运动模糊效果是指物体移动时,会拖带一个尾巴。通过颜色混合,可以实现这种效果。实现原理就是每隔一小段位移以某种alpha值重复绘制物体, 通过与前面画的物体进行颜色混合来实现模糊的效果。
混合因子选择如下:
S因子:GL_SRC_ALPHA
D因子:GL_ONE
实例代码如下:
public class MyRenderer implements Renderer { private Square square1 = null; private static final float M_PI = 3.14159265358979323846f; private static final float blur_detail = 24; private float x = -2.0f; public MyRenderer(Context ctx) { square1 = new Square(ctx, false); } @Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // Replace the current matrix with the identity matrix gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); if (x > 2.0f) x = -2.0f; x += 0.05f; gl.glPushMatrix(); float ball_alpha = 1 / blur_detail; gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glTranslatef(x, 0, 0); for (int i = 0; i < blur_detail; ++i) { gl.glTranslatef(0.5f / blur_detail, 0, -0.5f / blur_detail); /* comment the following line for quick but boring linear blur */ ball_alpha = (float) (Math.sin((M_PI / blur_detail) * i) / blur_detail); gl.glColor4f(1, 1, 1, ball_alpha); square1.draw(gl); } gl.glPopMatrix(); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl, 45, ratio, 0.01f, 100); GLU.gluLookAt(gl, 0, 0, -5, 0, 0, 0, 0, 1, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); } }