I am trying to convert an image(UIImage*) into black and white(1bpp) bitmap(.bmp) in objective C. First, I get the original pixel data in ARGB 32-bit format(8 bit per component. And then manipulating pixel data to get the black and white version.
I used the same logic for C#, Java, and C++ and it seems to work fine. However, for Objective C( iOS) it did not generate the correct image. What did I do wrong?
Below is my code:
- (unsigned int *) convertTo1BPP:(UIImage *)image {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
unsigned int* bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Create the bitmap context
CGImageRef imageRef = [image CGImage];
// Get image width, height. We'll use the entire image.
unsigned int width = CGImageGetWidth(imageRef);
unsigned int height = CGImageGetHeight(imageRef);
unsigned int bitmapStride =((width +31)/32)*4;
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (width* 4);
bitmapByteCount = (bitmapBytesPerRow * height);
// Use the generic RGB color space.
colorSpace = CGColorSpaceCreateDeviceRGB();
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
bitmapData = malloc( bitmapByteCount );
// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
// kCGImageAlphaPremultipliedFirst
// AAAAAAAARRRRRRRRRGGGGGGGGBBBBBBBB 32 bits per pixel, 8 bits per ARGB component with premultiplied alpha.
context = CGBitmapContextCreate (bitmapData,
width,
height,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedFirst);
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
CGContextSetShouldAntialias(context, NO);
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
// Now we can get a pointer to the image data associated with the bitmap
// context.
//unsigned char* data = CGBitmapContextGetData (context);
unsigned int* newBitmapData = malloc(((width+31)& ~31)/8 *height);
if (bitmapData != NULL)
{
for (unsigned int y = 0; y < height; y++)
{
for (unsigned int x = 0; x < width; x++)
{
unsigned char mask = 0x80 >> (x & 0x7);
//Get Pixel data(format 0xAARRGGBB)
unsigned char rgbPixel = bitmapData[y*width + x];
//get red color(0x0000AARR & 0xFF => 0x000000RR)
int red = (unsigned char) (rgbPixel >> 16)& 0xFF;
//get green color(0x00AARRGG & 0xFF => 0x000000GG)
int green = (unsigned char) (rgbPixel >> 8)& 0xFF;
//get blue color(0xAARRGGBB & 0xFF => 0x000000BB)
int blue = (unsigned char) (rgbPixel >> 0)& 0xFF;
//calculate brightness
int brightness = (.299*red + .587*green + .116*blue);
if(brightness > 128)
{
int index = (height-y-1)*bitmapStride + (x/8);
newBitmapData[index] |= mask;
}
}
}
}
free(bitmapData);
return newBitmapData;
}
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