模糊的UIBezierPath绘制的视图的屏幕截图

时间:2012-12-24 13:11:47

标签: objective-c ios uiimage core-graphics uibezierpath

我正在使用UIBezierPath方法和coretext绘制图表视图。我使用addQuadCurveToPoint:controlPoint:方法在图表上绘制曲线。我还使用CATiledLayer来渲染x轴上具有大数据集的图形。我在图像上下文中绘制了整个图形,在我视图的drawrect:方法中,我在整个视图中绘制了这个图像。以下是我的代码。

- (void)drawImage{

        UIGraphicsBeginImageContextWithOptions(self.frame.size, NO, 0.0);

        // Draw Curves 
        [self drawDiagonal];

        UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext();
        [screenshot retain];
        UIGraphicsEndImageContext();
}
- (void)drawRect:(CGRect)rect{

    NSLog(@"Draw iN rect with Bounds: %@",NSStringFromCGRect(rect));
    [screenshot drawInRect:self.frame];
}

然而,在屏幕截图中,两点之间绘制的曲线并不平滑。我还在我的信息plist中将Render with Antialiasing设置为YES。请看截图。 enter image description here

1 个答案:

答案 0 :(得分:1)

我们必须看看你如何构造UIBezierPath,但根据我的经验,对于平滑曲线,关键问题是曲线控制点与特定曲线的终点之间的直线斜率曲线的段等于曲线起点的下一段与其控制点之间的斜率。我发现使用addCurveToPoint而不是addQuadCurveToPoint更容易绘制一般的smoooth曲线,因此我可以调整起始和结束控制点以更一般地满足此标准。

为了说明这一点,我通常绘制UIBezierPath曲线的方法是在曲线上有一个点阵列,以及曲线在该点应该采取的角度,然后是“重量”。 addCurveToPoint个控制点(即控制点应该有多远)。因此,我使用这些参数来指示UIBezierPath的第二个控制点和UIBezierPath的下一个段的第一个控制点。所以,例如:

@interface BezierPoint : NSObject
@property CGPoint point;
@property CGFloat angle;
@property CGFloat weight;
@end

@implementation BezierPoint

- (id)initWithPoint:(CGPoint)point angle:(CGFloat)angle weight:(CGFloat)weight
{
    self = [super init];

    if (self)
    {
        self.point  = point;
        self.angle  = angle;
        self.weight = weight;
    }

    return self;
}

@end

然后,我如何使用它的一个例子:

- (void)loadBezierPointsArray
{
    // clearly, you'd do whatever is appropriate for your chart.
    // this is just a unclosed loop. But it illustrates the idea.

    CGPoint startPoint = CGPointMake(self.view.frame.size.width / 2.0, 50);

    _bezierPoints = [NSMutableArray arrayWithObjects:
            [[BezierPoint alloc] initWithPoint:CGPointMake(startPoint.x, startPoint.y) 
                                         angle:M_PI_2 * 0.05
                                        weight:100.0 / 1.7],
            [[BezierPoint alloc] initWithPoint:CGPointMake(startPoint.x + 100.0, startPoint.y + 70.0) 
                                         angle:M_PI_2
                                        weight:70.0 / 1.7],
            [[BezierPoint alloc] initWithPoint:CGPointMake(startPoint.x, startPoint.y + 140.0)
                                         angle:M_PI
                                        weight:100.0 / 1.7],
            [[BezierPoint alloc] initWithPoint:CGPointMake(startPoint.x - 100.0, startPoint.y + 70.0)
                                         angle:M_PI_2 * 3.0
                                        weight:70.0 / 1.7],
            [[BezierPoint alloc] initWithPoint:CGPointMake(startPoint.x + 10.0, startPoint.y + 10)
                                         angle:0.0
                                        weight:100.0 / 1.7],
            nil];
}

- (CGPoint)calculateForwardControlPoint:(NSUInteger)index
{
    BezierPoint *bezierPoint = _bezierPoints[index];

    return CGPointMake(bezierPoint.point.x + cosf(bezierPoint.angle) * bezierPoint.weight,  
                       bezierPoint.point.y + sinf(bezierPoint.angle) * bezierPoint.weight);
}

- (CGPoint)calculateReverseControlPoint:(NSUInteger)index
{
    BezierPoint *bezierPoint = _bezierPoints[index];

    return CGPointMake(bezierPoint.point.x - cosf(bezierPoint.angle) * bezierPoint.weight,  
                       bezierPoint.point.y - sinf(bezierPoint.angle) * bezierPoint.weight);
}

- (UIBezierPath *)bezierPath
{
    UIBezierPath *path = [UIBezierPath bezierPath];
    BezierPoint *bezierPoint = _bezierPoints[0];

    [path moveToPoint:bezierPoint.point];

    for (NSInteger i = 1; i < [_bezierPoints count]; i++)
    {
        bezierPoint = _bezierPoints[i];

        [path addCurveToPoint:bezierPoint.point
                controlPoint1:[self calculateForwardControlPoint:i - 1] 
                controlPoint2:[self calculateReverseControlPoint:i]];
    }

    return path;
}

当我将其渲染成UIImage(使用下面的代码)时,我看不到图像的任何柔化,但不可否认的是,图像并不相同。 (我将capture呈现的图像与我手动捕获的图像进行比较,同时按下物理设备上的电源和主页按钮。)

如果你看到一些软化,我会建议renderInContext(如下图所示)。我想知道你是否把图像写成JPG(这是有损的)。如果您使用JPG,也许可以试试PNG。

- (void)drawBezier
{
    UIBezierPath *path = [self bezierPath];

    CAShapeLayer *oval = [[CAShapeLayer alloc] init];
    oval.path = path.CGPath;
    oval.strokeColor = [UIColor redColor].CGColor;
    oval.fillColor = [UIColor clearColor].CGColor;
    oval.lineWidth = 5.0;
    oval.strokeStart = 0.0;
    oval.strokeEnd = 1.0;
    [self.view.layer addSublayer:oval];
}

- (void)capture
{
    UIGraphicsBeginImageContextWithOptions(self.view.frame.size, NO, 0.0);
    CGContextRef context = UIGraphicsGetCurrentContext();
    [self.view.layer renderInContext:context];
    UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();

    // save the image

    NSData *data = UIImagePNGRepresentation(screenshot);
    NSString *documentsPath = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES)[0];
    NSString *imagePath = [documentsPath stringByAppendingPathComponent:@"image.png"];
    [data writeToFile:imagePath atomically:YES];

    // send it to myself so I can look at the file

    NSURL *url = [NSURL fileURLWithPath:imagePath];
    UIActivityViewController *controller = [[UIActivityViewController alloc] initWithActivityItems:@[url]
                                                                         applicationActivities:nil];
    [self presentViewController:controller animated:YES completion:nil];
}