android shader 用法
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转自 http://blog.csdn.net/abcdef314159
http://blog.csdn.net/aigestudio/article/details/41799811
Shader渲染Android提供了5个子类,有BitmapShader,ComposeShader,LinearGradient,RadialGradient,SweepGradient。Shader中有一个TileMode,共有3种模式,
CLAMP:当图片小于绘制尺寸时要进行边界拉伸来填充
REPEAT:当图片小于绘制尺寸时重复平铺
MIRROR:当图片小于绘制尺寸时镜像平铺
我们先来看一下BitmapShader,
- public class ShaderView extends View {
- private Bitmap mBitmap;
- private Shader mBitmapShader = null;
- private Paint mPaint;
- public ShaderView(Context context, AttributeSet attrs) {
- super(context, attrs);
- init();
- }
- private void init() {
- mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
- mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.icon);
- mBitmapShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT,
- Shader.TileMode.MIRROR);
- }
- @Override
- protected void onDraw(Canvas canvas) {
- super.onDraw(canvas);
- mPaint.setShader(mBitmapShader);
- canvas.drawRect(0, 0, mBitmap.getWidth() * 4, mBitmap.getHeight() * 4,
- mPaint);
- }
- }
运行结果为
我们看到左右平铺,上下镜像,在来改一下,只需要把上面的mBitmapShader改一下就可
- mBitmapShader = new BitmapShader(mBitmap, Shader.TileMode.CLAMP,
- Shader.TileMode.MIRROR);
看到上下镜像,左右拉伸,再来看一下LinearGradient
- public LinearGradient(float x0, float y0, float x1, float y1, int colors[], float positions[],
- TileMode tile)
float x0 :渐变的x坐标起点
float y0 :渐变的y坐标起点
float x1 :渐变的x坐标终点
float y1 :渐变的y坐标终点
int colors[]:渐变的颜色数组
float positions[]:颜色的相对位置
TileMode tile:上面的3种模式
- public class ShaderView extends View {
- private Shader mLinearGradient = null;
- private Paint mPaint;
- public ShaderView(Context context, AttributeSet attrs) {
- super(context, attrs);
- init();
- }
- private void init() {
- mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
- mLinearGradient = new LinearGradient(0, 0, 100, 100, new int[] {
- Color.RED, Color.YELLOW, Color.BLACK, Color.WHITE },
- new float[] { 0, .1F, .8F, .9F }, Shader.TileMode.REPEAT);
- }
- @Override
- protected void onDraw(Canvas canvas) {
- super.onDraw(canvas);
- mPaint.setShader(mLinearGradient);
- canvas.drawRect(0, 0, 900, 1000, mPaint);
- }
- }
我们看到上面的小数数组是渐变的相对位置,如果positions为空,这均匀分布,修改一下
- mLinearGradient = new LinearGradient(0, 0, 100, 100, new int[] {
- Color.RED, Color.YELLOW, Color.BLACK, Color.WHITE }, null,
- Shader.TileMode.REPEAT);
再来修改一下模式,因为最后一个是白色容易和手机屏幕混淆,所以添加了一个绿色
- mLinearGradient = new LinearGradient(0, 0, 100, 100,
- new int[] { Color.RED, Color.YELLOW, Color.BLACK, Color.WHITE,
- Color.GREEN }, null, Shader.TileMode.CLAMP);
我们看到最后一个颜色是拉伸,再修改一下
- mLinearGradient = new LinearGradient(0, 0, 100, 100,
- new int[] { Color.RED, Color.YELLOW, Color.BLACK, Color.WHITE,
- Color.GREEN }, null, Shader.TileMode.MIRROR);
镜像模式,所以感觉有点对称。在看一下LinearGradient的另一个构造方法,
- LinearGradient(float x0, float y0, float x1, float y1, int color0, int color1,
- TileMode tile)
其中color0是颜色的起始点,color1是颜色的终止点,我们就演示一个看看
- mLinearGradient = new LinearGradient(0, 0, 100, 100, Color.RED,
- Color.YELLOW, Shader.TileMode.MIRROR);
再来看一下RadialGradient
- RadialGradient(float x, float y, float radius,
- int colors[], float positions[], TileMode tile)
它实现的是环形渐变,
x:渐变的中心x坐标
y:渐变的中心y坐标
radius:渐变的半径
colors:梯度渐变的颜色数组
positions:和LinearGradient类似,用来指定颜色数组的相对位置
- public class ShaderView extends View {
- private Shader mRadialGradient = null;
- private Paint mPaint;
- public ShaderView(Context context, AttributeSet attrs) {
- super(context, attrs);
- init();
- }
- private void init() {
- mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
- mRadialGradient = new RadialGradient(200, 400, 100, new int[] {
- Color.YELLOW, Color.RED, Color.BLUE, Color.GREEN }, null,
- Shader.TileMode.REPEAT);
- }
- @Override
- protected void onDraw(Canvas canvas) {
- super.onDraw(canvas);
- mPaint.setShader(mRadialGradient);
- canvas.drawRect(0, 0, 900, 1000, mPaint);
- }
- }
运行结果如上,再来修改一下
- mRadialGradient = new RadialGradient(200, 400, 100, new int[] {
- Color.YELLOW, Color.RED, Color.BLUE, Color.GREEN }, null,
- Shader.TileMode.CLAMP);
再来修改一下
- mRadialGradient = new RadialGradient(200, 400, 100, new int[] {
- Color.YELLOW, Color.RED, Color.BLUE, Color.GREEN }, null,
- Shader.TileMode.MIRROR);
还有个构造方法,这里就不在演示
- RadialGradient(float x, float y, float radius,
- int color0, int color1, TileMode tile)
下面看一下SweepGradient
- SweepGradient(float cx, float cy,
- int colors[], float positions[])
cx,cy:扫描中心的x,y坐标
colors:渐变的数组颜色
positions:渐变的相对位置
- public class ShaderView extends View {
- private Shader mSweepGradient = null;
- private Paint mPaint;
- public ShaderView(Context context, AttributeSet attrs) {
- super(context, attrs);
- init();
- }
- private void init() {
- mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
- mSweepGradient = new SweepGradient(400, 400, new int[] { Color.YELLOW,
- Color.RED, Color.BLUE, Color.GREEN }, new float[] { 0, .2F,
- .6F, .9F });
- }
- @Override
- protected void onDraw(Canvas canvas) {
- super.onDraw(canvas);
- mPaint.setShader(mSweepGradient);
- canvas.drawCircle(400, 400, 300, mPaint);
- }
- }
还有最后一个ComposeShader,这个是组合的Shader
- public class ShaderView extends View {
- private Shader mSweepGradient = null;
- private Shader mBitmapShader = null;
- private Shader mComposeShader = null;
- private Paint mPaint;
- private Bitmap mBitmap;
- public ShaderView(Context context, AttributeSet attrs) {
- super(context, attrs);
- init();
- }
- private void init() {
- mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
- mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.icon);
- mBitmapShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT,
- Shader.TileMode.MIRROR);
- mSweepGradient = new SweepGradient(mBitmap.getWidth() * 2,
- mBitmap.getWidth() * 2, new int[] { Color.YELLOW,
- Color.RED, Color.BLUE, Color.GREEN }, new float[] { 0, .2F,
- .6F, .9F });
- mComposeShader = new ComposeShader(mBitmapShader, mSweepGradient,
- PorterDuff.Mode.DARKEN);
- }
- @Override
- protected void onDraw(Canvas canvas) {
- super.onDraw(canvas);
- mPaint.setShader(mComposeShader);
- canvas.drawRect(0, 0, mBitmap.getWidth() * 4, mBitmap.getHeight() * 4,
- mPaint);
- }
- }
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