In the discussion of the colour colorMatrix:bias it reads :
This filter performs a matrix multiplication, as follows, to transform the color vector:
s.r = dot(s, redVector) s.g = dot(s, greenVector) s.b = dot(s, blueVector) s.a = dot(s, alphaVector) s = s + bias
Is there any way to gain access to the data values for the various colour vectors?
The discussion you're referring to, in the C4 documentation, refers to the process that a filter uses for calculating a matrix multiplication. This is actually just a description of what the filter does to the colors in the image when it gets applied.
In fact, what's happening under the hood is that the colorMatrix:
method sets up a CIFilter
called CIColorMatrix
and applies this to a C4Image
. Unfortunately the source code for the CIColorMatrix
filter isn't provided by Apple.
So, a longwinded answer to your question is:
You can't access color components for pixels in a C4Image
through the CIColorMatrix
filter. But, the C4Image
class has a property called CGImage
(e.g. yourC4Image.CGImage
) which you can use to get pixel data.
A good, simple technique can be found HERE
EDIT: I got obsessed last night with this question, and added these two methods to the C4Image class:
Method for loading pixel data:
-(void)loadPixelData {
NSUInteger width = CGImageGetWidth(self.CGImage);
NSUInteger height = CGImageGetHeight(self.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
bytesPerPixel = 4;
bytesPerRow = bytesPerPixel * width;
rawData = malloc(height * bytesPerRow);
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), self.CGImage);
CGContextRelease(context);
}
And a method for accessing pixel color:
-(UIColor *)colorAt:(CGPoint)point {
if(rawData == nil) {
[self loadPixelData];
}
NSUInteger byteIndex = bytesPerPixel * point.x + bytesPerRow * point.y;
CGFloat r, g, b, a;
r = rawData[byteIndex];
g = rawData[byteIndex + 1];
b = rawData[byteIndex + 2];
a = rawData[byteIndex + 3];
return [UIColor colorWithRed:RGBToFloat(r) green:RGBToFloat(g) blue:RGBToFloat(b) alpha:RGBToFloat(a)];
}
That's how I would apply the techniques from the other post I mentioned.