I'm working on image processing framework and use this code to read RGB data:
if let data = image.cgImage?.dataProvider?.data {
let dataPtr: UnsafePointer<UInt8> = CFDataGetBytePtr(data)
let width = Int(image.size.width)
let height = Int(image.size.height)
for y in 0..<height {
for x in 0..<width {
let pixelInfo: Int = ((width * y) + x) * 4
let r = dataPtr[pixelInfo]
let g = dataPtr[pixelInfo + 1]
let b = dataPtr[pixelInfo + 2]
print("\(r), \(g), \(b)")
}
}
}
The if I create new Swift project and new Objective-C project and use the same code (using bridge header file for Objc project) I get different results, for example:
5, 36, 20; 24, 69, 48 (Swift)
5, 36, 18; 21, 69, 47 (Objc)
It causes much different results in further processing. I've tried to use Objective-C code and read data with CGBitmapContextCreate() but I get exact same result. It shows same ColorSpace in both apps, I've tried to set it manually to DeviceRGB and sRGB without any luck.
I have to match Objc output with Android app that has exact same results as Swift app.
UPDATE. Second solution that I've tried is to write another code for Objective-C and it returns exact same result that doesn't match Swift:
size_t bytesSize = 0;
unsigned char *bytes = [self getBytesFromImage:image dataSize:&bytesSize];
size_t doubleSize = sizeof(double) * bytesSize;
double *doubles = (double *)malloc(doubleSize);
size_t doublesIndex = 0;
size_t counter = 0;
while (counter < bytesSize) {
unsigned char r = bytes[counter];
unsigned char g = bytes[counter+1];
unsigned char b = bytes[counter+2];
counter += 4;
}
- (unsigned char*) getBytesFromImage:(UIImage *)image dataSize:(size_t *)dataSize {
*dataSize = size_t(4 * image.size.width * image.size.height);
unsigned char *imageData = (unsigned char*)malloc(*dataSize);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGImageRef imageRef = [image CGImage];
CGContextRef bitmap = CGBitmapContextCreate( imageData, image.size.width, image.size.height, 8, image.size.width * 4 , colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CGContextDrawImage(bitmap, CGRectMake(0, 0, image.size.width, image.size.height), imageRef);
CGContextRelease(bitmap);
CGColorSpaceRelease(colorSpace);
return imageData;
}
Based on your Swift code, I coded what you see the below.
I used your code and this code and it seems to match perfectly - at least for an image I am using this side.
// Dump some bytes
- ( void ) test
{
UIImage * img = [UIImage imageNamed:@"test"];
CGDataProviderRef dp = CGImageGetDataProvider( img.CGImage );
CFDataRef data = CGDataProviderCopyData ( dp );
CFIndex length = CFDataGetLength ( data );
NSUInteger i = 0;
unsigned char rgba [ 4 ];
// Print all
// while ( i < length )
// Print first few
while ( i < 100 )
{
CFDataGetBytes( data, CFRangeMake( i, sizeof( rgba ) ), rgba );
i += 4;
NSLog ( @"RGB %d %d %d", rgba[ 0 ], rgba[ 1 ], rgba[ 2 ] );
}
CFRelease ( data );
CGDataProviderRelease ( dp );
}