This is not the same as the countless questions about converting a CMSampleBuffer
to a UIImage
. I\'m simply wondering why I can\'t convert it like
I wrote a simple extension for use with Swift 4.x/3.x to produce a UIImage
from a CMSampleBuffer
.
This also handles scaling and orientation, though you can just accept default values if they work for you.
import UIKit
import AVFoundation
extension CMSampleBuffer {
func image(orientation: UIImageOrientation = .up,
scale: CGFloat = 1.0) -> UIImage? {
if let buffer = CMSampleBufferGetImageBuffer(self) {
let ciImage = CIImage(cvPixelBuffer: buffer)
return UIImage(ciImage: ciImage,
scale: scale,
orientation: orientation)
}
return nil
}
}
CIImage
UIImage
initialized with the ciImage
value, along with the scale
& orientation
values. If none are provided, the defaults of up
and 1.0
are used respectivelyThis is going to come up a lot in connection with the iOS 10 AVCapturePhotoOutput class. Suppose the user wants to snap a photo and you call capturePhoto(with:delegate:)
and your settings include a request for a preview image. This is a splendidly efficient way to get a preview image, but how are you going to display it in your interface? The preview image arrives as a CMSampleBuffer in your implementation of the delegate method:
func capture(_ output: AVCapturePhotoOutput,
didFinishProcessingPhotoSampleBuffer buff: CMSampleBuffer?,
previewPhotoSampleBuffer: CMSampleBuffer?,
resolvedSettings: AVCaptureResolvedPhotoSettings,
bracketSettings: AVCaptureBracketedStillImageSettings?,
error: Error?) {
You need to transform a CMSampleBuffer, previewPhotoSampleBuffer
into a UIImage. How are you going to do that? Like this:
if let prev = previewPhotoSampleBuffer {
if let buff = CMSampleBufferGetImageBuffer(prev) {
let cim = CIImage(cvPixelBuffer: buff)
let im = UIImage(ciImage: cim)
// and now you have a UIImage! do something with it ...
}
}
Use following code to convert image from PixelBuffer Option 1:
CIImage *ciImage = [CIImage imageWithCVPixelBuffer:pixelBuffer];
CIContext *context = [CIContext contextWithOptions:nil];
CGImageRef myImage = [context
createCGImage:ciImage
fromRect:CGRectMake(0, 0,
CVPixelBufferGetWidth(pixelBuffer),
CVPixelBufferGetHeight(pixelBuffer))];
UIImage *uiImage = [UIImage imageWithCGImage:myImage];
Option 2:
int w = CVPixelBufferGetWidth(pixelBuffer);
int h = CVPixelBufferGetHeight(pixelBuffer);
int r = CVPixelBufferGetBytesPerRow(pixelBuffer);
int bytesPerPixel = r/w;
unsigned char *buffer = CVPixelBufferGetBaseAddress(pixelBuffer);
UIGraphicsBeginImageContext(CGSizeMake(w, h));
CGContextRef c = UIGraphicsGetCurrentContext();
unsigned char* data = CGBitmapContextGetData(c);
if (data != NULL) {
int maxY = h;
for(int y = 0; y<maxY; y++) {
for(int x = 0; x<w; x++) {
int offset = bytesPerPixel*((w*y)+x);
data[offset] = buffer[offset]; // R
data[offset+1] = buffer[offset+1]; // G
data[offset+2] = buffer[offset+2]; // B
data[offset+3] = buffer[offset+3]; // A
}
}
}
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Swift 5.0
if let cvImageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) {
let ciimage = CIImage(cvImageBuffer: cvImageBuffer)
let context = CIContext()
if let cgImage = context.createCGImage(ciimage, from: ciimage.extent) {
let uiImage = UIImage(cgImage: cgImage)
}
}
TO ALL: don't use methods like:
private let context = CIContext()
private func imageFromSampleBuffer2(_ sampleBuffer: CMSampleBuffer) -> UIImage? {
guard let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else { return nil }
let ciImage = CIImage(cvPixelBuffer: imageBuffer)
guard let cgImage = context.createCGImage(ciImage, from: ciImage.extent) else { return nil }
return UIImage(cgImage: cgImage)
}
they eat much more cpu, more time to convert
use solution from https://stackoverflow.com/a/40193359/7767664
don't forget to set next setting for AVCaptureVideoDataOutput
videoOutput = AVCaptureVideoDataOutput()
videoOutput.videoSettings = [(kCVPixelBufferPixelFormatTypeKey as String) : NSNumber(value: kCVPixelFormatType_32BGRA as UInt32)]
//videoOutput.alwaysDiscardsLateVideoFrames = true
videoOutput.setSampleBufferDelegate(self, queue: DispatchQueue(label: "MyQueue"))
convert method
func imageFromSampleBuffer(_ sampleBuffer : CMSampleBuffer) -> UIImage {
// Get a CMSampleBuffer's Core Video image buffer for the media data
let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
// Lock the base address of the pixel buffer
CVPixelBufferLockBaseAddress(imageBuffer!, CVPixelBufferLockFlags.readOnly);
// Get the number of bytes per row for the pixel buffer
let baseAddress = CVPixelBufferGetBaseAddress(imageBuffer!);
// Get the number of bytes per row for the pixel buffer
let bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer!);
// Get the pixel buffer width and height
let width = CVPixelBufferGetWidth(imageBuffer!);
let height = CVPixelBufferGetHeight(imageBuffer!);
// Create a device-dependent RGB color space
let colorSpace = CGColorSpaceCreateDeviceRGB();
// Create a bitmap graphics context with the sample buffer data
var bitmapInfo: UInt32 = CGBitmapInfo.byteOrder32Little.rawValue
bitmapInfo |= CGImageAlphaInfo.premultipliedFirst.rawValue & CGBitmapInfo.alphaInfoMask.rawValue
//let bitmapInfo: UInt32 = CGBitmapInfo.alphaInfoMask.rawValue
let context = CGContext.init(data: baseAddress, width: width, height: height, bitsPerComponent: 8, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo)
// Create a Quartz image from the pixel data in the bitmap graphics context
let quartzImage = context?.makeImage();
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer!, CVPixelBufferLockFlags.readOnly);
// Create an image object from the Quartz image
let image = UIImage.init(cgImage: quartzImage!);
return (image);
}
A Swift 4 / iOS 11 version of Popigny's answer:
import Foundation
import AVFoundation
import UIKit
class ViewController : UIViewController {
let captureSession = AVCaptureSession()
let photoOutput = AVCapturePhotoOutput()
let cameraPreview = UIView(frame: .zero)
let progressIndicator = ProgressIndicator()
override func viewDidLoad() {
super.viewDidLoad()
setupVideoPreview()
do {
try setupCaptureSession()
} catch {
let errorMessage = String(describing:error)
print("[--ERROR--]: \(#file):\(#function):\(#line): " + errorMessage)
alert(title: "Error", message: errorMessage)
}
}
private func setupCaptureSession() throws {
let deviceDiscovery = AVCaptureDevice.DiscoverySession(deviceTypes: [AVCaptureDevice.DeviceType.builtInWideAngleCamera], mediaType: AVMediaType.video, position: AVCaptureDevice.Position.back)
let devices = deviceDiscovery.devices
guard let captureDevice = devices.first else {
let errorMessage = "No camera available"
print("[--ERROR--]: \(#file):\(#function):\(#line): " + errorMessage)
alert(title: "Error", message: errorMessage)
return
}
let captureDeviceInput = try AVCaptureDeviceInput(device: captureDevice)
captureSession.addInput(captureDeviceInput)
captureSession.sessionPreset = AVCaptureSession.Preset.photo
captureSession.startRunning()
if captureSession.canAddOutput(photoOutput) {
captureSession.addOutput(photoOutput)
}
}
private func setupVideoPreview() {
let previewLayer = AVCaptureVideoPreviewLayer(session: captureSession)
previewLayer.bounds = view.bounds
previewLayer.position = CGPoint(x:view.bounds.midX, y:view.bounds.midY)
previewLayer.videoGravity = AVLayerVideoGravity.resizeAspectFill
cameraPreview.layer.addSublayer(previewLayer)
cameraPreview.addGestureRecognizer(UITapGestureRecognizer(target: self, action:#selector(capturePhoto)))
cameraPreview.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(cameraPreview)
let viewsDict = ["cameraPreview":cameraPreview]
view.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "V:|-0-[cameraPreview]-0-|", options: [], metrics: nil, views: viewsDict))
view.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "H:|-0-[cameraPreview]-0-|", options: [], metrics: nil, views: viewsDict))
}
@objc func capturePhoto(_ sender: UITapGestureRecognizer) {
progressIndicator.add(toView: view)
let photoOutputSettings = AVCapturePhotoSettings(format: [AVVideoCodecKey:AVVideoCodecType.jpeg])
photoOutput.capturePhoto(with: photoOutputSettings, delegate: self)
}
func saveToPhotosAlbum(_ image: UIImage) {
UIImageWriteToSavedPhotosAlbum(image, self, #selector(photoWasSavedToAlbum), nil)
}
@objc func photoWasSavedToAlbum(_ image: UIImage, _ error: Error?, _ context: Any?) {
alert(message: "Photo saved to device photo album")
}
func alert(title: String?=nil, message:String?=nil) {
let alert = UIAlertController(title: title, message: message, preferredStyle: .alert)
alert.addAction(UIAlertAction(title: "OK", style: .default, handler: nil))
present(alert, animated:true)
}
}
extension ViewController : AVCapturePhotoCaptureDelegate {
func photoOutput(_ output: AVCapturePhotoOutput, didFinishProcessingPhoto photo: AVCapturePhoto, error: Error?) {
guard let photoData = photo.fileDataRepresentation() else {
let errorMessage = "Photo capture did not provide output data"
print("[--ERROR--]: \(#file):\(#function):\(#line): " + errorMessage)
alert(title: "Error", message: errorMessage)
return
}
guard let image = UIImage(data: photoData) else {
let errorMessage = "could not create image to save"
print("[--ERROR--]: \(#file):\(#function):\(#line): " + errorMessage)
alert(title: "Error", message: errorMessage)
return
}
saveToPhotosAlbum(image)
progressIndicator.hide()
}
}
A full example project to see this in context: https://github.com/cruinh/CameraCapture