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iosswift3core-graphicsuibezierpathcagradientlayer

How to draw a gradient color wheel using CAGradientLayer?


I got some reference from these links-

I have gone through the concept of "HSV colour space". But I want to draw a color wheel using RGB with the help of CAGradientLayer.

Here is the code snippet of making a color wheel by using simple RGB color array and UIBezierPath -

func drawColorWheel()
{
    context?.saveGState()

    range = CGFloat(100.00 / CGFloat(colorArray.count))

    for k in 0 ..< colorArray.count
    {

        drawSlice(startPercent: CGFloat(k) * range, endPercent: CGFloat(CGFloat(k + 1) * range), color: colorArray.object(at: k) as! UIColor)
    }

    context?.restoreGState()
}

func drawSlice(startPercent: CGFloat, endPercent: CGFloat, color: UIColor)
{        
    let startAngle = getAngleAt(percentage: startPercent)
    let endAngle = getAngleAt(percentage: endPercent)

    let path =  getArcPath(startAngle: startAngle, endAngle: endAngle)
    color.setFill()
    path.fill()
}

Where getAngleAt() and getArcPath() are the private functions to draw the path with an angle.

Here is the final output of my code -color wheel

Now, my question is the how to give these colors a gradient effect so that each colors mix up with gradient color layer?


Solution

  • One approach is to build an image and manipulate the pixel buffer manually:

    • Create CGContext of certain size and certain type;
    • Access its data buffer via data property;
    • Rebind that to something that makes it easy to manipulate that buffer (I use a Pixel, a struct for the 32-bit representation of a pixel);
    • Loop through the pixels, one by one, converting that to an angle and radius for the circle within this image; and
    • Create a pixel of the appropriate color if it's inside the circle; make it a zero-alpha pixel if not.

    So in Swift 3:

    func buildHueCircle(in rect: CGRect, radius: CGFloat, scale: CGFloat = UIScreen.main.scale) -> UIImage? {
        let width = Int(rect.size.width * scale)
        let height = Int(rect.size.height * scale)
        let center = CGPoint(x: width / 2, y: height / 2)
    
        let space = CGColorSpaceCreateDeviceRGB()
        let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width * 4, space: space, bitmapInfo: Pixel.bitmapInfo)!
    
        let buffer = context.data!
    
        let pixels = buffer.bindMemory(to: Pixel.self, capacity: width * height)
        var pixel: Pixel
        for y in 0 ..< height {
            for x in 0 ..< width {
                let angle = fmod(atan2(CGFloat(x) - center.x, CGFloat(y) - center.y) + 2 * .pi, 2 * .pi)
                let distance = hypot(CGFloat(x) - center.x, CGFloat(y) - center.y)
    
                let value = UIColor(hue: angle / 2 / .pi, saturation: 1, brightness: 1, alpha: 1)
    
                var red: CGFloat = 0
                var green: CGFloat = 0
                var blue: CGFloat = 0
                var alpha: CGFloat = 0
                value.getRed(&red, green: &green, blue: &blue, alpha: &alpha)
    
                if distance <= (radius * scale) {
                    pixel = Pixel(red:   UInt8(red * 255),
                                  green: UInt8(green * 255),
                                  blue:  UInt8(blue * 255),
                                  alpha: UInt8(alpha * 255))
                } else {
                    pixel = Pixel(red: 255, green: 255, blue: 255, alpha: 0)
                }
                pixels[y * width + x] = pixel
            }
        }
    
        let cgImage = context.makeImage()!
        return UIImage(cgImage: cgImage, scale: scale, orientation: .up)
    }
    

    Where

    struct Pixel: Equatable {
        private var rgba: UInt32
    
        var red: UInt8 {
            return UInt8((rgba >> 24) & 255)
        }
    
        var green: UInt8 {
            return UInt8((rgba >> 16) & 255)
        }
    
        var blue: UInt8 {
            return UInt8((rgba >> 8) & 255)
        }
    
        var alpha: UInt8 {
            return UInt8((rgba >> 0) & 255)
        }
    
        init(red: UInt8, green: UInt8, blue: UInt8, alpha: UInt8) {
            rgba = (UInt32(red) << 24) | (UInt32(green) << 16) | (UInt32(blue) << 8) | (UInt32(alpha) << 0)
        }
    
        static let bitmapInfo = CGImageAlphaInfo.premultipliedLast.rawValue | CGBitmapInfo.byteOrder32Little.rawValue
    
        static func ==(lhs: Pixel, rhs: Pixel) -> Bool {
            return lhs.rgba == rhs.rgba
        }
    }
    

    That yields:

    constant saturation color wheel

    Or you can tweak the brightness or saturation based upon the radius:

    adjusting brightness