How to create embossed or shadow effects using Cor

2019-05-01 06:03发布

I have issue to implement "Emboss/Shadow effects" in my drawing. Finger paint functionality is currently working fine with my custom UIView and below is my drawRect method code:

Edit code with all methods :

- (void)drawRect:(CGRect)rect
{
    CGPoint mid1 = midPoint(previousPoint1, previousPoint2); 
    CGPoint mid2 = midPoint(currentPoint, previousPoint1);

    CGContextRef context = UIGraphicsGetCurrentContext(); 
    [self.layer renderInContext:context];

    CGContextMoveToPoint(context, mid1.x, mid1.y);
    CGContextAddQuadCurveToPoint(context, previousPoint1.x, previousPoint1.y, mid2.x, mid2.y); 
    CGContextSetLineCap(context, kCGLineCapRound);
    CGContextSetLineWidth(context, self.lineWidth);
    CGContextSetStrokeColorWithColor(context, self.lineColor.CGColor);
    CGContextSaveGState(context);

    // for shadow  effects
    CGContextSetShadowWithColor(context, CGSizeMake(0, 2),3, self.lineColor.CGColor);
    CGContextStrokePath(context);
    [super drawRect:rect];
}

CGPoint midPoint(CGPoint p1, CGPoint p2)
{
    return CGPointMake((p1.x + p2.x) * 0.5, (p1.y + p2.y) * 0.5);
}


-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{

    UITouch *touch = [touches anyObject];

    previousPoint1 = [touch previousLocationInView:self];
    previousPoint2 = [touch previousLocationInView:self];
    currentPoint = [touch locationInView:self];

    [self touchesMoved:touches withEvent:event];
}

-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{

    UITouch *touch  = [touches anyObject];

    previousPoint2  = previousPoint1;
    previousPoint1  = [touch previousLocationInView:self];
    currentPoint    = [touch locationInView:self];


    // calculate mid point
    CGPoint mid1    = midPoint(previousPoint1, previousPoint2); 
    CGPoint mid2    = midPoint(currentPoint, previousPoint1);

    CGMutablePathRef path = CGPathCreateMutable();
    CGPathMoveToPoint(path, NULL, mid1.x, mid1.y);
    CGPathAddQuadCurveToPoint(path, NULL, previousPoint1.x, previousPoint1.y, mid2.x, mid2.y);
    CGRect bounds = CGPathGetBoundingBox(path);
    CGPathRelease(path);

    CGRect drawBox = bounds;

    //Pad our values so the bounding box respects our line width
    drawBox.origin.x        -= self.lineWidth * 2;
    drawBox.origin.y        -= self.lineWidth * 2;
    drawBox.size.width      += self.lineWidth * 4;
    drawBox.size.height     += self.lineWidth * 4;

    UIGraphicsBeginImageContext(drawBox.size);
    [self.layer renderInContext:UIGraphicsGetCurrentContext()];
    curImage = UIGraphicsGetImageFromCurrentImageContext();
    [curImage retain];
    UIGraphicsEndImageContext();



   [self setNeedsDisplayInRect:drawBox];

}

when i have implemented this i am getting paint effects with dot dot dot ...

See below image (which does not have any shadow or embossed effects). If you have any idea of how to add these effects, please give me some suggestion. How can i resolve this?

enter image description here

3条回答
Juvenile、少年°
2楼-- · 2019-05-01 06:23

I'm not sure about embossing, but if what you want is to apply a drop shadow to a drawing that is updated progressively, then a nice approach would be to use CALayers (link to a tutorial). Basically, your progressive drawing would update a transparent image (without attempting to draw any shadows in this image) and this image would be configured to be displayed with a drop shadow through its CALayer.

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戒情不戒烟
3楼-- · 2019-05-01 06:32

Shadow is created on borders and you are drawing small segments of lines and this creates this effect. You need to create a path and then stroke it once. This code might help you :)

for (int i=0; i<[currentPath count]; i++) 
{
    CGPoint mid1 = [[self midPoint:[currentPath objectAtIndex:i+1]  :[currentPath objectAtIndex:i]] CGPointValue]; 
    CGPoint mid2 = [[self midPoint:[currentPath objectAtIndex:i+2] :[currentPath objectAtIndex:i+1]] CGPointValue];
    CGContextMoveToPoint(context, mid1.x, mid1.y);
    CGContextAddQuadCurveToPoint(context, [[currentPath objectAtIndex:i+1] CGPointValue].x, [[currentPath objectAtIndex:i+1] CGPointValue].y, mid2.x, mid2.y); 
    CGContextSetShadow(context, CGSizeMake(-2, -2), 3);

    CGContextSetLineCap(context, kCGLineCapRound);
    CGContextSetStrokeColorWithColor(context,[color CGColor]);              
    CGContextSetLineWidth(context, linewidth);              

    i+=2;
}
CGContextStrokePath(context);

Try this way.. This solved might solve your issue.. First create ur path and after it is fully created, stroke it. This happens since at every small line you stroke and hence shadow created make a dot on its bounds, so you get this effect.

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手持菜刀,她持情操
4楼-- · 2019-05-01 06:33

It appears that you're creating hundreds, maybe even thousands of separate paths, one on each drawRect. You do flatten these out using [self.layer renderInContext] but I don't think that's a good way to go about it. Instead, I think what you want to do is create one UIBezierPath to track the finger, append paths to that and draw the UIBezierPath to the screen. If you create two layers (or views) you can set the top one (transparent) to "draw" on. When the user lifts their finger, you then render the entire UIBezierPath to the second layer (along with previously drawn data) and create a new UIBezierPath to draw the next finger-tracking. This way you're only updating one layer (the top one) when you're tracking someone's finger. This will help prevent the device from slowing down drawing too many paths.

Although, I will say, your current method does produce a cool looking "3D" effect.

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