直接渲染 CGImage(而不是 UIImage)?
Render a CGImage (rather than UIImage) directly?
我正在做一个CGImage
func otf() -> CGImage {
这是渐变上的贝塞尔蒙版。所以,
// the path
let p = UIBezierPath()
p.moveTo etc
// the mask
let m = CAShapeLayer()
set size etc
m.path = p.cgPath
// the layer
let l = CAGradientLayer()
set colors etc
l.mask = m
完成了。然后以通常的方式渲染 UIImage
...
UIGraphicsBeginImageContextWithOptions(sz.size, false, UIScreen.main.scale)
l.render(in: UIGraphicsGetCurrentContext()!)
let r = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
但是。那么要return呢,当然你要转换成CGImage
return r.cgImage!
(如果你使用类似 ..
UIGraphicsImageRenderer(bounds: b).image { (c) in v.layer.render(in: c) }
..你得到的是 UIImage,而不是 CGImage。)
似乎应该有更好/更优雅的方法 - 有没有什么方法可以更直接地“构建 CGImage”,而不是 "building a UIImage, and then converting"?
需要创建CGContext才能直接生成CGImage
注意:- 使用此代码直接创建CGImage
func createImage() -> CGImage? {
// the path
var p = UIBezierPath()
p = UIBezierPath(arcCenter: CGPoint(x: 100,y: 100), radius: CGFloat(200), startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
// the mask
let m = CAShapeLayer()
m.path = p.cgPath
// the layer
let layer = CAGradientLayer()
layer.frame = CGRect(x: 0, y: 0, width: 200, height: 200)
layer.colors = [UIColor.red.cgColor, UIColor.black.cgColor]
layer.mask = m
let imageSize = CGSize(width: 200, height: 200)
let colorSpace = CGColorSpace(name: CGColorSpace.sRGB)!
let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue)
guard let context = CGContext(data: nil, width: Int(imageSize.width), height: Int(imageSize.height), bitsPerComponent: 8, bytesPerRow: 0, space: colorSpace, bitmapInfo: bitmapInfo.rawValue) else { return nil }
layer.render(in: context)
let img = context.makeImage()
return img
}
我正在做一个CGImage
func otf() -> CGImage {
这是渐变上的贝塞尔蒙版。所以,
// the path
let p = UIBezierPath()
p.moveTo etc
// the mask
let m = CAShapeLayer()
set size etc
m.path = p.cgPath
// the layer
let l = CAGradientLayer()
set colors etc
l.mask = m
完成了。然后以通常的方式渲染 UIImage
...
UIGraphicsBeginImageContextWithOptions(sz.size, false, UIScreen.main.scale)
l.render(in: UIGraphicsGetCurrentContext()!)
let r = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
但是。那么要return呢,当然你要转换成CGImage
return r.cgImage!
(如果你使用类似 ..
UIGraphicsImageRenderer(bounds: b).image { (c) in v.layer.render(in: c) }
..你得到的是 UIImage,而不是 CGImage。)
似乎应该有更好/更优雅的方法 - 有没有什么方法可以更直接地“构建 CGImage”,而不是 "building a UIImage, and then converting"?
需要创建CGContext才能直接生成CGImage
注意:- 使用此代码直接创建CGImage
func createImage() -> CGImage? {
// the path
var p = UIBezierPath()
p = UIBezierPath(arcCenter: CGPoint(x: 100,y: 100), radius: CGFloat(200), startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
// the mask
let m = CAShapeLayer()
m.path = p.cgPath
// the layer
let layer = CAGradientLayer()
layer.frame = CGRect(x: 0, y: 0, width: 200, height: 200)
layer.colors = [UIColor.red.cgColor, UIColor.black.cgColor]
layer.mask = m
let imageSize = CGSize(width: 200, height: 200)
let colorSpace = CGColorSpace(name: CGColorSpace.sRGB)!
let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue)
guard let context = CGContext(data: nil, width: Int(imageSize.width), height: Int(imageSize.height), bitsPerComponent: 8, bytesPerRow: 0, space: colorSpace, bitmapInfo: bitmapInfo.rawValue) else { return nil }
layer.render(in: context)
let img = context.makeImage()
return img
}