I am doing sample application to get pixel color from live camera preview
Here my code
let session = AVCaptureSession()
session.sessionPreset = AVCaptureSessionPresetMedium
let captureVideoPreviewLayer = AVCaptureVideoPreviewLayer(session: session)
captureVideoPreviewLayer.videoGravity = AVLayerVideoGravityResizeAspectFill
captureVideoPreviewLayer.bounds = previewView.layer.bounds;
captureVideoPreviewLayer.position = CGPointMake(CGRectGetMidX(previewView.layer.bounds), CGRectGetMidY(previewView.layer.bounds))
self.previewView.layer.addSublayer(captureVideoPreviewLayer)
let device = AVCaptureDevice.defaultDeviceWithMediaType(AVMediaTypeVideo)
do {
input = try AVCaptureDeviceInput(device: device)
}catch {
print("Input was nil")
input = nil
}
output = AVCaptureVideoDataOutput()
var myQueue = dispatch_queue_create("myQueue", nil)
if input != nil {
session.addInput(input!)
}
if output != nil {
output!.setSampleBufferDelegate(self, queue: myQueue)
output!.alwaysDiscardsLateVideoFrames = true
myQueue = nil
output!.videoSettings = [(kCVPixelBufferPixelFormatTypeKey as NSString) : NSNumber(unsignedInt: kCVPixelFormatType_32BGRA)]
session.addOutput(output!)
}
if session.running {
session.stopRunning()
}
session.startRunning()
and i am getting Sample buffer in delegate method
func captureOutput(captureOutput: AVCaptureOutput!, didOutputSampleBuffer sampleBuffer: CMSampleBuffer!, fromConnection connection: AVCaptureConnection!)
Converting samplebuffer to CGImage like this
let cgImg = getImageFromSampleBuffer(sampleBuffer)
rotaing my image to potrait
let image = UIImage(CGImage: cgImg, scale: 1, orientation: UIImageOrientation.Right)
Here My problem ::
i am running my application in iPhone 5C
here coordinates
PreviewLayer frame = (0.0, 0.0, 320.0, 568.0) Image size = (360.0, 480.0)
If i touch in location (100, 200) on view, how do i map in the image to get that exact pixel color ?
Note : i have used the below code to get pixel but its giving wrong color
- (UIColor*) getPixelColorAtLocation:(CGPoint)point andImage: (UIImage *)image {
UIColor* color = nil;
CGImageRef inImage = image.CGImage;
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
if (cgctx == NULL) { return nil; /* error */ }
size_t w = CGImageGetWidth(inImage);
size_t h = CGImageGetHeight(inImage);
CGRect rect = {{0,0},{w,h}};
// 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(cgctx, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
unsigned char* data = CGBitmapContextGetData (cgctx);
if (data != NULL) {
//offset locates the pixel in the data from x,y.
//4 for 4 bytes of data per pixel, w is width of one row of data.
int offset = 4*((w*round(point.y))+round(point.x));
int alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
// NSLog(@"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha);
color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
}
// When finished, release the context
// CGContextRelease(cgctx);
// Free image data memory for the context
if (data) { free(data); }
return color;
}
- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Get image width, height. We'll use the entire image.
size_t pixelsWide = CGImageGetWidth(inImage);
size_t pixelsHigh = CGImageGetHeight(inImage);
// 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 = (pixelsWide * 4);
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
// Use the generic RGB color space.
colorSpace = CGColorSpaceCreateDeviceRGB();
if (colorSpace == NULL)
{
fprintf(stderr, "Error allocating color space\n");
return NULL;
}
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
fprintf (stderr, "Memory not allocated!");
CGColorSpaceRelease( colorSpace );
return NULL;
}
// 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.
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedFirst);
if (context == NULL)
{
free (bitmapData);
fprintf (stderr, "Context not created!");
}
// Make sure and release colorspace before returning
CGColorSpaceRelease( colorSpace );
return context;
}
Thanks in Advance