好的,我再次回答自己的问题,希望对将来的某个人有用......
回到CGImageRotatedByAngle,正如我之前所说,它几乎可以达到所需的效果,但是坐标系变换顺序必须稍作修改。这里是我得到期望结果的方法:
- (CGImageRef)CGImageRotatedByAngle:(CGImageRef)imgRef angle:(CGFloat)angle {
CGFloat angleInRadians = angle * (M_PI / 180);
CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);
CGRect imgRect = CGRectMake(0, 0, width, height);
CGAffineTransform transform = CGAffineTransformMakeRotation(angleInRadians);
CGRect rotatedRect = CGRectApplyAffineTransform(imgRect, transform);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef bmContext = CGBitmapContextCreate(NULL,
rotatedRect.size.width,
rotatedRect.size.height,
8,
0,
colorSpace,
kCGImageAlphaPremultipliedFirst);
CGContextSetAllowsAntialiasing(bmContext, YES);
CGContextSetShouldAntialias(bmContext, YES);
CGContextSetInterpolationQuality(bmContext, kCGInterpolationHigh);
CGColorSpaceRelease(colorSpace);
CGContextTranslateCTM( bmContext, 0.5f * rotatedRect.size.width, 0.5f * rotatedRect.size.height ) ;
CGContextRotateCTM(bmContext, angleInRadians);
CGContextDrawImage(bmContext, CGRectMake(-imgRect.size.width* 0.5f, -imgRect.size.height * 0.5f,
imgRect.size.width,
imgRect.size.height),
imgRef);
CGImageRef rotatedImage = CGBitmapContextCreateImage(bmContext);
CFRelease(bmContext);
[(id)rotatedImage autorelease];
return rotatedImage;
}