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cocoa - 核心显卡中的精确像素网格叠加?

转载 作者:行者123 更新时间:2023-12-03 16:50:52 25 4
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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?

最佳答案

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 View 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 View 就会变得太繁忙。

<小时/>

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strong>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,否则您的线条会横跨两个像素。

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

关于cocoa - 核心显卡中的精确像素网格叠加?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/6133727/

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