a terribly primitive example, similar to Mats' suggestion, but this version uses an external pixel buffer (pixelData
):
const size_t Width = 10;
const size_t Height = 10;
const size_t Area = Width * Height;
const size_t ComponentsPerPixel = 4; // rgba
uint8_t pixelData[Area * ComponentsPerPixel];
// fill the pixels with a lovely opaque blue gradient:
for (size_t i=0; i < Area; ++i) {
const size_t offset = i * ComponentsPerPixel;
pixelData[offset] = i;
pixelData[offset+1] = i;
pixelData[offset+2] = i + i; // enhance blue
pixelData[offset+3] = UINT8_MAX; // opaque
}
// create the bitmap context:
const size_t BitsPerComponent = 8;
const size_t BytesPerRow=((BitsPerComponent * Width) / 8) * ComponentsPerPixel;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef gtx = CGBitmapContextCreate(&pixelData[0], Width, Height, BitsPerComponent, BytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
// create the image:
CGImageRef toCGImage = CGBitmapContextCreateImage(gtx);
UIImage * uiimage = [[UIImage alloc] initWithCGImage:toCGImage];
NSData * png = UIImagePNGRepresentation(uiimage);
// remember to cleanup your resources! :)