用于视网膜显示的 CoreGraphics

发布于 2024-10-12 17:19:39 字数 1042 浏览 2 评论 0原文

我正在使用以下代码对加载的图像执行一些操作,但我发现在视网膜显示屏上时显示变得模糊,

- (UIImage*)createImageSection:(UIImage*)image section:(CGRect)section

{
float originalWidth = image.size.width ;
float originalHeight = image.size.height ;
int w = originalWidth * section.size.width;
int h = originalHeight * section.size.height;

CGContextRef ctx = CGBitmapContextCreate(nil, w, h, 8, w * 8,CGImageGetColorSpace([image CGImage]), kCGImageAlphaPremultipliedLast);
CGContextClearRect(ctx, CGRectMake(0, 0, originalWidth * section.size.width, originalHeight * section.size.height)); // w + h before
CGContextTranslateCTM(ctx, (float)-originalWidth * section.origin.x, (float)-originalHeight * section.origin.y);
CGContextDrawImage(ctx, CGRectMake(0, 0, originalWidth, originalHeight), [image CGImage]);
CGImageRef cgImage = CGBitmapContextCreateImage(ctx);
UIImage* resultImage = [[UIImage alloc] initWithCGImage:cgImage];

CGContextRelease(ctx);
CGImageRelease(cgImage);

return resultImage;
}

如何更改它以使其与视网膜兼容。

预先感谢您的帮助

最好, DV

I am using the following code to perform some manipulations on the image that I loaded, but I find that the display becomes blurry when it is on the retina display

- (UIImage*)createImageSection:(UIImage*)image section:(CGRect)section

{
float originalWidth = image.size.width ;
float originalHeight = image.size.height ;
int w = originalWidth * section.size.width;
int h = originalHeight * section.size.height;

CGContextRef ctx = CGBitmapContextCreate(nil, w, h, 8, w * 8,CGImageGetColorSpace([image CGImage]), kCGImageAlphaPremultipliedLast);
CGContextClearRect(ctx, CGRectMake(0, 0, originalWidth * section.size.width, originalHeight * section.size.height)); // w + h before
CGContextTranslateCTM(ctx, (float)-originalWidth * section.origin.x, (float)-originalHeight * section.origin.y);
CGContextDrawImage(ctx, CGRectMake(0, 0, originalWidth, originalHeight), [image CGImage]);
CGImageRef cgImage = CGBitmapContextCreateImage(ctx);
UIImage* resultImage = [[UIImage alloc] initWithCGImage:cgImage];

CGContextRelease(ctx);
CGImageRelease(cgImage);

return resultImage;
}

How do I change this to make it retina compatible.

Thanks in advance for your help

Best,
DV

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评论(3

情话难免假 2024-10-19 17:19:39

CGImages 不考虑您设备的视网膜特性,因此您必须自己这样做。

为此,您需要将 CoreGraphics 例程中使用的所有坐标和大小乘以输入图像的 scale 属性(在 Retina 设备上为 2.0),以确保您在双分辨率。

然后,您需要更改 resultImage 的初始化以使用 initWithCGImage:scale:orientation: 并输入相同的比例因子。这就是使 Retina 设备以原始分辨率而不是像素加倍分辨率渲染输出的原因。

CGImages don't take into account the Retina-ness of your device, so you have to do so yourself.

To do that, you need to multiply all of your coordinates and sizes that use in CoreGraphics routines by the input image's scale property (which will be 2.0 on Retina devices), to ensure you do all your manipulation at double resolution.

Then you need to change the initialization of resultImage to use initWithCGImage:scale:orientation: and input the same scale factor. This is what makes Retina devices render the output at native resolution rather than pixel-doubled resolution.

递刀给你 2024-10-19 17:19:39

感谢您的回答,对我有帮助!无论如何,为了更清楚,OP的代码应该像这样改变:

- (UIImage*)createImageSection:(UIImage*)image section:(CGRect)section        
{
    CGFloat scale = [[UIScreen mainScreen] scale]; ////// ADD

    float originalWidth = image.size.width ;
    float originalHeight = image.size.height ;
    int w = originalWidth * section.size.width *scale; ////// CHANGE
    int h = originalHeight * section.size.height *scale; ////// CHANGE

    CGContextRef ctx = CGBitmapContextCreate(nil, w, h, 8, w * 8,CGImageGetColorSpace([image CGImage]), kCGImageAlphaPremultipliedLast);
    CGContextClearRect(ctx, CGRectMake(0, 0, originalWidth * section.size.width, originalHeight * section.size.height)); // w + h before
    CGContextTranslateCTM(ctx, (float)-originalWidth * section.origin.x, (float)-originalHeight * section.origin.y);

    CGContextScaleCTM(UIGraphicsGetCurrentContext(), scale, scale); ////// ADD

    CGContextDrawImage(ctx, CGRectMake(0, 0, originalWidth, originalHeight), [image CGImage]);
    CGImageRef cgImage = CGBitmapContextCreateImage(ctx);
    UIImage* resultImage = [[UIImage alloc] initWithCGImage:cgImage];

    CGContextRelease(ctx);
    CGImageRelease(cgImage);

    return resultImage;
}

Thanks for the answer, helped me! Anyway to be clearer, the code by OP should be changed like this:

- (UIImage*)createImageSection:(UIImage*)image section:(CGRect)section        
{
    CGFloat scale = [[UIScreen mainScreen] scale]; ////// ADD

    float originalWidth = image.size.width ;
    float originalHeight = image.size.height ;
    int w = originalWidth * section.size.width *scale; ////// CHANGE
    int h = originalHeight * section.size.height *scale; ////// CHANGE

    CGContextRef ctx = CGBitmapContextCreate(nil, w, h, 8, w * 8,CGImageGetColorSpace([image CGImage]), kCGImageAlphaPremultipliedLast);
    CGContextClearRect(ctx, CGRectMake(0, 0, originalWidth * section.size.width, originalHeight * section.size.height)); // w + h before
    CGContextTranslateCTM(ctx, (float)-originalWidth * section.origin.x, (float)-originalHeight * section.origin.y);

    CGContextScaleCTM(UIGraphicsGetCurrentContext(), scale, scale); ////// ADD

    CGContextDrawImage(ctx, CGRectMake(0, 0, originalWidth, originalHeight), [image CGImage]);
    CGImageRef cgImage = CGBitmapContextCreateImage(ctx);
    UIImage* resultImage = [[UIImage alloc] initWithCGImage:cgImage];

    CGContextRelease(ctx);
    CGImageRelease(cgImage);

    return resultImage;
}
肥爪爪 2024-10-19 17:19:39

斯威夫特版本:

    let scale = UIScreen.mainScreen().scale

    CGContextScaleCTM(UIGraphicsGetCurrentContext(), scale, scale)

Swift version :

    let scale = UIScreen.mainScreen().scale

    CGContextScaleCTM(UIGraphicsGetCurrentContext(), scale, scale)
~没有更多了~
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