预渲染的核心图形动画没有平滑的动画效果。猪的记忆

时间:2015-12-11 19:27:47

标签: ios objective-c performance core-graphics core-animation

我发布此问题是为了回答the answers之前的问题:Multiple CALayer masks causing performance issues

所以,现在我试图按照预先渲染的动画方法,我仍然无法获得平滑的动画。不仅如此,当在实际设备上运行时,由于内存问题,应用程序会定期崩溃。

你可以看到在这里运行的动画:http://cl.ly/e3Qu(从视频看起来可能不是很糟糕,但是专注于动画的边缘,而且它在实际设备上表现更差。)

这是我的代码:

static CGFloat const animationDuration = 1.5;
static CGFloat const calculationRate = (1.0/40.0); // 40fps max.
static CGFloat const calculationCycles = animationDuration/calculationRate;


@implementation splashView {

    CADisplayLink* l;

    CGImageRef backgroundImg;

    UIColor* color;

    NSMutableArray* animationImages;

    NSTimeInterval currentTime;
}

-(void) beginAnimating {
    static dispatch_once_t d;
    dispatch_once(&d, ^{

        CGFloat totalDistance = 0;
        CGFloat screenProgress = 0;
        CGFloat deltaScreenProgress = 0;


        totalDistance = screenHeight()+screenWidth();

        color = [[lzyColors colors] randomColor];

        backgroundImg = textBG(color, screenSize()).CGImage;

        animationImages = [NSMutableArray array];

        NSLog(@"start");

        UIGraphicsBeginImageContextWithOptions(screenSize(), YES, 0);

        CGContextRef c = UIGraphicsGetCurrentContext();

        for (int i = 0; i <= (calculationCycles+1); i++) {

            UIImage* img = lzyCGImageFromDrawing(^{

                CGFloat height = screenHeight();
                CGFloat width = screenWidth();

                CGMutablePathRef p = CGPathCreateMutable();

                CGPoint startingPoint = [self pointBForProgress:screenProgress];

                CGPathMoveToPoint(p, nil, startingPoint.x, startingPoint.y);
                lzyCGPathAddLineToPath(p, [self pointAForProgress:screenProgress]);
                if ((width < screenProgress) && (screenProgress-deltaScreenProgress) < width) {
                    lzyCGPathAddLineToPath(p, (CGPoint){width, 0});
                }
                if (deltaScreenProgress != 0) lzyCGPathAddLineToPath(p, [self pointAForProgress:screenProgress-deltaScreenProgress-1]);
                if (deltaScreenProgress != 0) lzyCGPathAddLineToPath(p, [self pointBForProgress:screenProgress-deltaScreenProgress-1]);
                if ((height < screenProgress) && (screenProgress-deltaScreenProgress) < height) {
                    lzyCGPathAddLineToPath(p, (CGPoint){0, height});
                }
                CGPathCloseSubpath(p);

                CGContextAddPath(c, p);
                CGContextClip(c);
                CGPathRelease(p);

                CGContextSetFillColorWithColor(c, color.CGColor);
                CGContextFillRect(c, self.bounds);


                CGContextDrawImage(c, self.bounds, backgroundImg);

            });


            [animationImages addObject:img];

            deltaScreenProgress = screenProgress;
            screenProgress = (i*totalDistance)/calculationCycles;
            deltaScreenProgress = screenProgress-deltaScreenProgress;
        }


        NSLog(@"stop");


        currentTime = 0;

        l = [CADisplayLink displayLinkWithTarget:self selector:@selector(displayLinkDidFire)];
        [l addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];

    });


}

-(void) displayLinkDidFire {

    NSTimeInterval deltaTime = l.duration;
    currentTime += deltaTime;

    if (currentTime <= animationDuration) {

        CGFloat prg = (currentTime/animationDuration);
        NSInteger image = roundf(([animationImages count]-1)*prg);

        [CATransaction begin];
        [CATransaction setDisableActions:YES];
        self.layer.contents = (__bridge id _Nullable)(((UIImage*)[animationImages objectAtIndex:image]).CGImage);
        [CATransaction commit];
    } else {

        [CATransaction begin];
        [CATransaction setDisableActions:YES];
        self.layer.contents = (__bridge id _Nullable)(((UIImage*)[animationImages lastObject]).CGImage);
        [CATransaction commit];
        [l invalidate];
        animationImages = nil;
    }

}


-(CGPoint) pointAForProgress:(CGFloat)progressVar {
    CGFloat width = screenWidth();
    return (CGPoint){(progressVar<width)?progressVar:width+1, (progressVar>width)?progressVar-width:-1};
}

-(CGPoint) pointBForProgress:(CGFloat)progressVar {
    CGFloat height = screenHeight();
    return (CGPoint){(progressVar>height)?(progressVar-height):-1, (progressVar<height)?progressVar:height+1};
}

@end

textBG()函数只是做一些相当简单的Core Graphics绘图来获取背景图像。

我只能假设我在这里做了一些根本错误的事情,但我无法想到它是什么。

有关如何提高性能和减少内存消耗的任何建议(不降低动画质量)?

2 个答案:

答案 0 :(得分:1)

通过图层内容动画全屏图像肯定会出现性能和内存问题,尤其是在@ 3x设备上。对于你在另一个问题(this video)中显示的动画,看起来你根本不需要任何遮蔽 - 创建一系列矩形纯色层(黑色,浅紫色,中等紫色) ,深紫色),将它们从前到后分层(文本层位于浅色和中间层之间),将它们旋转到您需要的角度,然后根据需要移动它们。

如果你最终需要一个更复杂的动画,这种方法不适用于 - 或者一般来说,为了动画任意全屏内容 - 你需要(1)预渲染为视频(离线或使用AVFoundation API)并以此方式播放或(2)使用OpenGL或Metal进行绘图。

答案 1 :(得分:0)

你遇到的问题是一些写得不好的动画逻辑,它基本上是以一种肯定会让你的设备很快崩溃的方式在内存中分配一大堆图像。您需要从更好的方法开始,不会同时将所有图像数据拉入内存。不要试图调整你已经拥有的东西,因为前一个开发人员做出的基本假设是完全错误的。请参阅我之前的示例,查看类似问题的一些好的链接,例如&#34;视频和内存使用on-ios-devices&#34;一:https://stackoverflow.com/a/17224710/763355