I'm making a multiplayer game which involves drawing lines. Now i'm trying to implement online multiplayer into the game. However I've had some doing struggle doing this. The thing is that I will need to reverse the state of the draw lines in case a packet from the server comes late to the client. I've searched here on stack overflow but haven't found any real answer how to "undo" a bitmap context. The biggest problem is that the drawing needs to be done very fast since the game updates every 20th millisecond. However I figured out and tried some different approaches to this:
Save the state of the whole context and then redraw it. This is probably the slowest method.
Only save a part of the context (100x100) in a another bitmap hidden by looping through each pixel, then looping through each pixel from that bitmap to the main bitmap that is shown on the screen.
Save each point of the drawn path in a CGMutablePath ref, then when reverting the context, draw this path with a transparent color (0,0,0,0).
Saving the position in the bitmap of each pixel that gets drawn in a separate array and then setting that pixel alpha to 0 (in the drawn bitmap) when I need to undo.
The last approach should be the fastest of them all. However, I'm not sure how I can get the position of each drawn pixel unless i do it completely manual by. Right now I uses this code to drawn lines.
CGContextSetStrokeColorWithColor(cacheContext, [color CGColor]);
CGContextSetLineCap(cacheContext, kCGLineCapRound);
CGContextSetLineWidth(cacheContext, 6+thickness);
CGContextBeginPath(cacheContext);
CGContextMoveToPoint(cacheContext, point1.x, point1.y);
CGContextAddLineToPoint(cacheContext, point2.x, point2.y);
CGContextStrokePath(cacheContext);
CGRect dirtyPoint1 = CGRectMake(point1.x-10, point1.y-10, 20, 20);
CGRect dirtyPoint2 = CGRectMake(point2.x-10, point2.y-10, 20, 20);
[self setNeedsDisplayInRect:CGRectUnion(dirtyPoint1, dirtyPoint2)];
Here is how the CGBitmapcontext is setup
- (BOOL) initContext:(CGSize)size {
scaleFactor = [[UIScreen mainScreen] scale];
// scaleFactor = 1;
//non-retina
// scalefactor = 2; retina
int bitmapBytesPerRow;
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (size.width * 4*scaleFactor);
bitmapByteCount = (bitmapBytesPerRow * (size.height*scaleFactor));
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
cacheBitmap = malloc( bitmapByteCount );
if (cacheBitmap == NULL){
return NO;
}
CGBitmapInfo bitmapInfo = kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Little;
colorSpace = CGColorSpaceCreateDeviceRGB();
cacheContext = CGBitmapContextCreate (cacheBitmap, size.width*scaleFactor, size.height *scaleFactor, 8, bitmapBytesPerRow, colorSpace, bitmapInfo);
CGContextScaleCTM(cacheContext, scaleFactor, scaleFactor);
CGColorSpaceRelease(colorSpace);
CGContextSetRGBFillColor(cacheContext, 0, 0, 0, 0.0);
CGContextFillRect(cacheContext, (CGRect){CGPointZero, CGSizeMake(size.height*scaleFactor, size.width*scaleFactor)});
return YES;
}
Is there anyway other better way to undo the bitmap? If not, how can I get the positions of each pixels that gets draw with core graphics? Is this even possible?
Your 4th approach will either duplicate the whole canvas bitmap (should you consider a flat NxM matrix representation) or result a performance mess in case of map-based structure or something like that.
Actually, I believe 2nd way does the trick. I have had implemented that way of undo few times during past years, including a DirectX-based drawing app with some 25-30fps rendering pipeline.
However, your #2 description has a strange mention of some "loop" you want to perform across the area. You do not need a loop, what you need is a proper API method for copying a portion of the bitmap/graphics context, it might be CGContextDrawImage used to preserve your canvas portion and same method to undo/redo the drawing.
Related
This is a code snippet for creating a thumbnail sized image (from an original large image) and placing it appropriately on top of a tableviewcell. As i was studying the code i got stuck at the part where the thumbnail is being given a position by setting its abscissa and ordinate. In the method -(void)setThumbDataFromImage:(UIImage *)image they're setting the dimensions and coordinate for project thumbnail—
-(void)setThumbnailDataFromImage:(UIImage *)image{
CGSize origImageSize= [image size];
// the rectange of the thumbnail
CGRect newRect= CGRectMake(0, 0, 40, 40);
// figure out a scaling ratio to make sure we maintain the same aspect ratio
float ratio= MAX(newRect.size.width/origImageSize.width, newRect.size.height/origImageSize.height);
// Create a transparent bitmap context with a scaling factor equal to that of the screen
UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0);
// create a path that is a rounded rectangle
UIBezierPath *path= [UIBezierPath bezierPathWithRoundedRect:newRect cornerRadius:5.0];
// make all the subsequent drawing to clip to this rounded rectangle
[path addClip];
// center the image in the thumbnail rectangle
CGRect projectRect;
projectRect.size.width=ratio * origImageSize.width;
projectRect.size.height= ratio * origImageSize.height;
projectRect.origin.x= (newRect.size.width- projectRect.size.width)/2;
projectRect.origin.y= (newRect.size.height- projectRect.size.height)/2;
// draw the image on it
[image drawInRect:projectRect];
// get the image from the image context, keep it as our thumbnail
UIImage *smallImage= UIGraphicsGetImageFromCurrentImageContext();
[self setThumbnail:smallImage];
// get the PNG representation of the image and set it as our archivable data
NSData *data= UIImagePNGRepresentation(smallImage);
[self setThumbnailData:data];
// Cleanup image context resources, we're done
UIGraphicsEndImageContext();
}
I got the width and height computation wherein we multiply the origImageSize with scaling factor/ratio.
But then we use the following to give the thumbnail a position—
projectRect.origin.x= (newRect.size.width- projectRect.size.width)/2;
projectRect.origin.y= (newRect.size.height- projectRect.size.height)/2;
This i fail to understand. I cannot wrap my head around it. :?
Is this part of the centering process. I mean, are we using a mathematical relation here to position the thumbnail or is it some random calculation i.e could have been anything.. Am i missing some fundamental behind these two lines of code??
Those two lines are standard code for centering something, although they aren’t quite written in the most general way. You normally want to use:
projectRect.origin.x = newRect.origin.x + newRect.size.width / 2.0 - projectRect.size.width / 2.0;
projectRect.origin.y = newRect.origin.y + newRect.size.height / 2.0 - projectRect.size.height / 2.0;
In your case the author knows the origin is 0,0, so they omitted the first term in each line.
Since to center a rectangle in another rectangle you want the centers of the two axes to line up, you take, say, half the container’s width (the center of the outer rectangle) and subtract half the inner rectangle’s width (which takes you to the left side of the inner rectangle), and that gives you where the inner rectangle’s left side should be (e.g.: its x origin) when it is correctly centered.
I have a problem, with openGL views. I have two openGL views. The second view is added as a subview to the mainview. The two opengl views are drawn in two different opengl contexts. I need to capture the screen with the two opengl views.
The issue is that if I try to render one CAEAGLLayer in a context as below:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 1*(self.frame.size.width*0.5), 1*(self.frame.size.height*0.5));
CGContextScaleCTM(context, 3, 3);
CGContextTranslateCTM(context, abcd, abcd);
CAEAGLLayer *eaglLayer = (CAEAGLLayer*) self.myOwnView.layer;
[eaglLayer renderInContext:context];
it does not work. If I see the context (given the output as an image), The contents in the opengl layer are missing. But I find the toolbar and 2d images attached to the view, in the output image. I am not sure of the problem. Please help.
I had a similar problem and found a much more elegant solution. Basically, you subclass CAEAGLLayer, and add your own implementation of renderInContext that simply asks the OpenGL view to render the contents using glReadPixels. The beauty is that now you can call renderInContext on any layer in the hierarchy, and the result is a fully composed, perfect looking screenshot that includes your OpenGL views in it!
Our renderInContext in the subclassed CAEAGLLayer is:
- (void)renderInContext:(CGContextRef)ctx
{
[super renderInContext: ctx];
[self.delegate renderInContext: ctx];
}
Then, in the OpenGL view we replace layerClass so that it returns our subclass instead of the plain vanilla CAEAGLLayer:
+ (Class)layerClass
{
return [MyCAEAGLLayer class];
}
We add a method in the view to actually render the contents of the view into the context. Note that this code MUST run after your GL view has been rendered, but before you call presentRenderbuffer so that the render buffer will contain your frame. Otherwise the resulting image will most likely be empty (you may see different behavior between the device and the simulator on this particular issue).
- (void) renderInContext: (CGContextRef) context
{
GLint backingWidth, backingHeight;
// Bind the color renderbuffer used to render the OpenGL ES view
// If your application only creates a single color renderbuffer which is already bound at this point,
// this call is redundant, but it is needed if you're dealing with multiple renderbuffers.
// Note, replace "_colorRenderbuffer" with the actual name of the renderbuffer object defined in your class.
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
NSInteger x = 0, y = 0, width = backingWidth, height = backingHeight;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
ref, NULL, true, kCGRenderingIntentDefault);
CGFloat scale = self.contentScaleFactor;
NSInteger widthInPoints, heightInPoints;
widthInPoints = width / scale;
heightInPoints = height / scale;
// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
// The size of the destination area is measured in POINTS
CGContextSetBlendMode(context, kCGBlendModeCopy);
CGContextDrawImage(context, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
}
Finally, in order to grab a screenshot you use renderInContext in the usual fasion. Of course the beauty is that you don't need to grab the OpenGL view directly. You can grab one of the superviews of the OpenGL view and get a composed screenshot that includes the OpenGL view along with anything else next to it or on top of it:
UIGraphicsBeginImageContextWithOptions(superviewToGrab.bounds.size, YES, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
[superviewToGrab.layer renderInContext: context]; // This recursively calls renderInContext on all the sublayers, including your OpenGL layer(s)
CGImageRef screenShot = UIGraphicsGetImageFromCurrentImageContext().CGImage;
UIGraphicsEndImageContext();
This question has already been settled, but I wanted to note that Idoogy's answer is actually dangerous and a poor choice for most use cases.
Rather than subclass CAEAGLLayer and create a new delegate object, you can use the existing delegate methods which accomplish exactly the same thing. For example:
- (void) drawLayer:(CALayer *) layer inContext:(CGContextRef)ctx;
is a great method to implement in your GL-based views. You can implement it in much that same way he suggests, using glReadPixels: just make sure to set the Retained-Backing property on your view to YES, so that you can call the above method anytime without having to worry about it having been invalidated by presentation for display.
Subclassing CAEAGL layer messes with the existing UIView / CALayer delegate relationship: in most cases, setting the delegate object on your custom layer will result in your UIView being excluded from the view hierarchy. Thus, code like:
customLayerView = [[CustomLayerView alloc] initWithFrame:someFrame];
[someSuperview addSubview:customLayerView];
will result in a weird, one-way superview-subview relationship, since the delegate methods that UIView relies on won't be implemented. (Your superview will still have the sublayer from your custom view, though).
So, instead of subclassing CAEAGLLayer, just implement some of the delegate methods. Apple lays it out for you here: https://developer.apple.com/library/ios/documentation/QuartzCore/Reference/CALayerDelegate_protocol/Reference/Reference.html#//apple_ref/doc/uid/TP40012871
All the best,
Sam
I think http://developer.apple.com/library/ios/#qa/qa1704/_index.html provides what you want.
I am new to Objective-C, but I need to write a fast method, which will divide an UIImage into square blocks of fixed size, and then mix them. I have already implemented it in the following way:
Get UIImage
Represent it as PNG
Convert it to RGBA8 unsigned char array
For each block, calculate it's coordinates, then xor each pixel with pixel from block that gets replaced
Assemble that RGBA8 meat back into a new UIImage
Return it
It works as intended, but it is extremely slow. It takes about 12 seconds to process single 1024x768 PNG on iPhone 4S. Inspector shows that methods somehow connected to PNGRepresentation, eat up about 50% of total run time.
Will it possibly be faster, if I use Quartz2D here somehow? I am now simply trying to copy/paste a single rectangle from and to my _image, but I don't know how to go further. It returns an UIImage with the _image provided as is, without the blockLayer pasted inside it:
UIGraphicsBeginImageContextWithOptions(CGSizeMake(width, height), YES, 1.0);
CGContextRef context = UIGraphicsGetCurrentContext();
/* Start drawing */
//Draw in my image first
[_image drawAtPoint:CGPointMake(0,0) blendMode:kCGBlendModeNormal alpha:1.0];
//Here I am trying to make a 400x400 square, starting presumably at the origin
CGLayerRef blockLayer = CGLayerCreateWithContext(context, CGSizeMake(400, 400), NULL);
//Then I attempt to draw it back at the middle
CGContextDrawLayerAtPoint(context, CGPointMake(1024/2, 768/2), blockLayer);
CGContextSaveGState(context);
/* End drawing */
//Make UIImage from context
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
You can follow these steps to do what you need:
Load the image
Split it up into squareshow?
Create a CALayer for each image, setting the location to the place of the square in the image before shuffling
Go through the layers, and set their positions to their target locations after shuffling
Watch the squares moving to their new placeswhat if you don't want the animation?
How to divide this UIImage by the black line into two parts. The upper contour set of UIBezierPath.
I need to get two resulting UIImages. So is it possible?
The following set of routines create versions of a UIImage with either only the content inside a path, or only content outside that path.
Both make use of the compositeImage method, which uses CGBlendMode. CGBlendMode is very powerful for masking anything you can draw against anything else you can draw. Calling compositeImage: with other blend modes can have interesting (if not always useful) effects. See the CGContext Reference for all the modes.
The clipping method I described in my comment to your OP does work and is probably faster, but only if you have UIBezierPaths defining all the regions you want to clip.
- (UIImage*) compositeImage:(UIImage*) sourceImage onPath:(UIBezierPath*) path usingBlendMode:(CGBlendMode) blend;
{
// Create a new image of the same size as the source.
UIGraphicsBeginImageContext([sourceImage size]);
// First draw an opaque path...
[path fill];
// ...then composite with the image.
[sourceImage drawAtPoint:CGPointZero blendMode:blend alpha:1.0];
// With drawing complete, store the composited image for later use.
UIImage *maskedImage = UIGraphicsGetImageFromCurrentImageContext();
// Graphics contexts must be ended manually.
UIGraphicsEndImageContext();
return maskedImage;
}
- (UIImage*) maskImage:(UIImage*) sourceImage toAreaInsidePath:(UIBezierPath*) maskPath;
{
return [self compositeImage:sourceImage onPath:maskPath usingBlendMode:kCGBlendModeSourceIn];
}
- (UIImage*) maskImage:(UIImage*) sourceImage toAreaOutsidePath:(UIBezierPath*) maskPath;
{
return [self compositeImage:sourceImage onPath:maskPath usingBlendMode:kCGBlendModeSourceOut];
}
I tested clipping, and in a few different tests it was 25% slower than masking to achieve the same result as the [maskImage: toAreaInsidePath:] method in my other answer. For completeness I include it here, but please don't use it without a good reason.
- (UIImage*) clipImage:(UIImage*) sourceImage toPath:(UIBezierPath*) path;
{
// Create a new image of the same size as the source.
UIGraphicsBeginImageContext([sourceImage size]);
// Clipping means drawing only happens within the path.
[path addClip];
// Draw the image to the context.
[sourceImage drawAtPoint:CGPointZero];
// With drawing complete, store the composited image for later use.
UIImage *clippedImage = UIGraphicsGetImageFromCurrentImageContext();
// Graphics contexts must be ended manually.
UIGraphicsEndImageContext();
return clippedImage;
}
This can be done but it requires some trigonometry. Let's consider the case for the upper image. First, determine the bottommost end point of the UIBezierPath and use UIGraphicsBeginImageContext to get the top part of the image above the line. This will look as follows:
Now, assuming that your line is straight, move pixel by pixel along the line drawing vertical strokes of clearColor (loop for top portion. Proceed on similar lines for bottom portion):
for(int currentPixel_x=0;currentPixel_x<your_ui_image_top.size.width)
UIGraphicsBeginImageContext(your_ui_image_top.size);
[your_ui_image_top drawInRect:CGRectMake(0, 0, your_ui_image_top.size.width, your_ui_image_top.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 1.0);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeClear);
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(),[UIColor clearColor].CGColor);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), currentPixel_x, m*currentPixel_x + c);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPixel_x, your_ui_image_top.size.height);
CGContextStrokePath(UIGraphicsGetCurrentContext());
your_ui_image_top = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
Your UIBezierPath will have to be converted to a straight line of the form y = m*x + c. The x in this equation will be currentPixel_x above. Iterate through the width of the image, increasingcurrentPixel_x by 1 each time. next_y_point_on_your_line will be calculated as:
next_y_point_on_your_line = m*currentPixel_x + c
Each vertical stroke will be 1 pixel wide and its height will depend on how you traverse through them. After some iterations, your image will look roughly (please excuse my poor photo-editing skills!) like:
There are multiple ways of how you draw the clear strokes and this is just one way of going about it. You can also have clear strokes that are parallel to the given path if it gives better results.
Another way is to set the alpha of the pixels below the line to 0.
I have an UIImage that I want to edit (say, make every second row of pixels black). Now I am aware of the functions that extract PNG or JPEG data from the image, but that's raw data and I have no idea how the png/jpeg files work. Is there a way I can extract the colour data from each pixel into an array? And then make a new UIImage using the data from the array?
Here's the steps I took to do something similar (this creates a bitmap context for 8 bit greyscale no alpha:
// Allocate memory for image data.
bitmapData = malloc(bitmapByteCount);
// Use the generic Grey color space.
colorSpace = CGColorSpaceCreateDeviceGray();
// Create the bitmap context.
context = CGBitmapContextCreate (bitmapData, pixelsWide, pixelsHigh, 8, bitmapBytesPerRow, colorSpace, kCGImageAlphaNone);
Now it says in the docs that you can pass NULL to the bitmapData parameter and have the method handle all the malloc'ing of memory. I have found that if you do that, you can't then use CGBitmapContextGetData to get the pointer to go through the byte data.
// Draw the image into the context
CGContextDrawImage(context, CGRectMake(0, 0, pixelsWide, pixelsHigh), imageRef);
To read a pixel at position i in the data, use:
unsigned char *pointerToPixelData = CGBitmapContextGetData(context);
pixelValue = *(pointerToPixelData + i);
Don't forget to release everything and free malloc'd memory when you're done.
Hope this helps,
Dave
Create a CGBitmapContext and draw the UIImage's CGImage into it. Clobber pixel bytes as appropriate, then create a new CGImage (and UIImage, if desired) from the bytes.
The main reason to do this is that CGImage supports a wide variety of pixel formats, which would not be fun for you to try to support if you were to try to work with whatever format a given CGImage had happened to have been created with.