我正在研究允許用戶選擇圖像(相機或圖庫)的應用程序,然後用他們的手指在該圖像上繪圖。他們畫的區域變成了面具的透明部分。然後在第一個圖像下繪製第二個圖像。drawRect優化
我一直在努力提高性能,特別是在iPad 3上,我似乎碰到了一堵牆。我是iOS和Objective-C的新手。
所以我的問題是:我能做些什麼來提高我的應用程序的繪圖性能?
我用this tutorial作爲我的代碼的起點。
首先,我要畫一個緩存方面:
- (void) drawToCache {
CGRect dirtyPoint1;
CGRect dirtyPoint2;
UIColor *color;
if (point1.x > -1){
hasDrawn = YES;
maskContext = CGLayerGetContext(maskLayer);
blackBackgroundContext = CGLayerGetContext(blackBackgroundLayer);
if (!doUndo){
color = [UIColor whiteColor];
CGContextSetBlendMode(maskContext, kCGBlendModeColor);
}
else{
color = [UIColor clearColor];
CGContextSetBlendMode(maskContext, kCGBlendModeClear);
}
CGContextSetShouldAntialias(maskContext, YES);
CGContextSetRGBFillColor(blackBackgroundContext, 0.0, 0.0, 0.0, 1.0);
CGContextFillRect(blackBackgroundContext, self.bounds);
CGContextSetStrokeColorWithColor(maskContext, [color CGColor]);
CGContextSetLineCap(maskContext, kCGLineCapRound);
CGContextSetLineWidth(maskContext, brushSize);
double x0 = (point0.x > -1) ? point0.x : point1.x; //after 4 touches we should have a back anchor point, if not, use the current anchor point
double y0 = (point0.y > -1) ? point0.y : point1.y; //after 4 touches we should have a back anchor point, if not, use the current anchor point
double x1 = point1.x;
double y1 = point1.y;
double x2 = point2.x;
double y2 = point2.y;
double x3 = point3.x;
double y3 = point3.y;
double xc1 = (x0 + x1)/2.0;
double yc1 = (y0 + y1)/2.0;
double xc2 = (x1 + x2)/2.0;
double yc2 = (y1 + y2)/2.0;
double xc3 = (x2 + x3)/2.0;
double yc3 = (y2 + y3)/2.0;
double len1 = sqrt((x1-x0) * (x1-x0) + (y1-y0) * (y1-y0));
double len2 = sqrt((x2-x1) * (x2-x1) + (y2-y1) * (y2-y1));
double len3 = sqrt((x3-x2) * (x3-x2) + (y3-y2) * (y3-y2));
double k1 = len1/(len1 + len2);
double k2 = len2/(len2 + len3);
double xm1 = xc1 + (xc2 - xc1) * k1;
double ym1 = yc1 + (yc2 - yc1) * k1;
double xm2 = xc2 + (xc3 - xc2) * k2;
double ym2 = yc2 + (yc3 - yc2) * k2;
double smooth_value = 0.5;
float ctrl1_x = xm1 + (xc2 - xm1) * smooth_value + x1 - xm1;
float ctrl1_y = ym1 + (yc2 - ym1) * smooth_value + y1 - ym1;
float ctrl2_x = xm2 + (xc2 - xm2) * smooth_value + x2 - xm2;
float ctrl2_y = ym2 + (yc2 - ym2) * smooth_value + y2 - ym2;
CGContextMoveToPoint(maskContext, point1.x, point1.y);
CGContextAddCurveToPoint(maskContext, ctrl1_x, ctrl1_y, ctrl2_x, ctrl2_y, point2.x, point2.y);
CGContextStrokePath(maskContext);
dirtyPoint1 = CGRectMake(point1.x-(brushSize/2), point1.y-(brushSize/2), brushSize, brushSize);
dirtyPoint2 = CGRectMake(point2.x-(brushSize/2), point2.y-(brushSize/2), brushSize, brushSize);
[self setNeedsDisplayInRect:CGRectUnion(dirtyPoint1, dirtyPoint2)];
}
}
而且我的drawRect:
- (void)drawRect:(CGRect)rect {
CGRect imageRect = CGRectMake(0, 0, 1024, 668);
CGSize size = CGSizeMake(1024, 668);
//Draw the user touches to the context, this creates a black and white image to convert into a mask
UIGraphicsBeginImageContext(size);
CGContextSetShouldAntialias(UIGraphicsGetCurrentContext(), YES);
CGContextDrawLayerInRect(UIGraphicsGetCurrentContext(), imageRect, blackBackgroundLayer);
CGContextDrawLayerInRect(UIGraphicsGetCurrentContext(), imageRect, maskLayer);
CGImageRef maskRef = CGBitmapContextCreateImage(UIGraphicsGetCurrentContext());
UIGraphicsEndImageContext();
//Make the mask
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef), CGImageGetHeight(maskRef), CGImageGetBitsPerComponent(maskRef), CGImageGetBitsPerPixel(maskRef), CGImageGetBytesPerRow(maskRef), CGImageGetDataProvider(maskRef), NULL, false);
//Mask the user image
CGImageRef masked = CGImageCreateWithMask([self.original CGImage], mask);
UIGraphicsBeginImageContext(size);
CGContextDrawLayerInRect(UIGraphicsGetCurrentContext(), imageRect, backgroundTextureLayer);
CGImageRef background = CGBitmapContextCreateImage(UIGraphicsGetCurrentContext());
UIGraphicsEndImageContext();
//Flip the context so everything is right side up
CGContextTranslateCTM(UIGraphicsGetCurrentContext(), 0, 668);
CGContextScaleCTM(UIGraphicsGetCurrentContext(), 1.0, -1.0);
//Draw the background on the context
CGContextDrawImage(UIGraphicsGetCurrentContext(), imageRect, background);
//Draws the mask on the context
CGContextDrawImage(UIGraphicsGetCurrentContext(), imageRect, masked);
//Release everything to prevent memory leaks
CGImageRelease(background);
CGImageRelease(maskRef);
CGImageRelease(mask);
CGImageRelease(masked);
}
我昨天花了研究這些問題:
How can I improve CGContextFillRect and CGContextDrawImage performance
CGContextDrawImage very slow on iPhone 4
Drawing in CATiledLayer with CoreGraphics CGContextDrawImage
iPhone: How do I add layers to UIView's root layer to display an image with the content property?
iPhone CGContextDrawImage and UIImageJPEGRepresentation drastically slowing down application
任何幫助表示讚賞!
感謝, 凱文
大衛您好,感謝您的提示。你能否闡述你的第三點?謝謝! Kevin – kevinstueber
我更新了第3個項目符號文本。這個想法是隻繪製儘可能小的區域,使用與傳遞給drawRect的矩形大小相同的圖像。 –
太棒了!再次感謝你的幫助! – kevinstueber