Android中绘制字体,用到了canvas,下面代码里面为我写的实例,几乎每行代码都有注释。
1.Activity 类
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
public class FontOpenglActivity extends Activity {
GLSurfaceView gView ;
FontRenderer fontRenderer;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
gView = new GLSurfaceView(this);
fontRenderer = new FontRenderer();
gView.setRenderer(fontRenderer);
setContentView(gView);
}
}
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL;
import javax.microedition.khronos.opengles.GL10;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Typeface;
import android.opengl.GLUtils;
import android.opengl.GLSurfaceView.Renderer;
public class FontRenderer implements Renderer {
//位图
private Bitmap bitmap;
//四边形的顶点坐标系
private float[] vertex = new float[]{
-2.5f,-2.5f,0,
2.5f,-2.5f,0,
-2.5f,2.5f,0,
2.5f,2.5f,0
};
//纹理坐标系
private float[] coord = new float[]{
0,1.0f,
1.0f,1.0f,
0,0,
1.0f,0
};
//纹理存储定义,一般用来存名称
private int[] textures = new int[1];
//顶点、纹理缓冲
FloatBuffer vertexBuffer;
FloatBuffer coordBuffer;
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_DEPTH_BUFFER_BIT|GL10.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
//准备顶点缓冲
ByteBuffer bb = ByteBuffer.allocateDirect(vertex.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(vertex);
vertexBuffer.position(0);
//准备纹理缓冲
ByteBuffer coordbb = ByteBuffer.allocateDirect(coord.length * 4);
coordbb.order(ByteOrder.nativeOrder());
coordBuffer = coordbb.asFloatBuffer();
coordBuffer.put(coord);
coordBuffer.position(0);
//开启顶点和纹理缓冲
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
//往里面进去一点
gl.glTranslatef(0.0f, 0.0f, -6.0f);
//设置顶点和纹理的位置、类型
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, coordBuffer);
//绘图
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//取消缓冲
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
//结束绘图
gl.glFinish();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
//设置场景大小
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
//投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
//重置视图
gl.glLoadIdentity();
//设置视图的大小
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 15);
// 设置观察模型
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
initFontBitmap();
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
// 黑色背景色
gl.glClearColorx(0, 0, 0, 0);
// 启用阴影平滑
gl.glShadeModel(GL10.GL_SMOOTH);
// 启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
// 深度测试类型
gl.glDepthFunc(GL10.GL_LEQUAL);
// 设置深度缓存
gl.glClearDepthf(1.0f);
// 启用纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 创建纹理
gl.glGenTextures(1, textures, 0);
// 绑定纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
//生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
//线性滤波
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);//放大时
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);//缩小时
}
/**
* android中绘制字体,使用画布canvas
*/
public void initFontBitmap(){
String font = "需要渲染的文字测试!";
bitmap = Bitmap.createBitmap(256, 256, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
//背景颜色
canvas.drawColor(Color.LTGRAY);
Paint p = new Paint();
//字体设置
String fontType = "宋体";
Typeface typeface = Typeface.create(fontType, Typeface.BOLD);
//消除锯齿
p.setAntiAlias(true);
//字体为红色
p.setColor(Color.RED);
p.setTypeface(typeface);
p.setTextSize(28);
//绘制字体
canvas.drawText(font, 0, 100, p);
}
}