如何使用 UIKit/Quartz 在 iPhone 上的纹理上绘制灯光效果

发布于 2024-11-05 06:48:03 字数 290 浏览 0 评论 0原文

我有一个带有背景图像(明亮的房间)和黑色图像(阴影)的场景。我需要能够在背景上移动手指并显示场景的某些部分,模拟黑暗房间中的昏暗光源。

我当前的方法是根据触摸的位置生成蒙版,然后将该蒙版应用于阴影图像。问题是我正在生成一个新的蒙版并在每次收到触摸事件时应用它。这是一个大图像(800x600),这会导致性能下降,并增加大量内存使用量,最终导致游戏崩溃(我认为我没有任何内存泄漏,但这并不能保证......无论如何性能本身是不可接受的)。

谁能想到更好的方法(不涉及使用 OpenGL ES——这不是这个项目中的一个选项)来做到这一点?

I have a scene with a background image (a lit room), and a black image (shadow) over that. I need to be able to move my finger over the background and reveal some parts of the scene, simulating a dim light source in a dark room.

My current approach was to generate a mask depending on the position of the touch, and then applying that mask to the shadow image. The problem is I'm generating a new mask and applying it every time I receive a touch event. It's a large image (800x600) and this causes the performance to go down and it increases a lot the memory usage, eventually crashing the game (I think I don't have any memory leaks, but that's not warrantied... anyway the performance itself isn't acceptable).

Can anyone think of a better approach (which doesn't involve using OpenGL ES -- that's not an option in this project) to do this?

如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

扫码二维码加入Web技术交流群

发布评论

需要 登录 才能够评论, 你可以免费 注册 一个本站的账号。

评论(5

甜警司 2024-11-12 06:48:03

与我上面的评论一致。

也许为了解决不同的阴影级别,您还可以在图像和阴影视图之间有一个视图网格(正方形)。每个网格方块都有不同的 Alpha 不透明度,当光点位于网格方块上方时,网格方块的 Alpha 不透明度会更改为 0。当光点移出网格方块时,其 Alpha 不透明度会变回默认值。

带有网格视图和阴影视图的房间图像

To go with my comments above.

Maybe to get around the different shadow levels you could also have a grid of views (squares) between the image and the shadow view. each grid square has a different alpha opacity and when the spot is over a grid square, the grid square's alpha opacity changes to 0. when the spot moves off the grid square it's alpha opacity changes back to it's default.

room image with grid views and shadow view

半世蒼涼 2024-11-12 06:48:03

如果没有更多信息,很难知道这种方法是否适用于您的情况,但您可以做的是生成单个掩模图像,例如径向 alpha 梯度,然后对其应用仿射变换以根据触摸。这可用于模拟手电筒/手电筒光束。

Without more information it is a little difficult to know whether this approach will work in your case but what you could do is generate a single mask image, say, a radial alpha gradient and then apply an affine transform to it to shape it according to the touches. This can be used to simulate a torch/flashlight beam.

つ可否回来 2024-11-12 06:48:03

我会尝试这个:使用一个带有自定义drawRect实现的视图:首先绘制阴影图像(灰度),然后绘制白色和alpha的亮点图像。最后是“乘法”混合模式下的背景图像。

I would try this: use one view with a custom drawRect implemetation: first draw the shadow image (in grayscale) then a bright spot image in white an alpha. And finally the background image in a 'multiply' blend mode.

世态炎凉 2024-11-12 06:48:03

想一想,影子一定是图像吗?也许你可以简单地用一种颜色填充阴影层并遮盖它?这样,内存使用量应该更少,并且效果应该几乎相同(如果不完全相同)。

Just a thought, does the shadow has to be an image? Perhaps you could simply fill the shadow layer with a color and mask it then? This way the memory usage should be less and the effect should be nearly identical (if not exactly the same).

黑色毁心梦 2024-11-12 06:48:03

没有理由在每次触摸移动时生成新的蒙版。相反,让掩码初始化一次并根据触摸事件的需要对其进行操作(重置其框架)。

There is no reason to generate a new mask on every touch move. Instead, let the mask be initialized once and manipulate it (reset it's frame) as needed upon touch events.

~没有更多了~
我们使用 Cookies 和其他技术来定制您的体验包括您的登录状态等。通过阅读我们的 隐私政策 了解更多相关信息。 单击 接受 或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
原文