After searching a lot for a complete day I got the exact solution, though I found many but none of them worked. Here is what I have got, it works flawlessly -:
// This method creates an image by changing individual pixels of an image. Color of pixel has been taken from an array of colours('avgRGBsOfPixel')
-(void)createTexture{
self.sampleImage = [[UIImageView alloc]initWithImage:[UIImage imageNamed:@"whitebg.jpg"]];
CGRect imageRect = CGRectMake(0, 0, self.sampleImage.image.size.width, self.sampleImage.image.size.height);
UIGraphicsBeginImageContext(sampleImage.image.size);
CGContextRef context = UIGraphicsGetCurrentContext();
//Save current status of graphics context
CGContextSaveGState(context);
CGContextDrawImage(context, imageRect, sampleImage.image.CGImage);
// And then just draw a point on it wherever you want like this:
// CGContextFillRect(context, CGRectMake(x,y,1,1));
//Fix error according to @gsempe's comment
int pixelCount =0;
for(int i = 0 ; i<sampleImage.image.size.width ; i++){
for(int j = 0 ; j<sampleImage.image.size.height ; j++){
pixelCount++;
int index = pixelCount/pixelCountForCalculatingAvgColor;
// NSLog(@"Index : %d", index);
if(index >= [avgRGBsOfPixel count]){
index = [avgRGBsOfPixel count] -1;
NSLog(@"Bad Index");
}
// if(pixelCount >9999){
// pixelCount = 9999;
// NSLog(@"Bad Index");
// }
UIColor *color = [avgRGBsOfPixel objectAtIndex:index];
float red ,green, blue ,alpha ;
[color getRed:&red green:&green blue:&blue alpha:&alpha];
CGContextSetRGBFillColor(context, red , green, blue , 1);
CGContextFillRect(context, CGRectMake(i,j,1,1));
}
}
// Then just save it to UIImage again:
CGContextRestoreGState(context);
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
[self.iv setImage:img];
}
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