Android高级渲染Shader(上)——基本用法

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在安卓中需要做一些渲染的UI的渐变效果。实现这些效果我们需要了解安卓渐变的使用。因此我们需要了解一个非常重要的类——Shader。

Shader

有五个类继承了Shader:

BitmapShader:位图图像渲染。
LinearGradient:线性渲染。
SweepGradient:渐变渲染/梯度渲染。
RadialGradient:环形渲染。
ComposeShader:组合渲染

1、BitmapShader:位图图像渲染

BitmapShader只作用于Bitmap,用Bitmap对绘制的图形进行渲染着色。
构造函数中需要传入图片的拉升模式TileMode,同时设置不同TileMode会展示的效果也是BitmapShader的重点!

mBitmapShader = new BitmapShader(mBitmap, Shader.TileMode.MIRROR, Shader.TileMode.MIRROR);

使用时,首先paint.setShader(),然后用canvas.draw();

    @Override    protected void onDraw(Canvas canvas) {        super.onDraw(canvas);        mPaint.setShader(mBitmapShader);        canvas.drawRect(0, 0, 800, 800, mPaint);    }

这里将一个张图片去填充边长为800的正方形,长宽采用一样的拉伸模式。
CLAMP—— 是拉伸最后一个像素铺满。

CLAMP

MIRROR——是横向纵向不足处不断翻转镜像平铺。
MIRROR

REPEAT ——类似电脑壁纸,横向纵向不足的重复放置。
REPEAT

2、LinearGradient:线性渲染

    /** Create a shader that draws a linear gradient along a line.        @param x0           The x-coordinate for the start of the gradient line        @param y0           The y-coordinate for the start of the gradient line        @param x1           The x-coordinate for the end of the gradient line        @param y1           The y-coordinate for the end of the gradient line        @param  colors      The colors to be distributed along the gradient line        @param  positions   May be null. The relative positions [0..1] of                            each corresponding color in the colors array. If this is null,                            the the colors are distributed evenly along the gradient line.        @param  tile        The Shader tiling mode    */public LinearGradient(float x0, float y0, float x1, float y1, int colors[], float positions[],            TileMode tile)

构造函数中参数的意思:
x0:渲染起点的X坐标
y0:渲染起点的Y坐标
x1:渲染终点的X坐标
y1:渲染终点的Y坐标
colors:渲染的颜色集合。
positions:渲染颜色所占的比例,如果传null,则均匀渲染.
tile : 拉伸模式,和BitmaopShaper类似。
其他构造函数这里不做讲解,传入的参数含义也比较好理解

mLinearGradient = new LinearGradient(0,500,500,500,new int[]{Color.RED,Color.BLUE,Color.GRAY,Color.GREEN},null, Shader.TileMode.MIRROR);
    @Override    protected void onDraw(Canvas canvas) {        super.onDraw(canvas);        mPaint.setShader(mLinearGradient);        canvas.drawRect(0, 0, 800, 800, mPaint);    }

效果图:。
LinearGradient

3、SweepGradient:梯度渲染

/**     * A subclass of Shader that draws a sweep gradient around a center point.     *     * @param cx       The x-coordinate of the center     * @param cy       The y-coordinate of the center     * @param colors   The colors to be distributed between around the center.     *                 There must be at least 2 colors in the array.     * @param positions May be NULL. The relative position of     *                 each corresponding color in the colors array, beginning     *                 with 0 and ending with 1.0. If the values are not     *                 monotonic, the drawing may produce unexpected results.     *                 If positions is NULL, then the colors are automatically     *                 spaced evenly.     */    public SweepGradient(float cx, float cy,                         int colors[], float positions[]) 

构造函数中参数的意思:
cx:渲染圆形中心点的x坐标。
cy:渲染圆形中心点的y坐标。
colors :渲染的颜色集合。
positions:渲染颜色所占的比例,如果传null,则均匀渲染。
其他构造函数这里不做讲解,传入的参数含义也比较好理解

mSweepGradient = new SweepGradient(250, 250, new int[]{Color.GREEN, Color.YELLOW, Color.RED}, null);

使用时,首先paint.setShader(),然后用canvas.draw();

    @Override    protected void onDraw(Canvas canvas) {        super.onDraw(canvas);        mPaint.setShader(mSweepGradient);        canvas.drawCircle(250, 250, 250, mPaint);    }

效果图:

SweepGradient

4、RadialGradient:环形渲染

/** Create a shader that draws a radial gradient given the center and radius.        @param centerX  The x-coordinate of the center of the radius        @param centerY  The y-coordinate of the center of the radius        @param radius   Must be positive. The radius of the circle for this gradient.        @param colors   The colors to be distributed between the center and edge of the circle        @param stops    May be <code>null</code>. Valid values are between <code>0.0f</code> and                        <code>1.0f</code>. The relative position of each corresponding color in                        the colors array. If <code>null</code>, colors are distributed evenly                        between the center and edge of the circle.        @param tileMode The Shader tiling mode    */    public RadialGradient(float centerX, float centerY, float radius,               @NonNull int colors[], @Nullable float stops[], @NonNull TileMode tileMode)

centerX:渲染圆形中心点的x坐标。
centerY:渲染圆形中心点的y坐标。
radius:渲染圆形的半径。
colors :渲染的颜色集合。
stops:渲染颜色所占的比例,如果传null,则均匀渲染。
tileMode :拉伸模式,和BitmaopShaper类似。
其他构造函数这里不做讲解,传入的参数含义也比较好理解

mRadialGradient = new RadialGradient(250, 250, 250, new int[]{Color.RED, Color.GREEN, Color.BLACK}, null, Shader.TileMode.CLAMP);
    @Override    protected void onDraw(Canvas canvas) {        super.onDraw(canvas);        mPaint.setShader(mRadialGradient);        canvas.drawCircle(250, 250, 250, mPaint);    }

效果图:

RadialGradient

5、ComposeShader:组合渲染

ComposeShader会将两种渲染叠加。为什么是两种呢?因为:

    /** Create a new compose shader, given shaders A, B, and a combining mode.        When the mode is applied, it will be given the result from shader A as its        "dst", and the result from shader B as its "src".        @param shaderA  The colors from this shader are seen as the "dst" by the mode        @param shaderB  The colors from this shader are seen as the "src" by the mode        @param mode     The mode that combines the colors from the two shaders. If mode                        is null, then SRC_OVER is assumed.    */    public ComposeShader(Shader shaderA, Shader shaderB, Xfermode mode) {        mType = TYPE_XFERMODE;        mShaderA = shaderA;        mShaderB = shaderB;        mXferMode = mode;        init(nativeCreate1(shaderA.getNativeInstance(), shaderB.getNativeInstance(),                (mode != null) ? mode.native_instance : 0));    }    /** Create a new compose shader, given shaders A, B, and a combining PorterDuff mode.        When the mode is applied, it will be given the result from shader A as its        "dst", and the result from shader B as its "src".        @param shaderA  The colors from this shader are seen as the "dst" by the mode        @param shaderB  The colors from this shader are seen as the "src" by the mode        @param mode     The PorterDuff mode that combines the colors from the two shaders.    */    public ComposeShader(Shader shaderA, Shader shaderB, PorterDuff.Mode mode) {        mType = TYPE_PORTERDUFFMODE;        mShaderA = shaderA;        mShaderB = shaderB;        mPorterDuffMode = mode;        init(nativeCreate2(shaderA.getNativeInstance(), shaderB.getNativeInstance(),                mode.nativeInt));    }

它的构造函数只能传两种渲染效果。(但是,是否可以在ComposeShader的构造函数中传入ComposeShader达到多种渲染效果叠加?)
构造函数中的第三个参数是设置叠加模式:http://blog.csdn.net/t12x3456/article/details/10432935

public class ComposeShaderTestView extends View {    private ComposeShader composeShader;    //位图渲染    private BitmapShader mBitmapShader;    private Bitmap mBitmap;    //线性渲染    private LinearGradient mLinearGradient;    private Paint mPaint;    public ComposeShaderTestView(Context context) {        this(context, null);    }    public ComposeShaderTestView(Context context, @Nullable AttributeSet attrs) {        this(context, attrs, 0);    }    public ComposeShaderTestView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {        super(context, attrs, defStyleAttr);        mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.hy2);        mBitmapShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);        mLinearGradient = new LinearGradient(0, mBitmap.getHeight(), mBitmap.getWidth(), mBitmap.getHeight(), new int[]{Color.RED, Color.BLUE, Color.GRAY, Color.GREEN}, null, Shader.TileMode.MIRROR);        //组合渲染        composeShader = new ComposeShader(mBitmapShader, mLinearGradient, PorterDuff.Mode.MULTIPLY);        mPaint = new Paint();        mPaint.setAntiAlias(true);    }    @Override    protected void onDraw(Canvas canvas) {        super.onDraw(canvas);        mPaint.setShader(composeShader);        canvas.drawRect(0, 0, mBitmap.getWidth(), mBitmap.getHeight(), mPaint);    }}

这里将线性渲染和位图渲染叠加了,效果图:

ComposeShader

如果基本了解了Shader的用法,那就看一下看一下Shader的实例效果:
http://blog.csdn.net/u011094054/article/details/75024934

代码地址:https://github.com/AxeChen/Gradient

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