Hi,
I have been poundering this for the last few days.. I need help to convert a color image to "black and white", not grayscale.
I what to do this with the iPhone SDK and Core Graphics, as i'm convinced this is possible.
Thanks in advanced..
Hi,
I have been poundering this for the last few days.. I need help to convert a color image to "black and white", not grayscale.
I what to do this with the iPhone SDK and Core Graphics, as i'm convinced this is possible.
Thanks in advanced..
This is possible and I previously tried two paths:
Convert to Grayscale then apply pixel by pixel conversion to B&W.
--Problem with this is I don't get good results with images with transparency.
If you're not very strict, given an RGBA image, get the pixel RGB average and convert to B&W with a supplied threshold and retain its transparency. Technically this is still RGBA but more of Black, White and Transparency.
e.g.
UIImage *originalImage = [UIImage imageNamed:@"option_bluetooth.png"];
unsigned char *pixelBuffer = [GraphicsUtils getPixelData:originalImage.CGImage];
size_t length = originalImage.size.width * originalImage.size.height * 4;
CGFloat intensity;
int bw;
//50% threshold
const CGFloat THRESHOLD = 0.5;
for (int index = 0; index < length; index += 4)
{
intensity = (pixelBuffer[index] + pixelBuffer[index + 1] + pixelBuffer[index + 2]) / 3. / 255.;
if (intensity > THRESHOLD) {
bw = 255;
} else {
bw = 0;
}
pixelBuffer[index] = bw;
pixelBuffer[index + 1] = bw;
pixelBuffer[index + 2] = bw;
}
CGColorSpaceRef colorSpace=CGColorSpaceCreateDeviceRGB();
CGContextRef bitmapContext=CGBitmapContextCreate(pixelBuffer, originalImage.size.width, originalImage.size.height, 8, 4*originalImage.size.width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrderDefault);
CFRelease(colorSpace);
free(pixelBuffer);
CGImageRef cgImage=CGBitmapContextCreateImage(bitmapContext);
CGContextRelease(bitmapContext);
UIImage *bwImage = [UIImage imageWithCGImage:cgImage];
I get the pixel data by writing to an offscreen context (the new way of getting the raw data which Apple suggests does not work for me)
e.g.
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = malloc(imageHeight * imageWidth * 4);
CGContextRef offscreenContext = CGBitmapContextCreate(rawData, imageWidth, imageHeight,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrderDefault);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(offscreenContext, CGRectMake(0, 0, imageWidth, imageHeight), cgCropped);
CGContextRelease(offscreenContext);