文章目錄
1、渲染
Shader—着色器
BitmapShader–位圖渲染
/**
* 位圖渲染,BitmapShader(@NonNull Bitmap bitmap, @NonNull TileMode tileX, @NonNull TileMode tileY)
* Bitmap:構造shader使用的bitmap
* tileX:X軸方向的TileMode
* tileY:Y軸方向的TileMode
*/
/**
* TileMode.CLAMP 拉伸最後一個像素去鋪滿剩下的地方
* TileMode.MIRROR 通過鏡像翻轉鋪滿剩下的地方。
* TileMode.REPEAT 重複圖片平鋪整個畫面(電腦設置壁紙)
* 在圖片和顯示區域大小不符的情況進行擴充渲染
*/
// BitmapShader bitMapShader = new BitmapShader(mBitMap, Shader.TileMode.CLAMP,
// Shader.TileMode.CLAMP);
// BitmapShader bitMapShader = new BitmapShader(mBitMap, Shader.TileMode.MIRROR,
// Shader.TileMode.MIRROR);
BitmapShader bitMapShader = new BitmapShader(mBitMap, Shader.TileMode.REPEAT,
Shader.TileMode.REPEAT);
mPaint.setShader(bitMapShader);
mPaint.setAntiAlias(true);
canvas.drawRect(0, 0, 800, 1800, mPaint);
3種效果如下顯示:
LinearGradient–線性渲染
/**線性渲染
* x0, y0, 起始點
* x1, y1, 結束點
* int[] mColors, 中間依次要出現的幾個顏色
* float[] positions 位置數組,position的取值範圍[0,1],作用是指定幾個顏色分別放置在那個位置上,
* 如果傳null,漸變就線性變化。
* tile 用於指定控件區域大於指定的漸變區域時,空白區域的顏色填充方法
*/
LinearGradient linearGradient = new LinearGradient( 0, 0,800, 800,
mColors, null, Shader.TileMode.CLAMP);
// linearGradient = new LinearGradient(0, 0, 400, 400, mColors, null, Shader.TileMode.REPEAT);
mPaint.setShader(linearGradient);
canvas.drawRect(0, 0, 800, 800, mPaint);
RadialGradient—環形渲染
/**
* 環形渲染
* centerX ,centerY:shader的中心座標,開始漸變的座標
* radius:漸變的半徑
* centerColor,edgeColor:中心點漸變顏色,邊界的漸變顏色
* colors:漸變顏色數組
* stops:漸變位置數組,類似掃描漸變的positions數組,取值[0,1],中心點爲0,半徑到達位置爲1.0f
* tileMode:shader未覆蓋以外的填充模式
*/
RadialGradient mRadialGradient = new RadialGradient(300, 300, 100,
mColors, null, Shader.TileMode.REPEAT);
mPaint.setShader(mRadialGradient);
canvas.drawCircle(300, 300, 300, mPaint);
SweepGradient—掃描渲染
/**
* 掃描渲染
* cx,cy 漸變中心座標
* color0,color1:漸變開始結束顏色
* colors,positions:類似LinearGradient,用於多顏色漸變,positions爲null時,根據顏色線性漸變
*/
SweepGradient mSweepGradient = new SweepGradient(300, 300, mColors, null);
mPaint.setShader(mSweepGradient);
canvas.drawCircle(300, 300, 300, mPaint);
ComposeShader—組合渲染
/**
* 組合渲染,
* ComposeShader(@NonNull Shader shaderA, @NonNull Shader shaderB, Xfermode mode)
* ComposeShader(@NonNull Shader shaderA, @NonNull Shader shaderB, PorterDuff.Mode mode)
* shaderA,shaderB:要混合的兩種shader
* Xfermode mode: 組合兩種shader顏色的模式
* PorterDuff.Mode mode: 組合兩種shader顏色的模式
*/
/***************用ComposeShader即可實現心形圖漸變效果*********************************/
//創建BitmapShader,用以繪製心
Bitmap mBitmap = ((BitmapDrawable)getResources().getDrawable(R.drawable.heart)).getBitmap();
BitmapShader bitmapShader = new BitmapShader(mBitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
//創建LinearGradient,用以產生從左上角到右下角的顏色漸變效果
LinearGradient linearGradient = new LinearGradient(0, 0, mWidth, mHeight,
Color.GREEN, Color.BLUE, Shader.TileMode.CLAMP);
//bitmapShader對應目標像素,linearGradient對應源像素,像素顏色混合採用MULTIPLY模式
ComposeShader composeShader = new ComposeShader(linearGradient, bitmapShader, PorterDuff.Mode.MULTIPLY);
// ComposeShader composeShader2 = new ComposeShader(composeShader, linearGradient, PorterDuff.Mode.MULTIPLY);
//將組合的composeShader作爲畫筆paint繪圖所使用的shader
mPaint.setShader(composeShader);
//用composeShader繪製矩形區域
canvas.drawRect(0, 0, mBitmap.getWidth(), mBitmap.getHeight(), mPaint);
放大鏡效果
/**
* 放大鏡效果
*/
public class ZoomImageView extends View {
//放大倍數
private static final int FACTOR = 2;
//放大鏡的半徑
private static final int RADIUS = 100;
// 原圖
private Bitmap mBitmap;
// 放大後的圖
private Bitmap mBitmapScale;
// 製作的圓形的圖片(放大的局部),蓋在Canvas上面
private ShapeDrawable mShapeDrawable;
private Matrix mMatrix;
public ZoomImageView(Context context) {
super(context);
mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.xyjy3);
mBitmapScale = mBitmap;
//放大後的整個圖片
mBitmapScale = Bitmap.createScaledBitmap(mBitmapScale,mBitmapScale.getWidth() * FACTOR,
mBitmapScale.getHeight() * FACTOR,true);
BitmapShader bitmapShader = new BitmapShader(mBitmapScale, Shader.TileMode.CLAMP,
Shader.TileMode.CLAMP);
mShapeDrawable = new ShapeDrawable(new OvalShape());
mShapeDrawable.getPaint().setShader(bitmapShader);
// 切出矩形區域,用來畫圓(內切圓)
mShapeDrawable.setBounds(0,0,RADIUS * 2,RADIUS * 2);
mMatrix = new Matrix();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// 1、畫原圖
canvas.drawBitmap(mBitmap, 0 , 0 , null);
// 2、畫放大鏡的圖
mShapeDrawable.draw(canvas);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
int x = (int) event.getX();
int y = (int) event.getY();
// 將放大的圖片往相反的方向挪動
mMatrix.setTranslate(RADIUS - x * FACTOR, RADIUS - y *FACTOR);
mShapeDrawable.getPaint().getShader().setLocalMatrix(mMatrix);
// 切出手勢區域點位置的圓
mShapeDrawable.setBounds(x-RADIUS,y - RADIUS, x + RADIUS, y + RADIUS);
invalidate();
return true;
}
}
2、濾鏡
BlurMaskFilter模糊遮罩濾鏡
參考:
https://blog.csdn.net/lyz_zyx/article/details/78783956
//關閉單個View的硬件加速功
setLayerType(View.LAYER_TYPE_SOFTWARE,null);
RectF rectF = new RectF(200,100,bitmap.getWidth()+200,bitmap.getHeight());
/**
* @param radius 陰影的半徑
* @param style NORMAL -- 整個圖像都被模糊掉
* SOLID -- 圖像邊界外產生一層與Paint顏色一致陰影效果,不影響圖像的本身
* OUTER -- 圖像邊界外產生一層陰影,並且將圖像變成透明效果
* INNER -- 在圖像內部邊沿產生模糊效果
*/
paint.setMaskFilter(new BlurMaskFilter(50, BlurMaskFilter.Blur.SOLID));
canvas.drawRect(rectF,paint);
4種效果如下:
EmbossMaskFilter浮雕遮罩濾鏡
/**
* @param direction 指定光源的位置,長度爲xxx的數組標量[x,y,z]
* @param ambient 環境光的因子 (0~1),越接近0,環境光越暗
* @param specular 鏡面反射係數 越接近0,鏡面反射越強
* @param blurRadius 模糊半徑 值越大,模糊效果越明顯
*/
paint.setMaskFilter(new EmbossMaskFilter(new float[]{1,1,1},0.5f,1,5 ));
paint.setTextSize(200);
canvas.drawText("Hello World", 50, 200, paint);
顏色矩陣
平移運算—加法
// 平移運算---加法
ColorMatrix colorMartrix = new ColorMatrix(new float[]{
1, 0,0,0,0,
0,1,0,0,100,
0,0,1,0,0,
0,0,0,1,0,
});
RectF rectF2 = new RectF(200,100 + bitmap.getHeight(),bitmap.getWidth()+200,bitmap.getHeight() * 2);
paint.setColorFilter(new ColorMatrixColorFilter(colorMartrix));
canvas.drawBitmap(bitmap,null, rectF2,paint);
反相效果 – 底片效果
// 反相效果 -- 底片效果
ColorMatrix colorMartrix = new ColorMatrix(new float[]{
-1, 0,0,0,255,
0,-1,0,0,255,
0,0,-1,0,255,
0,0,0,1,0,
});
縮放運算—乘法 – 顏色增強
// 縮放運算---乘法 -- 顏色增強
ColorMatrix colorMartrix = new ColorMatrix(new float[]{
1.5f, 0,0,0,0,
0,1.5f,0,0,0,
0,0,1.5f,0,0,
0,0,0,1.5f,0,
});
黑白照片
/** 黑白照片
*是將我們的三通道變爲單通道的灰度模式
*去色原理:只要把R G B 三通道的色彩信息設置成一樣,那麼圖像就會變成灰色,
*同時爲了保證圖像亮度不變,同一個通道里的R+G+B =1
*/
ColorMatrix colorMartrix = new ColorMatrix(new float[]{
0.213f, 0.715f,0.072f,0,0,
0.213f, 0.715f,0.072f,0,0,
0.213f, 0.715f,0.072f,0,0,
0,0,0,1,0,
});
髮色效果
// 髮色效果---(比如紅色和綠色交換)
ColorMatrix colorMartrix = new ColorMatrix(new float[]{
1,0,0,0,0,
0, 0,1,0,0,
0,1,0,0,0,
0,0,0,0.5F,0,
});
復古效果
// 復古效果
ColorMatrix colorMartrix = new ColorMatrix(new float[]{
1/2f,1/2f,1/2f,0,0,
1/3f, 1/3f,1/3f,0,0,
1/4f,1/4f,1/4f,0,0,
0,0,0,1,0,
});
3、xfermode圖形組合
參考:
https://developer.android.google.cn/reference/android/graphics/PorterDuff.Mode?hl=en#ADD
public class MyView extends View {
Paint mPaint;
float mItemSize = 0;
float mItemHorizontalOffset = 0;
float mItemVerticalOffset = 0;
float mCircleRadius = 0;
float mRectSize = 0;
int mCircleColor = 0xffffcc44;//黃色
int mRectColor = 0xff66aaff;//藍色
float mTextSize = 25;
private static final Xfermode[] sModes = {
new PorterDuffXfermode(PorterDuff.Mode.CLEAR),
new PorterDuffXfermode(PorterDuff.Mode.SRC),
new PorterDuffXfermode(PorterDuff.Mode.DST),
new PorterDuffXfermode(PorterDuff.Mode.SRC_OVER),
new PorterDuffXfermode(PorterDuff.Mode.DST_OVER),
new PorterDuffXfermode(PorterDuff.Mode.SRC_IN),
new PorterDuffXfermode(PorterDuff.Mode.DST_IN),
new PorterDuffXfermode(PorterDuff.Mode.SRC_OUT),
new PorterDuffXfermode(PorterDuff.Mode.DST_OUT),
new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP),
new PorterDuffXfermode(PorterDuff.Mode.DST_ATOP),
new PorterDuffXfermode(PorterDuff.Mode.XOR),
new PorterDuffXfermode(PorterDuff.Mode.DARKEN),
new PorterDuffXfermode(PorterDuff.Mode.LIGHTEN),
new PorterDuffXfermode(PorterDuff.Mode.MULTIPLY),
new PorterDuffXfermode(PorterDuff.Mode.SCREEN)
};
private static final String[] sLabels = {
"Clear", "Src", "Dst", "SrcOver",
"DstOver", "SrcIn", "DstIn", "SrcOut",
"DstOut", "SrcATop", "DstATop", "Xor",
"Darken", "Lighten", "Multiply", "Screen"
};
public MyView(Context context) {
super(context);
init(null, 0);
}
public MyView(Context context, AttributeSet attrs) {
super(context, attrs);
init(attrs, 0);
}
public MyView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init(attrs, defStyle);
}
private void init(AttributeSet attrs, int defStyle) {
if(Build.VERSION.SDK_INT >= 11){
setLayerType(LAYER_TYPE_SOFTWARE, null);
}
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mPaint.setTextSize(mTextSize);
mPaint.setTextAlign(Paint.Align.CENTER);
mPaint.setStrokeWidth(2);
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//設置背景色
// canvas.drawARGB(255, 139, 197, 186);
int canvasWidth = canvas.getWidth();
int canvasHeight = canvas.getHeight();
for(int row = 0; row < 4; row++){
for(int column = 0; column < 4; column++){
canvas.save();
int layer = canvas.saveLayer(0, 0, canvasWidth, canvasHeight, null, Canvas.ALL_SAVE_FLAG);
mPaint.setXfermode(null);
int index = row * 4 + column;
float translateX = (mItemSize + mItemHorizontalOffset) * column;
float translateY = (mItemSize + mItemVerticalOffset) * row;
canvas.translate(translateX, translateY);
//畫文字
String text = sLabels[index];
mPaint.setColor(Color.BLACK);
float textXOffset = mItemSize / 2;
float textYOffset = mTextSize + (mItemVerticalOffset - mTextSize) / 2;
canvas.drawText(text, textXOffset, textYOffset, mPaint);
canvas.translate(0, mItemVerticalOffset);
//畫邊框
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setColor(0xff000000);
canvas.drawRect(2, 2, mItemSize - 2, mItemSize - 2, mPaint);
mPaint.setStyle(Paint.Style.FILL);
//畫圓
mPaint.setColor(mCircleColor);
float left = mCircleRadius + 3;
float top = mCircleRadius + 3;
canvas.drawCircle(left, top, mCircleRadius, mPaint);
mPaint.setXfermode(sModes[index]);
//畫矩形
mPaint.setColor(mRectColor);
float rectRight = mCircleRadius + mRectSize;
float rectBottom = mCircleRadius + mRectSize;
canvas.drawRect(left, top, rectRight, rectBottom, mPaint);
mPaint.setXfermode(null);
//canvas.restore();
canvas.restoreToCount(layer);
}
}
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mItemSize = w / 4.5f;
mItemHorizontalOffset = mItemSize / 6;
mItemVerticalOffset = mItemSize * 0.426f;
mCircleRadius = mItemSize / 3;
mRectSize = mItemSize * 0.6f;
}
}
刮刮卡
public class GuaGuaCardView_SRCOUT extends View {
private Paint mBitPaint;
private Bitmap BmpDST,BmpSRC,BmpText;
private Path mPath;
private float mPreX,mPreY;
public GuaGuaCardView_SRCOUT(Context context, AttributeSet attrs) {
super(context, attrs);
setLayerType(View.LAYER_TYPE_SOFTWARE, null);
mBitPaint = new Paint();
mBitPaint.setColor(Color.RED);
mBitPaint.setStyle(Paint.Style.STROKE);
mBitPaint.setStrokeWidth(45);
BmpText = BitmapFactory.decodeResource(getResources(), R.drawable.guaguaka_text1,null);
BmpSRC = BitmapFactory.decodeResource(getResources(),R.drawable.guaguaka,null);
BmpDST = Bitmap.createBitmap(BmpSRC.getWidth(), BmpSRC.getHeight(), Bitmap.Config.ARGB_8888);
mPath = new Path();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(BmpText,0,0,mBitPaint);
int layerId = canvas.saveLayer(0, 0, getWidth(), getHeight(), null, Canvas.ALL_SAVE_FLAG);
//先把手指軌跡畫到目標Bitmap上
Canvas c = new Canvas(BmpDST);
c.drawPath(mPath,mBitPaint);
//然後把目標圖像畫到畫布上
canvas.drawBitmap(BmpDST,0,0,mBitPaint);
//計算源圖像區域
mBitPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_OUT));
canvas.drawBitmap(BmpSRC,0,0,mBitPaint);
mBitPaint.setXfermode(null);
canvas.restoreToCount(layerId);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()){
case MotionEvent.ACTION_DOWN:
mPath.moveTo(event.getX(),event.getY());
mPreX = event.getX();
mPreY = event.getY();
return true;
case MotionEvent.ACTION_MOVE:
float endX = (mPreX+event.getX())/2;
float endY = (mPreY+event.getY())/2;
mPath.quadTo(mPreX,mPreY,endX,endY);
mPreX = event.getX();
mPreY =event.getY();
break;
case MotionEvent.ACTION_UP:
break;
}
postInvalidate();
return super.onTouchEvent(event);
}
}