核心图形中的精确像素网格覆盖



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,以帮助指导用户访问某些像素。然而,我画的网格不是很均匀,尤其是在较小的尺寸下。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?

更新:我设法通过一些调整使您的代码运行-CGImageGetSize()从哪里来?-我真的看不出有什么问题,除了列并不是都是非常小的尺寸。这就是它的工作原理。解决这一问题的唯一方法是将缩放比例固定为图像大小的整数倍,换句话说,使图像大小的最大整数倍小于视图大小,或者减少在屏幕上以非常小的尺寸绘制的线的数量,以消除这种伪影。在大多数编辑器中,像素网格只有在长距离缩放时才可见,这是有原因的。更不用说,如果网格在3-4倍的分辨率下仍然可见,那么视图就太忙了。


我无法运行您提供的代码,因为其中有一堆类ivar,但粗略地看,我认为这与绘制像素边界有关。在你四舍五入到一个整数以消除模糊的AA伪影(我注意到你关闭了AA,但理想情况下你不应该这样做)之后,你需要在原点上加0.5,以使你的线绘制在像素的中心上,而不是边界

像这样:

+---X---+---+---+---+---+
|   |   |   | Y |   |   |
+---+---+---+---+---+---+
X : CGPoint (1, 1)
Y : CGPoint (3.5, 0.5)

您希望从像素的中心绘制,因为否则您的线将横跨两个像素。

换言之,在设置xPoints和yPoints的地方,确保对值进行floor()或round(),然后加0.5。

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