更改 kCGImageAlphaOnly 渲染的 CGImage 的颜色
Change color of kCGImageAlphaOnly rendered CGImage
我正在尝试获取一些巨大的 32 位 PNG,它们实际上只是带有 alpha 通道的黑色,并以内存友好的方式将它们呈现在 iOS 应用程序中。
为此,我尝试在 "alpha-only" CGContext 中重新渲染图像:
extension UIImage {
func toLayer() -> CALayer? {
let cgImage = self.cgImage!
let height = Int(self.size.height)
let width = Int(self.size.width)
let colorSpace = CGColorSpaceCreateDeviceGray()
let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width, space: colorSpace, bitmapInfo: CGImageAlphaInfo.alphaOnly.rawValue)!
context.draw(cgImage, in: CGRect(origin: .zero, size: self.size))
let image = context.makeImage()!
let layer = CALayer()
layer.contents = image
layer.contentsScale = self.scale
return layer
}
}
这太棒了!它将内存使用量从 180MB 降低到大约 18MB,这实际上比我预期的要好。
问题是,图像的黑色(或现在不透明)部分不再是黑色,而是白色。
似乎更改不透明位的颜色应该是一个简单的解决方法,但我在网上找不到任何相关信息。你有什么想法吗?
我已经设法回答了我自己的问题。通过将仅 alpha 图像设置为输出层 mask
的 contents
,我们可以将图层的背景颜色设置为我们想要的任何颜色(包括非灰度值),并且仍然保留内存福利!
我已经包含了最终代码,因为我肯定不是唯一对这种方法感兴趣的人:
extension UIImage {
func to8BitLayer(color: UIColor = .black) -> CALayer? {
guard let cgImage = self.cgImage else { return nil }
let height = Int(self.size.height * scale)
let width = Int(self.size.width * scale)
let colorSpace = CGColorSpaceCreateDeviceGray()
guard let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width, space: colorSpace, bitmapInfo: CGImageAlphaInfo.alphaOnly.rawValue) else {
print("Couldn't create CGContext")
return nil
}
context.draw(cgImage, in: CGRect(x: 0, y: 0, width: width, height: height))
guard let image = context.makeImage() else {
print("Couldn't create image from context")
return nil
}
// Note that self.size corresponds to the non-scaled (retina) dimensions, so is not the same size as the context
let frame = CGRect(origin: .zero, size: self.size)
let mask = CALayer()
mask.contents = image
mask.contentsScale = scale
mask.frame = frame
let layer = CALayer()
layer.backgroundColor = color.cgColor
layer.mask = mask
layer.contentsScale = scale
layer.frame = frame
return layer
}
}
我正在尝试获取一些巨大的 32 位 PNG,它们实际上只是带有 alpha 通道的黑色,并以内存友好的方式将它们呈现在 iOS 应用程序中。
为此,我尝试在 "alpha-only" CGContext 中重新渲染图像:
extension UIImage {
func toLayer() -> CALayer? {
let cgImage = self.cgImage!
let height = Int(self.size.height)
let width = Int(self.size.width)
let colorSpace = CGColorSpaceCreateDeviceGray()
let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width, space: colorSpace, bitmapInfo: CGImageAlphaInfo.alphaOnly.rawValue)!
context.draw(cgImage, in: CGRect(origin: .zero, size: self.size))
let image = context.makeImage()!
let layer = CALayer()
layer.contents = image
layer.contentsScale = self.scale
return layer
}
}
这太棒了!它将内存使用量从 180MB 降低到大约 18MB,这实际上比我预期的要好。
问题是,图像的黑色(或现在不透明)部分不再是黑色,而是白色。
似乎更改不透明位的颜色应该是一个简单的解决方法,但我在网上找不到任何相关信息。你有什么想法吗?
我已经设法回答了我自己的问题。通过将仅 alpha 图像设置为输出层 mask
的 contents
,我们可以将图层的背景颜色设置为我们想要的任何颜色(包括非灰度值),并且仍然保留内存福利!
我已经包含了最终代码,因为我肯定不是唯一对这种方法感兴趣的人:
extension UIImage {
func to8BitLayer(color: UIColor = .black) -> CALayer? {
guard let cgImage = self.cgImage else { return nil }
let height = Int(self.size.height * scale)
let width = Int(self.size.width * scale)
let colorSpace = CGColorSpaceCreateDeviceGray()
guard let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width, space: colorSpace, bitmapInfo: CGImageAlphaInfo.alphaOnly.rawValue) else {
print("Couldn't create CGContext")
return nil
}
context.draw(cgImage, in: CGRect(x: 0, y: 0, width: width, height: height))
guard let image = context.makeImage() else {
print("Couldn't create image from context")
return nil
}
// Note that self.size corresponds to the non-scaled (retina) dimensions, so is not the same size as the context
let frame = CGRect(origin: .zero, size: self.size)
let mask = CALayer()
mask.contents = image
mask.contentsScale = scale
mask.frame = frame
let layer = CALayer()
layer.backgroundColor = color.cgColor
layer.mask = mask
layer.contentsScale = scale
layer.frame = frame
return layer
}
}