2013-02-22 127 views
4

我遇到了一个问题:我需要能够采用两种颜色并使其具有“虚拟渐变”。然后我需要能够在这一行的任何一点找到颜色。我目前的做法是这样的:iOS在两种颜色之间的点上找到颜色

if (fahrenheit < kBottomThreshold) 
{ 
    return [UIColor colorWithRed:kBottomR/255.0f green:kBottomG/255.0f blue:kBottomB/255.0f alpha:1]; 
} 
if (fahrenheit > kTopThreshold) 
{ 
    return [UIColor colorWithRed:kTopR/255.0f green:kTopG/255.0f blue:kTopB/255.0f alpha:1]; 
} 

double rDiff = kTopR - kBottomR; 
double gDiff = kTopG - kBottomG; 
double bDiff = kTopB - kBottomB; 

double tempDiff = kTopThreshold - kBottomThreshold; 

double rValue; 
double gValue; 
double bValue; 

rValue = kBottomR + ((rDiff/tempDiff) * fahrenheit); 
gValue = kBottomG + ((gDiff/tempDiff) * fahrenheit); 
bValue = kBottomB + ((bDiff/tempDiff) * fahrenheit); 

return [UIColor colorWithRed:rValue/255.0f green:gValue/255.0f blue:bValue/255.0f alpha:1]; 

变量:

  • fahrenheit传递到我的功能是,我想找到的颜色该虚拟线数的变量。
  • kTopR,kTopBkTopG是渐变的一端的RGB值。他们的kBottom同行相同。
  • kBottomThresholdkTopThreshold是我的渐变的终点。

这里是我的问题:fahrenheit越过梯度的两端,梯度似乎“跳”到一个不同的值。

我已经包含了一个示例项目,托管在我的S3服务器here上。

你真的需要下载该项目并尝试模拟器/设备上明白我的意思(除非你是疯狂的聪明,可以只通过查看代码告诉)

回答

6

问题是你没有从farenheit减去kBottomThreshold

但让我们简化。

首先,我们要将输入温度映射到范围[0 ... 1]范围内的参数t。然后,我们想要将t映射到[kBottomR ... kTopR]范围内的输出,并且还要将范围[kBottomG ... kTopG]中的输出映射到[kBottomB范围内的输出... kTopB]。

UIColor *colorForDegreesFahrenheit(double fahrenheit) { 
    double t = (fahrenheit - kBottomThreshold)/(kTopThreshold - kBottomThreshold); 

    // Clamp t to the range [0 ... 1]. 
    t = MAX(0.0, MIN(t, 1.0)); 

    double r = kBottomR + t * (kTopR - kBottomR); 
    double g = kBottomG + t * (kTopG - kBottomG); 
    double b = kBottomB + t * (kTopB - kBottomB); 

    return [UIColor colorWithRed:r/255 green:g/255 blue:b/255 alpha:1]; 
} 
3

如果您的梯度是比较复杂的比2颜色渐变,你可以考虑绘制CGGradientRef到一个临时CGImageRef,并直接从图像缓冲区中读取RGBA值。

这里的东西,我有一个5梯度做站和颜色:

CGFloat tmpImagewidth = 1000.0f; // Make this bigger or smaller if you need more or less resolution (number of different colors). 
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); 

    // create a gradient 
    CGFloat locations[] = { 0.0, 
     0.35, 
     0.55, 
     0.8, 
     1.0 }; 
    NSArray *colors = @[(__bridge id) [UIColor redColor].CGColor, 
         (__bridge id) [UIColor greenColor].CGColor, 
         (__bridge id) [UIColor blueColor].CGColor, 
         (__bridge id) [UIColor yellowColor].CGColor, 
         (__bridge id) [UIColor redColor].CGColor, 
         ]; 
    CGGradientRef gradient = CGGradientCreateWithColors(colorSpace, (__bridge CFArrayRef) colors, locations); 
    CGPoint startPoint = CGPointMake(0, 0); 
    CGPoint endPoint = CGPointMake(tmpImagewidth, 0); 

    // create a bitmap context to draw the gradient to, 1 pixel high. 
    CGContextRef context = CGBitmapContextCreate(NULL, tmpImagewidth, 1, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); 

    // draw the gradient into it 
    CGContextAddRect(context, CGRectMake(0, 0, tmpImagewidth, 1)); 
    CGContextClip(context); 
    CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, 0); 

    // Get our RGB bytes into a buffer with a couple of intermediate steps... 
    //  CGImageRef -> CFDataRef -> byte array 
    CGImageRef cgImage = CGBitmapContextCreateImage(context); 
    CGDataProviderRef provider = CGImageGetDataProvider(cgImage); 
    CFDataRef pixelData = CGDataProviderCopyData(provider); 

    // cleanup: 
    CGGradientRelease(gradient); 
    CGColorSpaceRelease(colorSpace); 
    CGImageRelease(cgImage); 
    CGContextRelease(context); 

    const UInt8* data = CFDataGetBytePtr(pixelData); 

    // we got all the data we need. 
    // bytes in the data buffer are a succession of R G B A bytes 

    // For instance, the color of the point 27% in our gradient is: 
    CGFloat x = tmpImagewidth * .27; 
    int pixelIndex = (int)x * 4; // 4 bytes per color 
    UIColor *color = [UIColor colorWithRed:data[pixelIndex + 0]/255.0f 
            green:data[pixelIndex + 1]/255.0f 
             blue:data[pixelIndex + 2]/255.0f 
            alpha:data[pixelIndex + 3]/255.0f]; 

    // done fetching color data, finally release the buffer 
    CGDataProviderRelease(provider); 

我不是说这比在上面的回答“数学方法”更好,肯定是有记忆以及产生临时图像的cpu税。 然而,该方案的优点是代码的复杂性保持不变,不管有多少个梯度停止,你需要...

4

斯威夫特 - 3.0 & & 4。0

extension UIColor { 
    func toColor(_ color: UIColor, percentage: CGFloat) -> UIColor { 
     let percentage = max(min(percentage, 100), 0)/100 
     switch percentage { 
     case 0: return self 
     case 1: return color 
     default: 
      var (r1, g1, b1, a1): (CGFloat, CGFloat, CGFloat, CGFloat) = (0, 0, 0, 0) 
      var (r2, g2, b2, a2): (CGFloat, CGFloat, CGFloat, CGFloat) = (0, 0, 0, 0) 
      guard self.getRed(&r1, green: &g1, blue: &b1, alpha: &a1) else { return self } 
      guard color.getRed(&r2, green: &g2, blue: &b2, alpha: &a2) else { return self } 

      return UIColor(red: CGFloat(r1 + (r2 - r1) * percentage), 
          green: CGFloat(g1 + (g2 - g1) * percentage), 
          blue: CGFloat(b1 + (b2 - b1) * percentage), 
          alpha: CGFloat(a1 + (a2 - a1) * percentage)) 
     } 
    } 
} 

用途: -

let colorRed = UIColor.red 
let colorBlue = UIColor.blue 

let colorOutput = colorRed.toColor(colorBlue, percentage: 50) 

结果

enter image description here

1

我想扩展/修改@Sebastien Windal的答案,因为他的答案对我的用例很好,但可以通过直接从上下文获取pixelData进一步改进(请参阅Get pixel data as array from UIImage/CGImage in swift)。

我在swift中实现了他的答案,因此这些更改也是用swift编写的。

只需在绘制渐变之前将Int数组传递到上下文。绘制上下文时,数组将被填充pixelData。

let dataSize = tmpImagewidth * 1 * 4 
var pixelData = [UInt8](repeating: 0, count: Int(dataSize)) 


let context = CGContext(data: &pixelData, width: Int(tmpImagewidth), height: 1, bitsPerComponent: 8, bytesPerRow: 4 * Int(tmpImagewidth), space: colorSpace, bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue) 

然后我们可以跳过创建一个图像首先从那里读取pixelData。