核心显卡中的精确像素网格叠加?

发布于 2024-11-09 12:10:33 字数 3433 浏览 3 评论 0原文

在创建以像素为中心的图像编辑器的实验中,我一直在尝试绘制精确的网格覆盖层,以帮助引导用户尝试访问某些像素。然而,我绘制的网格不是很均匀,尤其是在尺寸较小的情况下。这是一种规则模式,每隔几个正常列就有一个稍大的列,所以我认为这是一个舍入问题,但我在代码中看不到它。这是我的代码:

    - (void)drawRect:(NSRect)dirtyRect
{
    context = [[NSGraphicsContext currentContext] graphicsPort];
    CGContextAddRect(context, NSRectToCGRect(self.bounds));
    CGContextSetRGBStrokeColor(context, 1.0f, 0.0f, 0.0f, 1.0f);
    CGContextStrokePath(context);
    CGContextSetInterpolationQuality(context, kCGInterpolationNone);
    CGContextSetShouldAntialias(context, NO);

    if (image)
    {

        NSRect imageRect = NSZeroRect;
        imageRect.size = CGImageGetSize([image CGImage]);
        drawRect = [self bounds];
        NSRect viewRect = drawRect;
        CGFloat aspectRatio = imageRect.size.width / imageRect.size.height;
        if (viewRect.size.width / viewRect.size.height <= aspectRatio)
        {
            drawRect.size.width = viewRect.size.width;
            drawRect.size.height = imageRect.size.height * (viewRect.size.width / imageRect.size.width);
        }
        else
        {
            drawRect.size.height = viewRect.size.height;
            drawRect.size.width = imageRect.size.width * (viewRect.size.height / imageRect.size.height);
        }

        drawRect.origin.x += (viewRect.size.width - drawRect.size.width) / 2.0;
        drawRect.origin.y += (viewRect.size.height - drawRect.size.height) / 2.0;

        CGContextDrawImage(context, drawRect, [image CGImage]);

        if (showPixelGrid)
        {
            //Draw grid by creating start and end points for vertical and horizontal lines.
            //FIXME: Grid is uneven, especially at smaller sizes. 
            CGContextSetStrokeColorWithColor(context, CGColorGetConstantColor(kCGColorBlack));
            CGContextAddRect(context, drawRect);
            CGContextStrokePath(context);
            NSUInteger numXPoints = (NSUInteger)imageRect.size.width * 2;
            NSUInteger numYPoints = (NSUInteger)imageRect.size.height * 2;
            CGPoint xPoints[numXPoints];
            CGPoint yPoints[numYPoints];
            CGPoint startPoint;
            CGPoint endPoint;
            CGFloat widthRatio = drawRect.size.width / imageRect.size.width;
            CGFloat heightRatio = drawRect.size.height / imageRect.size.height;
            startPoint.x  = drawRect.origin.x;
            startPoint.y = drawRect.origin.y;
            endPoint.x = drawRect.origin.x;
            endPoint.y = drawRect.size.height + drawRect.origin.y;
            for (NSUInteger i = 0; i < numXPoints; i += 2)
            {
                startPoint.x += widthRatio;
                endPoint.x += widthRatio;
                xPoints[i] = startPoint;
                xPoints[i + 1] = endPoint;
            }
            startPoint.x  = drawRect.origin.x;
            startPoint.y = drawRect.origin.y;
            endPoint.x = drawRect.size.width + drawRect.origin.x;
            endPoint.y = drawRect.origin.y;
            for (NSUInteger i = 0; i < numYPoints; i += 2)
            {
                startPoint.y += heightRatio;
                endPoint.y += heightRatio;
                yPoints[i] = startPoint;
                yPoints[i + 1] = endPoint;
            }
            CGContextStrokeLineSegments(context, xPoints, numXPoints);
            CGContextStrokeLineSegments(context, yPoints, numYPoints);
        }
    }

}

有什么想法吗?

In my experiments with creating a pixel-centered image editor I've been trying to draw a precise grid overlay to help guide users when trying to access certain pixels. However, the grid I draw isn't very even, especially at smaller sizes. It's a regular pattern of one slightly larger column for every few normal columns, so I think it's a rounding issue, but I can't see it in my code. Here's my code:

    - (void)drawRect:(NSRect)dirtyRect
{
    context = [[NSGraphicsContext currentContext] graphicsPort];
    CGContextAddRect(context, NSRectToCGRect(self.bounds));
    CGContextSetRGBStrokeColor(context, 1.0f, 0.0f, 0.0f, 1.0f);
    CGContextStrokePath(context);
    CGContextSetInterpolationQuality(context, kCGInterpolationNone);
    CGContextSetShouldAntialias(context, NO);

    if (image)
    {

        NSRect imageRect = NSZeroRect;
        imageRect.size = CGImageGetSize([image CGImage]);
        drawRect = [self bounds];
        NSRect viewRect = drawRect;
        CGFloat aspectRatio = imageRect.size.width / imageRect.size.height;
        if (viewRect.size.width / viewRect.size.height <= aspectRatio)
        {
            drawRect.size.width = viewRect.size.width;
            drawRect.size.height = imageRect.size.height * (viewRect.size.width / imageRect.size.width);
        }
        else
        {
            drawRect.size.height = viewRect.size.height;
            drawRect.size.width = imageRect.size.width * (viewRect.size.height / imageRect.size.height);
        }

        drawRect.origin.x += (viewRect.size.width - drawRect.size.width) / 2.0;
        drawRect.origin.y += (viewRect.size.height - drawRect.size.height) / 2.0;

        CGContextDrawImage(context, drawRect, [image CGImage]);

        if (showPixelGrid)
        {
            //Draw grid by creating start and end points for vertical and horizontal lines.
            //FIXME: Grid is uneven, especially at smaller sizes. 
            CGContextSetStrokeColorWithColor(context, CGColorGetConstantColor(kCGColorBlack));
            CGContextAddRect(context, drawRect);
            CGContextStrokePath(context);
            NSUInteger numXPoints = (NSUInteger)imageRect.size.width * 2;
            NSUInteger numYPoints = (NSUInteger)imageRect.size.height * 2;
            CGPoint xPoints[numXPoints];
            CGPoint yPoints[numYPoints];
            CGPoint startPoint;
            CGPoint endPoint;
            CGFloat widthRatio = drawRect.size.width / imageRect.size.width;
            CGFloat heightRatio = drawRect.size.height / imageRect.size.height;
            startPoint.x  = drawRect.origin.x;
            startPoint.y = drawRect.origin.y;
            endPoint.x = drawRect.origin.x;
            endPoint.y = drawRect.size.height + drawRect.origin.y;
            for (NSUInteger i = 0; i < numXPoints; i += 2)
            {
                startPoint.x += widthRatio;
                endPoint.x += widthRatio;
                xPoints[i] = startPoint;
                xPoints[i + 1] = endPoint;
            }
            startPoint.x  = drawRect.origin.x;
            startPoint.y = drawRect.origin.y;
            endPoint.x = drawRect.size.width + drawRect.origin.x;
            endPoint.y = drawRect.origin.y;
            for (NSUInteger i = 0; i < numYPoints; i += 2)
            {
                startPoint.y += heightRatio;
                endPoint.y += heightRatio;
                yPoints[i] = startPoint;
                yPoints[i + 1] = endPoint;
            }
            CGContextStrokeLineSegments(context, xPoints, numXPoints);
            CGContextStrokeLineSegments(context, yPoints, numYPoints);
        }
    }

}

Any ideas?

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木落 2024-11-16 12:10:33

更新:我设法通过一些调整让你的代码运行 - CGImageGetSize() 从哪里来? - 我真的看不出问题所在,除了即使在极小的尺寸下,列也不是完全正确的。但这就是它必须如何运作的。解决这个问题的唯一方法是将缩放固定为图像大小的整数倍 - 换句话说,获取小于视图大小的图像大小的最大整数倍 - 或者减少在屏幕上绘制的线条数小尺寸可以消除这种伪影。在大多数编辑器中,只有当您放大很长一段距离时,像素网格才会变得可见,这是有原因的。更不用说如果网格在 3-4 倍分辨率下仍然可见,那么视图就会变得过于繁忙。


我无法运行您提供的代码,因为那里有一堆类 ivars,但粗略地看了一下,我想说它与在像素边界上绘制有关。在您四舍五入到一个整数以消除模糊的 AA 伪像之后(我注意到您关闭了 AA,但理想情况下您不必这样做),然后您需要在原点上添加 0.5 以在 < 中绘制线条像素的中心而不是边界

像这样:

+---X---+---+---+---+---+
|   |   |   | Y |   |   |
+---+---+---+---+---+---+

X : CGPoint (1, 1)
Y : CGPoint (3.5, 0.5)

您想要从像素的中心绘制,因为否则您的线会横跨两个像素。

换句话说,在设置 xPoints 和 yPoints 时,请确保对值进行 Floor() 或 round() 舍入,然后添加 0.5。

UPDATE: I managed to get your code running with a few tweaks - where did CGImageGetSize() come from? - and I can't really see the problem, other than columns aren't all exactly even at extremely small sizes. That's just how it has to work though. The only way around this is to either fix scaling to be integer multiples of the image size - in other words, get the largest integer multiple of the image size smaller than the view size -or reduce the number of lines drawn on the screen at very small sizes to get rid of this artefact. There's a reason the pixel grid only becomes visible when you zoom in a long way in most editors. Not to mention that if the grid is still visible at 3-4x resolution you're making the view just way too busy.


I couldn't run the code you provided because there's a bunch of class ivars in there, but from a cursory glance, I'd say it has something to do with drawing on pixel boundaries. After you round to an integer to get rid of fuzzy AA artefacts (I notice you turned AA off, but ideally you shouldn't have to do that), you then need to add 0.5 to your origin to get your line drawn in the center of the pixel rather than on the boundary.

Like this:

+---X---+---+---+---+---+
|   |   |   | Y |   |   |
+---+---+---+---+---+---+

X : CGPoint (1, 1)
Y : CGPoint (3.5, 0.5)

You want to draw from the center of the pixel, because otherwise your line straddles two pixels.

In other words, where you're setting up xPoints and yPoints, make sure to floor() or round() your values, and then add 0.5.

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