In Quartz 2D, is it possible to mask an image by removing everything but the color channel you want?
So, I tried to use the Quartz CGImageCreateWithMaskingColors function, but the only problem is that it masks the range of colors you selected.
I want to mask everything but the range of colors I choose. For example, I want to show all the red colors in the image, but remove the other channels (green and blue).
I am doing this in Objective-C and I am a noob, so please give me examples :)
Any help is greatly appreciated.
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use these methods. I found them in one of the SO posts.
-(void)changeColor
{
UIImage *temp23=Image;//Pass your image here
CGImageRef ref1=[self createMask:temp23];
const float colorMasking[6] = {1.0, 3.0, 1.0, 2.0, 2.0, 3.0};
CGImageRef New=CGImageCreateWithMaskingColors(ref1, colorMasking);
UIImage *resultedimage=[UIImage imageWithCGImage:New];
EditImageView.image = resultedimage;
[EditImageView setNeedsDisplay];
}
-(CGImageRef)createMask:(UIImage*)temp
{
CGImageRef ref=temp.CGImage;
int mWidth=CGImageGetWidth(ref);
int mHeight=CGImageGetHeight(ref);
int count=mWidth*mHeight*4;
void *bufferdata=malloc(count);
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGContextRef cgctx = CGBitmapContextCreate (bufferdata,mWidth,mHeight, 8,mWidth*4, colorSpaceRef, kCGImageAlphaPremultipliedFirst);
CGRect rect = {0,0,mWidth,mHeight};
CGContextDrawImage(cgctx, rect, ref);
bufferdata = CGBitmapContextGetData (cgctx);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, bufferdata, mWidth*mHeight*4, NULL);
CGImageRef savedimageref = CGImageCreate(mWidth,mHeight, 8, 32, mWidth*4, colorSpaceRef, bitmapInfo,provider , NULL, NO, renderingIntent);
CFRelease(colorSpaceRef);
return savedimageref;
}
then call the changecolor method on the button click event and see the result
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I found the answer to my problem above. Follow the above Rahul codec with some modifications to set your own color,
-(void)changeColor
{
UIImage *temp23=Image;//Pass your image here
CGImageRef ref1=[self createMask:temp23];
const float colorMasking[6] = {1.0, 3.0, 1.0, 2.0, 2.0, 3.0};
CGImageRef New=CGImageCreateWithMaskingColors(ref1, colorMasking);
UIImage *resultedimage=[UIImage imageWithCGImage:New];
EditImageView.image = resultedimage;
[EditImageView setNeedsDisplay];
}
-(CGImageRef)createMask:(UIImage*)temp
{
CGImageRef ref=temp.CGImage;
int mWidth=CGImageGetWidth(ref);
int mHeight=CGImageGetHeight(ref);
int count=mWidth*mHeight*4;
void *bufferdata=malloc(count);
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGContextRef cgctx = CGBitmapContextCreate (bufferdata,mWidth,mHeight, 8,mWidth*4,colorSpaceRef, kCGImageAlphaPremultipliedLast);
CGRect rect = {0,0,mWidth,mHeight};
CGContextDrawImage(cgctx, rect, ref);
CGContextSaveGState(cgctx);
CGContextSetBlendMode(cgctx, kCGBlendModeColor);
CGContextSetRGBFillColor (cgctx, 1.0, 0.0, 0.0, 1.0);
CGContextFillRect(cgctx, rect);
bufferdata = CGBitmapContextGetData (cgctx);
const float colorMasking[6] = {1.0, 3.0, 1.0, 2.0, 2.0, 3.0};
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, bufferdata, mWidth*mHeight*4, NULL);
CGImageRef savedimageref = CGImageCreate(mWidth,mHeight, 8, 32, mWidth*4, colorSpaceRef, bitmapInfo,provider , NULL, NO, renderingIntent);
CFRelease(colorSpaceRef);
return savedimageref;
}
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Hmmm ...
Maybe I am missing something, but I do not believe the provided answers apply to the question. The second answer comes close to the sign, but contains a false code that has nothing to do with the solution.
The method createMask
makes a copy of the original image, assuming alpha at the LSB position. ChangeColor makes a masking call that won't affect the RGB image much - basically, only black will be masked (i.e. RGB triplets in the range / combinations (1,1,2) to (3, 2,1)).
I assume that the observed red shift is due to the parameter
kCGImageAlphaPremultipliedFirst
in line
CGContextRef cgctx = CGBitmapContextCreate (bufferdata,mWidth,mHeight, 8,mWidth*4, colorSpaceRef, kCGImageAlphaPremultipliedFirst);
due to improper alpha channel treatment. If in the method changeColor
you change the block
CGImageRef ref1=[self createMask:temp23];
const float colorMasking[6] = {1.0, 3.0, 1.0, 2.0, 2.0, 3.0};
CGImageRef New=CGImageCreateWithMaskingColors(ref1, colorMasking);
UIImage *resultedimage=[UIImage imageWithCGImage:New];
EditImageView.image = resultedimage;
to be
CGImageRef ref1=[self createMask:temp23];
UIImage *resultedimage=[UIImage imageWithCGImage:ref];
EditImageView.image = resultedimage;
you will not see any difference in display. Changing the CGBitmapInfo constant to kCGImageAlphaPremultipliedLast
display the image correctly using any of the specified code blocks.
The following answer comes a little closer to what the OP requires, but it's in terms of visual effect, not actual data. Here the corresponding code in createMask
is
CGContextRef cgctx = CGBitmapContextCreate (bufferdata,mWidth,mHeight, 8,mWidth*4,colorSpaceRef, kCGImageAlphaPremultipliedLast);
which displays the image correctly and then
CGContextSetBlendMode(cgctx, kCGBlendModeColor);
CGContextSetRGBFillColor (cgctx, 1.0, 0.0, 0.0, 1.0);
CGContextFillRect(cgctx, rect);
and then the logic for building the image. The blending logic applies a red tint to the original image, achieving the same effect as the disordered alpha channel in the original response. This is still not what the OP is asking for, which should mask one or more channels rather than blend colors.
This really means setting channel values for colors that are not desirable for zero. Here's an example of only returning the red channel as OP requests; the pixel format is assumed to be ABGR:
- (CGImageRef) redChannel:(CGImageRef)image
{
CGDataProviderRef provider = CGImageGetDataProvider(image);
NSMutableData* data = (id)CGDataProviderCopyData(provider);
int width = CGImageGetWidth(image);
int height = CGImageGetHeight(image);
[data autorelease];
// get a mutable reference to the image data
uint32_t* dwords = [data mutableBytes];
for (size_t idx = 0; idx < width*height; idx++) {
uint32_t* pixel = &dwords[idx];
// perform a logical AND of the pixel with a mask that zeroes out green and blue pixels
*pixel &= 0x000000ff;
}
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// now create a new image using the masked original data
CGDataProviderRef iprovider = CGDataProviderCreateWithData(NULL, dwords, width*height*4, NULL);
CGImageRef savedimageref = CGImageCreate(width, height, 8, 32, width*4, colorSpaceRef, bitmapInfo, iprovider, NULL, NO, renderingIntent);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(iprovider);
return savedimageref;
}
A good summary of bitwise operations can be found here .
As indicated here , you may need to change the mask structure based on the LSB / MSB order of the bits in the pixel. This example assumes 32-bit pixels from a standard iPhone PNG.
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