将屏幕外 CGLayer 传输到当前上下文时出现锯齿状路径
在我当前的项目中,我需要绘制一个复杂的背景作为几个 UITableView 单元格的背景。由于绘制此背景的代码相当长,并且在单元格的 drawRect: 方法中执行时会占用大量 CPU,因此我决定仅将其渲染到 CGLayer 一次,然后将其 blit 到单元格以增强整体性能。
我用来将背景绘制到 CGLayer 的代码:
+ (CGLayerRef)standardCellBackgroundLayer
{
static CGLayerRef standardCellBackgroundLayer;
if(standardCellBackgroundLayer == NULL)
{
CGContextRef viewContext = UIGraphicsGetCurrentContext();
CGRect rect = CGRectMake(0, 0, [UIScreen mainScreen].applicationFrame.size.width, PLACES_DEFAULT_CELL_HEIGHT);
standardCellBackgroundLayer = CGLayerCreateWithContext(viewContext, rect.size, NULL);
CGContextRef context = CGLayerGetContext(standardCellBackgroundLayer);
// Setup the paths
CGRect rectForShadowPadding = CGRectInset(rect, (PLACES_DEFAULT_CELL_SHADOW_SIZE / 2) + PLACES_DEFAULT_CELL_SIDE_PADDING, (PLACES_DEFAULT_CELL_SHADOW_SIZE / 2));
CGMutablePathRef path = createPathForRoundedRect(rectForShadowPadding, LIST_ITEM_CORNER_RADIUS);
// Save the graphics context state
CGContextSaveGState(context);
// Draw shadow
CGContextSetShadowWithColor(context, CGSizeMake(0, 0), PLACES_DEFAULT_CELL_SHADOW_SIZE, [Skin shadowColor]);
CGContextAddPath(context, path);
CGContextSetFillColorWithColor(context, [Skin whiteColor]);
CGContextFillPath(context);
// Clip for gradient
CGContextAddPath(context, path);
CGContextClip(context);
// Draw gradient on clipped path
CGPoint startPoint = rectForShadowPadding.origin;
CGPoint endPoint = CGPointMake(rectForShadowPadding.origin.x, CGRectGetMaxY(rectForShadowPadding));
CGContextDrawLinearGradient(context, [Skin listGradient], startPoint, endPoint, 0);
// Restore the graphics state and release everything
CGContextRestoreGState(context);
CGPathRelease(path);
}
return standardCellBackgroundLayer;
}
将图层位块传输到当前上下文的代码:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextDrawLayerAtPoint(context, CGPointMake(0.0, 0.0), [Skin standardCellBackgroundLayer]);
}
这实际上非常好,但我遇到的唯一问题是圆角(检查静态方法)。当传输到屏幕时非常锯齿。当绘图代码位于其原始位置(即在drawRect 方法中)时,情况并非如此。
如何恢复这种抗锯齿功能?
由于某种原因,以下方法对抗锯齿没有任何影响:
CGContextSetShouldAntialias(context, YES);
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
CGContextSetAllowsAntialiasing(context, YES);
提前致谢!
In my current project I need to draw a complex background as a background for a few UITableView cells. Since the code for drawing this background is pretty long and CPU heavy when executed in the cell's drawRect: method, I decided to render it only once to a CGLayer and then blit it to the cell to enhance the overall performance.
The code I'm using to draw the background to a CGLayer:
+ (CGLayerRef)standardCellBackgroundLayer
{
static CGLayerRef standardCellBackgroundLayer;
if(standardCellBackgroundLayer == NULL)
{
CGContextRef viewContext = UIGraphicsGetCurrentContext();
CGRect rect = CGRectMake(0, 0, [UIScreen mainScreen].applicationFrame.size.width, PLACES_DEFAULT_CELL_HEIGHT);
standardCellBackgroundLayer = CGLayerCreateWithContext(viewContext, rect.size, NULL);
CGContextRef context = CGLayerGetContext(standardCellBackgroundLayer);
// Setup the paths
CGRect rectForShadowPadding = CGRectInset(rect, (PLACES_DEFAULT_CELL_SHADOW_SIZE / 2) + PLACES_DEFAULT_CELL_SIDE_PADDING, (PLACES_DEFAULT_CELL_SHADOW_SIZE / 2));
CGMutablePathRef path = createPathForRoundedRect(rectForShadowPadding, LIST_ITEM_CORNER_RADIUS);
// Save the graphics context state
CGContextSaveGState(context);
// Draw shadow
CGContextSetShadowWithColor(context, CGSizeMake(0, 0), PLACES_DEFAULT_CELL_SHADOW_SIZE, [Skin shadowColor]);
CGContextAddPath(context, path);
CGContextSetFillColorWithColor(context, [Skin whiteColor]);
CGContextFillPath(context);
// Clip for gradient
CGContextAddPath(context, path);
CGContextClip(context);
// Draw gradient on clipped path
CGPoint startPoint = rectForShadowPadding.origin;
CGPoint endPoint = CGPointMake(rectForShadowPadding.origin.x, CGRectGetMaxY(rectForShadowPadding));
CGContextDrawLinearGradient(context, [Skin listGradient], startPoint, endPoint, 0);
// Restore the graphics state and release everything
CGContextRestoreGState(context);
CGPathRelease(path);
}
return standardCellBackgroundLayer;
}
The code to blit the layer to the current context:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextDrawLayerAtPoint(context, CGPointMake(0.0, 0.0), [Skin standardCellBackgroundLayer]);
}
This actually does the trick pretty nice but the only problem I'm having is that the rounded corners (check the static method). Are very jaggy when blitted to the screen. This wasn't the case when the drawing code was at its original position: in the drawRect method.
How do I get back this antialiassing?
For some reason the following methods don't have any impact on the anti-aliassing:
CGContextSetShouldAntialias(context, YES);
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
CGContextSetAllowsAntialiasing(context, YES);
Thanks in advance!
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您只需使用
UIGraphicsBeginImageContextWithOptions
并将比例设置为0.0
即可简化此操作。很抱歉唤醒了一篇旧帖子,但我发现了它,所以其他人也可能会发现。更多详细信息可以在
UIGraphicsBeginImageContextWithOptions
文档:基本上意味着,如果它是视网膜显示器,它将创建一个视网膜上下文,这样您就可以指定
0.0
并将坐标视为点。You can simplify this by just using
UIGraphicsBeginImageContextWithOptions
and setting the scale to0.0
.Sorry for awakening an old post, but I came across it so someone else may too. More details can be found in the
UIGraphicsBeginImageContextWithOptions
documentation:Basically meaning that if it's a retina display it will create a retina context, that way you can specify
0.0
and treat the coordinates as points.我要回答我自己的问题,因为我不久前就发现了这个问题。
您应该创建一个视网膜感知上下文。锯齿仅出现在视网膜设备上。
为了应对这种行为,您应该使用此辅助方法创建一个视网膜上下文:
然后,在您的绘图方法中调用上面列出的方法,如下所示:
I'm going to answer my own question since I figured it out some time ago.
You should make a retina aware context. The jaggedness only appeared on a retina device.
To counter this behavior, you should create a retina context with this helper method:
Then, in your drawing method call the method listed above like so: