I have a fairly standard RGBA image as a CGImageRef.
I'm looking to convert this into a GraphicsMagick Blob
(http://www.graphicsmagick.org/Magick++/Image.html#blobs)
What's the best way to go about transposing it?
I have this but it produces only a plain black image if I specify PNG8 in the pathString
or it crashes:
- (void)saveImage:(CGImageRef)image path:(NSString *)pathString
{
CGDataProviderRef dataProvider = CGImageGetDataProvider(image);
NSData *data = CFBridgingRelease(CGDataProviderCopyData(dataProvider));
const void *bytes = [data bytes];
size_t width = CGImageGetWidth(image);
size_t height = CGImageGetHeight(image);
size_t length = CGImageGetBytesPerRow(image) * height;
NSString *sizeString = [NSString stringWithFormat:@"%ldx%ld", width, height];
Image pngImage;
Blob blob(bytes, length);
pngImage.read(blob);
pngImage.size([sizeString UTF8String]);
pngImage.magick("RGBA");
pngImage.write([pathString UTF8String]);
}
Needed to get the image in the right RGBA format first. The original CGImageRef had a huge number of bytes per row. Creating a context with only 4 bytes per pixel did the trick.
// Calculate the image width, height and bytes per row
size_t width = CGImageGetWidth(image);
size_t height = CGImageGetHeight(image);
size_t bytesPerRow = 4 * width;
size_t length = bytesPerRow * height;
// Set the frame
CGRect frame = CGRectMake(0, 0, width, height);
// Create context
CGContextRef context = CGBitmapContextCreate(NULL,
width,
height,
CGImageGetBitsPerComponent(image),
bytesPerRow,
CGImageGetColorSpace(image),
kCGImageAlphaPremultipliedLast);
if (!context) {
return;
}
// Draw the image inside the context
CGContextSetBlendMode(context, kCGBlendModeCopy);
CGContextDrawImage(context, frame, image);
// Get the bitmap data from the context
void *bytes = CGBitmapContextGetData(context);