {
colorSpace = CGColorSpaceCreateDeviceGray();
bitmapInfo = kCGImageAlphaNone | kCGBitmapByteOrderDefault;
} else {
colorSpace = CGColorSpaceCreateDeviceRGB();
#if 0
// OpenCV defaults to either BGR or ABGR. In CoreGraphics land,
// this means using the "32Little" byte order, and potentially
// skipping the first pixel. These may need to be adjusted if the
// input matrix uses a different pixel format.
bitmapInfo = kCGBitmapByteOrder32Little | (
cvMat.elemSize() == 3? kCGImageAlphaNone : kCGImageAlphaNoneSkipFirst
);
#else
bitmapInfo = kCGImageAlphaNone | kCGBitmapByteOrderDefault;
#endif
}
CGDataProviderRef provider = CGDataProviderCreateWithCFData((__bridge CFDataRef)data);
// Creating CGImage from cv::Mat
CGImageRef imageRef = CGImageCreate(
cvMat.cols, // width
cvMat.rows, // height
8, // bits per component
8 * cvMat.elemSize(), // bits per pixel
cvMat.step[0], // bytesPerRow
colorSpace, // colorspace
bitmapInfo, // bitmap info
provider, // CGDataProviderRef
NULL, // decode
false, // should interpolate
kCGRenderingIntentDefault // intent
);
// Getting UIImage from CGImage
UIImage *finalImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpace);
return finalImage;
}
cv::Mat cvMatWithImage(UIImage *image)
{
CGColorSpaceRef colorSpace = CGImageGetColorSpace(image.CGImage);
size_t numberOfComponents = CGColorSpaceGetNumberOfComponents(colorSpace);
CGFloat cols = image.size.width;
CGFloat rows = image.size.height;
cv::Mat cvMat(rows, cols, CV_8UC4); // 8 bits per component, 4 channels
CGBitmapInfo bitmapInfo = kCGImageAlphaNoneSkipLast | kCGBitmapByteOrderDefault;
// check whether the UIImage is greyscale already
if (numberOfComponents == 1) {
cvMat = cv::Mat(rows, cols, CV_8UC1); // 8 bits per component, 1 channels
bitmapInfo = kCGImageAlphaNone | kCGBitmapByteOrderDefault;
}
CGContextRef contextRef = CGBitmapContextCreate(
cvMat.data, // Pointer to backing data
cols, // Width of bitmap
rows, // Height of bitmap
8, // Bits per component
cvMat.step[0], // Bytes per row
colorSpace, // Colorspace
bitmapInfo // Bitmap info flags
);
CGContextDrawImage(contextRef, CGRectMake(0, 0, cols, rows), image.CGImage);
CGContextRelease(contextRef);
return cvMat;
}
I tested these two functions alone and confirm that they work.
Core operations about conversion:
/// Generate a new image based on specified HSL value changes.
/// #param h_delta h value in [-360, 360]
/// #param s_delta s value in [-100, 100]
/// #param l_delta l value in [-100, 100]
- (void)adjustImageWithH:(CGFloat)h_delta S:(CGFloat)s_delta L:(CGFloat)l_delta completion:(void (^)(UIImage *resultImage))completion
{
dispatch_async(dispatch_get_global_queue(0, 0), ^{
Mat original = cvMatWithImage(self.originalImage);
Mat image;
cvtColor(original, image, COLOR_BGR2HLS);
// https://docs.opencv.org/2.4/doc/tutorials/core/how_to_scan_images/how_to_scan_images.html#the-efficient-way
// accept only char type matrices
CV_Assert(image.depth() == CV_8U);
int channels = image.channels();
int nRows = image.rows;
int nCols = image.cols * channels;
int y, x;
for (y = 0; y < nRows; ++y) {
for (x = 0; x < nCols; ++x) {
// https://answers.opencv.org/question/30547/need-to-know-the-hsv-value/
// https://docs.opencv.org/2.4/modules/imgproc/doc/miscellaneous_transformations.html?#cvtcolor
Vec3b hls = original.at<Vec3b>(y, x);
uchar h = hls.val[0], l = hls.val[1], s = hls.val[2];
// h = MAX(0, MIN(360, h + h_delta));
// s = MAX(0, MIN(100, s + s_delta));
// l = MAX(0, MIN(100, l + l_delta));
printf("(%02d, %02d):\tHSL(%d, %d, %d)\n", x, y, h, s, l); // <= Label 1
original.at<Vec3b>(y, x)[0] = h;
original.at<Vec3b>(y, x)[1] = l;
original.at<Vec3b>(y, x)[2] = s;
}
}
cvtColor(image, image, COLOR_HLS2BGR);
UIImage *resultImage = UIImageFromCVMat(image);
dispatch_async(dispatch_get_main_queue(), ^ {
if (completion) {
completion(resultImage);
}
});
});
}
The question is:
Why does the HLS values out of my expected range? It shows as [0, 255] like RGB range, is that cvtColor wrong usage?
Should I use Vec3b within the two for loop? or Vec3i instead?
Does my thought have something wrong above?
Update:
Vec3b hls = original.at<Vec3b>(y, x);
uchar h = hls.val[0], l = hls.val[1], s = hls.val[2];
// Remap the hls value range to human-readable range (0~360, 0~1.0, 0~1.0).
// https://docs.opencv.org/master/de/d25/imgproc_color_conversions.html
float fh, fl, fs;
fh = h * 2.0;
fl = l / 255.0;
fs = s / 255.0;
fh = MAX(0, MIN(360, fh + h_delta));
fl = MAX(0, MIN(1, fl + l_delta / 100));
fs = MAX(0, MIN(1, fs + s_delta / 100));
// Convert them back
fh /= 2.0;
fl *= 255.0;
fs *= 255.0;
printf("(%02d, %02d):\tHSL(%d, %d, %d)\tHSL2(%.4f, %.4f, %.4f)\n", x, y, h, s, l, fh, fs, fl);
original.at<Vec3b>(y, x)[0] = short(fh);
original.at<Vec3b>(y, x)[1] = short(fl);
original.at<Vec3b>(y, x)[2] = short(fs);
1) take a look to this, specifically the part of RGB->HLS. When the source image is 8 bits it will go from 0-255 but if you use float image it may have different values.
8-bit images: V←255⋅V, S←255⋅S, H←H/2(to fit to 0 to 255)
V should be L, there is a typo in the documentation
You can convert the RGB/BGR image to a floating point image and then you will have the full value. i.e. the S and L are from 0 to 1 and H 0-360.
But you have to be careful converting it back.
2) Vec3b is unsigned 8 bits image (CV_8U) and Vec3i is integers (CV_32S). Knowing this, it depends on what type is your image. As you said it goes from 0-255 it should be unsigned 8 bits which you should use Vec3b. If you use the other one, it will get 32 bits per pixel and it uses this size to calculate the position in the array of pixels... so it may give something like out of bounds or segmentation error or random problems.
If you have a question, feel free to comment

Reading pixels from UIImage results in BAD_ACCESS

I wrote this code that is supposed to NSLog all non-white pixels as a test before going further.
This is my code:
UIImage *image = [UIImage imageNamed:#"image"];
CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage));
if(!pixelData) {
return;
}
const UInt8 *buffer = CFDataGetBytePtr(pixelData);
CFRelease(pixelData);
for(int y = 0; y < image.size.height; y++) {
for(int x = 0; x < image.size.width; x++) {
int pixelInfo = ((image.size.width * y) + x) * 4;
UInt8 red = buffer[pixelInfo];
UInt8 green = buffer[(pixelInfo + 1)];
UInt8 blue = buffer[pixelInfo + 2];
UInt8 alpha = buffer[pixelInfo + 3];
if(red != 0xff && green != 0xff && blue != 0xff){
NSLog(#"R: %hhu, G: %hhu, B: %hhu, A: %hhu", red, green, blue, alpha);
}
}
}
For some reason, when I build an app, it iterates for a moment and then throws BAD_ACCESS error on line:
UInt8 red = buffer[pixelInfo];. What could be the issue?
Is this the fastest method to iterate through pixels?
I think the problem is a buffer size error.
buffer has the size of width x height, and pixelInfo has a 4 multiplier.
I think you need to create an array 4 times bigger and save each pixel color of buffer in this new array. But you have to be careful not to read more of the size of the buffer.

xcode CVpixelBuffer shows negative values

I am using xcode and is currently trying to extract pixel values from the pixel buffer using the following code. However, when i print out the pixel values, it consists of negative values. Anyone has encountered such problem before?
part of the code is as below
- (void)captureOutput:(AVCaptureOutput*)captureOutput didOutputSampleBuffer:
(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection*)connection
{
CVImageBufferRef Buffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CVPixelBufferLockBaseAddress(Buffer, 0);
uint8_t* BaseAddress = (uint8_t*)CVPixelBufferGetBaseAddressOfPlane(Buffer, 0);
size_t Width = CVPixelBufferGetWidth(Buffer);
size_t Height = CVPixelBufferGetHeight(Buffer);
if (BaseAddress)
{
IplImage* Temporary = cvCreateImage(cvSize(Width, Height), IPL_DEPTH_8U, 4);
Temporary->imageData = (char*)BaseAddress;
for (int i = 0; i < Temporary->width * Temporary->height; ++i) {
NSLog(#"Pixel value: %d",Temporary->imageData[i]);
//where i try to print the pixels
}
}
The issue is that imageData of IplImage is a signed char. Thus, anything greater than 127 will appear as a negative number.
You can simply assign it to an unsigned char, and then print that, and you'll see values in the range between 0 and 255, like you probably anticipated:
for (int i = 0; i < Temporary->width * Temporary->height; ++i) {
unsigned char c = Temporary->imageData[i];
NSLog(#"Pixel value: %u", c);
}
Or you can print that in hex:
NSLog(#"Pixel value: %02x", c);

Implementing Ordered Dithering (24 bit RGB to 3 bit per channel RGB)

I'm writing an image editing programme, and I need functionality to dither any arbitrary 24-bit RGB image (I've taken care of loading it with CoreGraphics and such) to an image with 3 bit colour channels, then displaying it. I've set up my matrices and such, but I've not got any results from the code below besides a simple pattern that is applied to the image:
- (CGImageRef) ditherImageTo16Colours:(CGImageRef)image withDitheringMatrixType:(SQUBayerDitheringMatrix) matrix {
if(image == NULL) {
NSLog(#"Image is NULL!");
return NULL;
}
unsigned int imageWidth = CGImageGetWidth(image);
unsigned int imageHeight = CGImageGetHeight(image);
NSLog(#"Image size: %u x %u", imageWidth, imageHeight);
CGContextRef context = CGBitmapContextCreate(NULL,
imageWidth,
imageHeight,
8,
4 * (imageWidth),
CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB),
kCGImageAlphaNoneSkipLast);
CGContextDrawImage(context, CGRectMake(0, 0, imageWidth, imageHeight), image); // draw it
CGImageRelease(image); // get rid of the image, we don't want it anymore.
unsigned char *imageData = CGBitmapContextGetData(context);
unsigned char ditheringModulusType[0x04] = {0x02, 0x03, 0x04, 0x08};
unsigned char ditheringModulus = ditheringModulusType[matrix];
unsigned int red;
unsigned int green;
unsigned int blue;
uint32_t *memoryBuffer;
memoryBuffer = (uint32_t *) malloc((imageHeight * imageWidth) * 4);
unsigned int thresholds[0x03] = {256/8, 256/8, 256/8};
for(int y = 0; y < imageHeight; y++) {
for(int x = 0; x < imageWidth; x++) {
// fetch the colour components, add the dither value to them
red = (imageData[((y * imageWidth) * 4) + (x << 0x02)]);
green = (imageData[((y * imageWidth) * 4) + (x << 0x02) + 1]);
blue = (imageData[((y * imageWidth) * 4) + (x << 0x02) + 2]);
if(red > 36 && red < 238) {
red += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
} if(green > 36 && green < 238) {
green += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
} if(blue > 36 && blue < 238) {
blue += SQUBayer117_matrix[x % ditheringModulus][y % ditheringModulus];
}
// memoryBuffer[(y * imageWidth) + x] = (0xFF0000 + ((x >> 0x1) << 0x08) + (y >> 2));
memoryBuffer[(y * imageWidth) + x] = find_closest_palette_colour(((red & 0xFF) << 0x10) | ((green & 0xFF) << 0x08) | (blue & 0xFF));
}
}
//CGContextRelease(context);
context = CGBitmapContextCreate(memoryBuffer,
imageWidth,
imageHeight,
8,
4 * (imageWidth),
CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB),
kCGImageAlphaNoneSkipLast);
NSLog(#"Created context from buffer: %#", context);
CGImageRef result = CGBitmapContextCreateImage(context);
return result;
}
Note that find_closest_palette_colour doesn't do anything besides returning the original colour right now for testing.
I'm trying to implement the example pseudocode from Wikipedia, and I don't really get anything out of that right now.
Anyone got a clue on how to fix this up?
Use the code that I have provided here: https://stackoverflow.com/a/17900812/342646
This code converts the image to a single-channel gray-scale first. If you want the dithering to be done on a three-channel image, you can just split your image into three channels and call the function three times (once per channel).

How image pixel data "scans" the image pixels?

The Goal:
Finding the first black pixel on the left side of an image that contains black and transparent pixels only.
What I have:
I know how to get the pixel data and have an array of black and transparent pixels (found it here : https://stackoverflow.com/a/1262893/358480 ):
+ (NSArray*)getRGBAsFromImage:(UIImage*)image atX:(int)xx andY:(int)yy count:(int)count
{
NSMutableArray *result = [NSMutableArray arrayWithCapacity:count];
// First get the image into your data buffer
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = malloc(height * width * 4);
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
// Now your rawData contains the image data in the RGBA8888 pixel format.
int byteIndex = (bytesPerRow * yy) + xx * bytesPerPixel;
for (int ii = 0 ; ii < count ; ++ii)
{
NSUInteger alpha = (rawData[byteIndex + 3] * 1.0) / 255.0;
byteIndex += 4;
[result addObject:[NSNumber numberWithInt:alpha]];
}
free(rawData);
return result;
}
What is the problem ?
I can not understand the order which the function "scans" the image.
What i want is to get only the columns of the image and locate the first column that has at list 1 non-transperant pixel. this way I will know how to crop the left, transparent side of the image?
How can I get the pixels by columns?
Thanks
Shani
The bytes are ordered left-to-right, top-to-bottom. So to do what you want, I think you want to loop over the rawData like this:
int x = 0;
int y = 0;
BOOL found = NO;
for (x = 0; x < width; x++) {
for (y = 0; y < height; y++) {
unsigned char alphaByte = rawData[(y*bytesPerRow)+(x*bytesPerPixel)+3];
if (alphaByte > 0) {
found = YES;
break;
}
}
if (found) break;
}
NSLog(#"First non-transparent pixel at %i, %i", x, y);
Then your first column that contains a non-transparent pixel will be column x.
Normally one would iterate over the image array from top to bottom over rows, and within each row from left to right over the columns. In this case you want the reverse: we want to iterate over each column, beginning at the left, and within the column we go over all rows and check if a black pixel is present.
This will give you the left-most black pixel:
size_t maxIndex = height * bytesPerRow;
for (size_t x = 0; x < bytesPerRow; x += bytesPerPixel)
{
for (size_t index = x; index < maxIndex; index += bytesPerRow)
{
if (rawData[index + 3] > 0)
{
goto exitLoop;
}
}
}
exitLoop:
if (x < bytesPerRow)
{
x /= bytesPerPixel;
// left most column is `x`
}
Well, this is equal to mattjgalloway, just slightly optimized, and neater too :O
Although a goto is usually permitted to abandon two loops from within the inner loop, it's still ugly. Makes me really miss those nifty flow control statements D has...
The function you provided in the example code does something different though. It starts at a certain position in the image (defined by xx and yy), and goes over count pixels going from the starting position to the right, continuing to next rows. It adds those alpha values to some array I suspect.
When passed xx = yy = 0, this will find the top-most pixel with certain conditions, not the left-most. This transformation is given by the code above. Do remind that a 2D image is simply a 1D array in memory, starting with the top row from left to right and proceeding with the next rows. Doing simple math one can iterate over rows or over columns.

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