Very simple question... I have an array of pixels, how do I display them on the screen?
#define WIDTH 10
#define HEIGHT 10
#define SIZE WIDTH*HEIGHT
unsigned short pixels[SIZE];
for (int i = 0; i < WIDTH; i++) {
for (int j = 0; j < HEIGHT; j++) {
pixels[j*HEIGHT + i] = 0xFFFF;
}
}
That's it... now how can I show them on the screen?
Use this code in your NSView
#import "MyView.h"
@implementation MyView
#define WIDTH 400
#define HEIGHT 400
#define SIZE (WIDTH*HEIGHT)
#define BYTES_PER_PIXEL 2
#define BITS_PER_COMPONENT 5
#define BITS_PER_PIXEL 16
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect
{
// Get current context
CGContextRef context = (CGContextRef)[[NSGraphicsContext currentContext] graphicsPort];
// Colorspace RGB
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Pixel Matrix allocation
unsigned short *pixels = calloc(SIZE, sizeof(unsigned short));
// Random pixels will give you a non-organized RAINBOW
for (int i = 0; i < WIDTH; i++) {
for (int j = 0; j < HEIGHT; j++) {
pixels[i+ j*HEIGHT] = arc4random() % USHRT_MAX;
}
}
// Provider
CGDataProviderRef provider = CGDataProviderCreateWithData(nil, pixels, SIZE, nil);
// CGImage
CGImageRef image = CGImageCreate(WIDTH,
HEIGHT,
BITS_PER_COMPONENT,
BITS_PER_PIXEL,
BYTES_PER_PIXEL*WIDTH,
colorSpace,
kCGImageAlphaNoneSkipFirst,
// xRRRRRGGGGGBBBBB - 16-bits, first bit is ignored!
provider,
nil, //No decode
NO, //No interpolation
kCGRenderingIntentDefault); // Default rendering
// Draw
CGContextDrawImage(context, self.bounds, image);
// Once everything is written on screen we can release everything
CGImageRelease(image);
CGColorSpaceRelease(colorSpace);
CGDataProviderRelease(provider);
}
@end