"shape burst" stroke in iOS Core Graphics - ios

Is there a way to create the following effect in Core Graphics by stroking a CGPathRef?
If it is possible, would it be more efficient to draw with Core Graphics vs. simply drawing a radial ellipse CGImageRef a whole bunch of times along the path?
Edit: to clarify: I want the central part of the stroke to be 100% opacity, and the edges to fade out from 100% opacity to 0% opacity.
Edit 2: also, I intend to use this drawing in an MKOverlayView to highlight a user's path... so not sure if a blur filter would be performant enough.

A round-capped, thick path with a shadow on it is probably the best solution for you. That would involve:
CGContextSetLineWidth()
CGContextSetLineCap()
CGContextSetShadowWithColor()
You'd want a zero offset shadow, and you'll need to experiment with the radius and blur parameters to get the effect you're after.

Related

why resizableImageWithCapInsets's best performance is tiled by 1x1 rather than block by block

UIImage resizableImageWithCapInsets official document description are below.
During scaling or resizing of the image, areas covered by a cap are not scaled or resized. Instead, the pixel area not covered by the cap in each direction is tiled, left-to-right and top-to-bottom, to resize the image. This technique is often used to create variable-width buttons, which retain the same rounded corners but whose center region grows or shrinks as needed. For best performance, use a tiled area that is a 1x1 pixel area in size.
I don't understand why use 1x1 pixel tiled area is the best performance. I think tiled block by block, the performance is better than 1x1 area. In theory, block by block is fast than point by point, is that right? who can told me the implementation of this in machine?
#jhabbott makes a good guess in his comment on the accepted answer to the question How does UIEdgeInsetsMake work?
So, I think if the tiled area is just 1x1 pixel. Then, resizableImageWithCapInsets: can just use that pixel's color as the fill color. That way, it doesn't have to do any tiling at all. So, essentially, it's like setting view.backgroundColor = color. Have you ever written any drawing code? Basically, I think filling an area with a color is easier than tiling that area with a rectangle of pixels, since the latter probably takes more calculations, like where to position the next tile, etc. But, I'm just guessing here. But, if you try to write the drawing code to fill a rect with a color vs to tile a rect of pixels onto another rect, you'll see where I'm coming from.

Common outline for two shapes drawn in drawRect: ObjectiveC

I have two shapes in a UIView - one, an ellipse and two, a triangle drawn using UIBezierPath. I need to draw the outline of these two shapes combined. How can I do it?
You can do an "outside" stroke (like stroke->outside in photoshop/pixelmator) by calling stroke to draw the outline and setting the inverse of your shapes as the clipping path first. To do the inverse of the clipping path see this answer: https://stackoverflow.com/a/10639523/461492 (read comments too).
So here are the steps:
Set the full area as the clipping path.
Call CGContextEOClip() for each of your shapes as described in the comments to the answer linked above.
Stroke your shapes.
This might not be exactly what you want - it will draw the stroke as normal but the whole interior (the fill area) of your shapes will not be drawn. So whereas the thickness of the stroke would normally extend within the interior of your shapes, and the internal angles of your stroke would normally have the correct corners (rounded/mitered) - in this case it would be more like you stroked the shapes then deleted the fill-area, or did an "outside" stroke in an image editing program.

How to animate arc/donut segment stroke and length change

I need to animate arcs (a.k.a donut segments) in the following scenarios where the arc maintains a constant radius r to the imaginary circle center (the arc sits right outside the circle).
1) Animate the arc stroke width from x to y, while maintaining a radius r and angle alpha.
2) Animate the arc angle from alpha to beta while maintaining a constant stroke width and radius.
3) do 1 and 2 together but possibly with independent animations/timings.
Here's what I have so far:
I’ve implemented the arc drawing as a custom view that simply draws the arc with CGContextAddArc. This is fine for a static arc but it doesn’t animate anything.
Also, I know how to draw clipped images with things like [UIBezierPath addClip].
The latter is interesting because I think that for scenario 1, I can achieve the desired effect in two ways: either keep drawing an arc and modify both stroke and radius to maintain the same perceived inner circle radius (which I’m not optimistic about, I’m afraid that the radius will “jiggle”), or draw a segment of a circle that grows in size (maybe by simply modifying the scale with an affine transform) and is then clipped by a static circular mask.
Now, how do I take all these concepts and nail them down into some actual drawing code? I don’t need real code (though that would be fine too), but more like a conceptual approach, like, can I do this all with a UIView with custom drawing, or do we need to talk about custom key animations that I understand involve CALayers and such. In other words, what’s the right architecture to do all this that would be easiest to code while being efficient from a compositing perspective for smooth animation?
You can already do this with a CAShapeLayer by creating the path for the arc and then animate different stroke properties. You could create the path for the full circle and use the strokeStart and strokeEnd properties to only stroke a certain part of the circle. It is worth noting that the shape layer is center stroked so they increase equally inwards and outwards as you increase the line width. To counter this you could either mask it with the same circle shape and double the line width or animate the path so that the radius increases by half of the line width increase so that the inner most point has the same distance to the center at all times.
The first example can be done by animating the lineWidth property and the second can be done by animating the strokeStart and strokeEnd properties
You should implement this using custom animatable properties on a CALayer subclass. This tutorial (with source here) is for creating animated pie charts and looks pretty good. You should be able to modify it for your requirements.

Delphi - floodfill with gradient?

Is there a way to use Canvas.FloodFill in D2007 to fill a custom shaped object with gradient colors. Going from white to a border color.
I couldn't google out anything useful.
Or just any other way of filling a custom shaped object with gradient colors?
Thank you.
I don't think so.
Floodfill takes uses whatever the current brush color is set to, you can't change it during the flood fill.
You could however use floodfill to set the color to something not already in the image, then loop over the pixels, check for that color of the pixel, and do a gradient fill that way. That would take care of the boundary detection for you.
Have you checked GDI+ already? You can make Shapes (Pathes) and gradient-fill them with GDI+. There are some Delphi-Wrappers around for GDI+ with examples:
Here is a starting point:
http://www.bilsen.com/gdiplus/index.shtml

XNA Layered Sprite problem

I have a game object that manages several sprite objects. Each of the sprites overlap each other a bit, and drawing them looks just fine when they are at 100% opacity. If I set their opacity to say, 50% that is when it all goes to pot because any overlapping area is not 50% opaque due to the multiple layers.
EDIT: Ooops! For some reason I thought that I couldn't upload images. Anyway....
http://postimage.org/image/2fhcmn6s/ --> Here it is. Guess I need more rep for proper inclusion.
From left to right:
1. Multiple sprites, 100% opacity. Great!
2. Both are 50%, but notice how the overlap region distinguishes them as two sprites.
3. This is the desired behavior. They are 50% opaque, but in terms of the composite image.
What is the best way to mitigate this problem? Is a render target a good idea? What if I have hundreds of these 'multi-sprites'?
Hope this makes sense. Thanks!
Method 1:
If you care about the individual opacity of each sprite, then render the image on the background to a rendertarget texture of the same size using 50% or whatever opacity you want the sprite to have against the background. Then draw this rendertarget with 100% opacity.
In this way, all sprites will be blended against the background only, and other sprites will be ignored.
Method 2:
If you don't care about setting the individual opacity of each sprite, then you can just draw all sprites with 100% opacity to a rendertarget. Then draw that render target over your background at 50% opacity.
Performance concerns:
I mentioned two examples of drawing to rendertargets, each for a different effect.
Method 1:
You want to be able to specify a different opacity for each sprite.
If so, you need to render every sprite to a rendertarget and then draw that rendertarget texture to the final texture. Effectively, this is the same cost as drawing twice as many sprites as you need. In this case, that's 400 draw calls, which can be very expensive.
If you batch the calls though, and use a single large rendertarget for all of the sprites, you might get away with just 2 draw calls (depending on how big your sprites are, and the max size of a texture).
Method 2:
You don't need different opacity per each sprite.
In this case you can almost certainly get away with just 2 draw calls, regardless of sprite size.
Just batch all draw calls of the sprites (with 100% opacity) to draw to a rendertarget. That's one draw call.
Now draw that rendertarget on top of your background image with the desired opacity (e.g. 50% opacity), and all sprites will have this opacity.
This case is easier to implement.
The first thing your example images reminded me of is the "depth-buffer and translucent surfaces" problem.
In a 3D game you must sort your translucent surfaces from back-to-front and draw them only after you have rendered the rest of your scene - all with depth reading and writing turned on. If you don't do this you end up with your 3rd image, when you normally want your 2nd image with the glass being translucent over the top of what is behind it.
But you want the 3rd image - with some transparent surfaces obscuring other ones - so you could just deliberately cause this depth problem!
To do this you need to turn on depth reads and writes and set your depth function so that a second sprite drawn at the same depth as a previously drawn sprite does not render.
To achieve this in XNA 4.0 you need to pass, to SpriteBatch.Begin, a DepthStencilState with its DepthBufferFunction set to CompareFunction.Less (by default it is less-than-or-equal-to) and DepthBufferEnable and DepthBufferWriteEnable set to true.
There may be interactions with the sprite's layerDepth parameter (I cannot remember how it maps to depth by default).
You may also need to use BasicEffect as your shader for your sprite batch - specifically so you can set a projection matrix with appropriate near and far planes. This article explains how to do that. And you may also need to clear your depth buffer before hand.
Finally, you need to draw your sprites in the correct order - with the unobscured sprite first.
I am not entirely sure if this will work and if it will work reliably (perhaps you will get some kind of depth fighting issue, I am not sure). But I think it's worth a try, given that you can leave your rendering code essentially normal and just adjust your render state.
You should try the stuff in Andrew's answer first, but if that doesn't work, you could still render all of the sprites (assuming they all have the same opacity) onto a RenderTarget(2D) with 100% opacity, and then render that RenderTarget to the screen with 50%.
Something like this in XNA 4.0:
RenderTarget2D rt = new RenderTarget2D(graphicsDevice,
graphicsDevice.PresentationParameters.BackBufferWidth,
graphicsDevice.PresentationParameters.BackBufferHeight);
GraphicsDevice.SetRenderTarget(rt);
//Draw sprites
GraphicsDevice.SetRenderTarget(null);
//Then draw rt (also a Texture2D) with 50% opacity. For example:
spriteBatch.Begin();
spriteBatch.Draw(rt, Vector2.Zero, Color.FromArgb(128, Color.White));
spriteBatch.End();

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