1首先需要一些模板图, 固定尺寸,下边demo项目中固定为260*116的尺寸。
2通过原图,在随机位置生成小方格,并根据小方格生成底图,底图由小方格的灰度化之后,绘制到原图上。private Map createImg(File file, String filename) throws IOException {
BufferedImage sourceBuff = ImageIO.read(file);
int width = sourceBuff.getWidth();
int height = sourceBuff.getHeight(); //生成随机x,y
Random random = new Random(); //X轴距离右端tailoring_w 以上) Y轴距离底部tailoring_y以上
this.location_x = random.nextInt(width - tailoring_w * 2) + tailoring_w; this.location_y = random.nextInt(height - tailoring_h); //裁剪小图
BufferedImage sourceSmall = cutImg(file, location_x, location_y, tailoring_w, tailoring_h); //创建shape区域
List shapes = createSmallShape();
Shape area = shapes.get(0);
Shape bigarea = shapes.get(1); //创建图层用于处理小图的阴影
BufferedImage bfm1 = new BufferedImage(tailoring_w, tailoring_h, BufferedImage.TYPE_INT_ARGB); //创建图层用于处理大图的凹槽
BufferedImage bfm2 = new BufferedImage(tailoring_w, tailoring_h, BufferedImage.TYPE_INT_ARGB); for (int i = 0; i < tailoring_w; i++) { for (int j = 0; j < tailoring_h; j++) { if (area.contains(i, j)) {
bfm1.setRGB(i, j, sourceSmall.getRGB(i, j));
} if (bigarea.contains(i, j)) {
bfm2.setRGB(i, j, Color.black.getRGB());
}
}
} //处理图片的边缘高亮及其阴影效果
BufferedImage resultImgBuff = dealLightAndShadow(bfm1, area); //生成随机名称
String smallFileName = randomImgName('small_' + filename.replaceAll('.png', '') + '_');
File smallfile = new File(imgPath + File.separator + smallFileName); if (!smallfile.exists()) { //因为根据坐标点生成小图,如果已经存在,那么就不需要重复创建,直接使用
ImageIO.write(resultImgBuff, 'png', smallfile);
} Map result = new HashMap();
result.put('smallImgName', smallFileName); //将灰色图当做水印印到原图上
String bigImgName = createBigImg(bfm2, new File(sourceImgPath + File.separator + filename), filename);
result.put('bigImgName', bigImgName);
result.put('location_y', String.valueOf(location_y));
result.put('sourceImgName', filename); return result;
}
3生成Shape区域,即小方格区域,注意:此处需要生成2个Shape区域, 一个为小方格的Shape,一个为凹槽(拼接小方格的区域)Shape。为什么需要生成2个,因为生成的小方格需要做阴影效果,会生成在Shape之外,因此如果直接使用Shape当做凹槽的区域,那么生成效果图,方格区域会比凹槽略大,出现叠影。private java.util.List createSmallShape() { //处理小图,在4个方向上 随机找到2个方向添加凸出
int face1 = RandomUtils.nextInt(3); //凸出1
int face2; //凸出2
//使凸出1 与 凸出2不在同一个方向
while (true) {
face2 = RandomUtils.nextInt(3); if (face1 != face2) { break;
}
} //生成随机区域值, (10-20)之间
int position1 = RandomUtils.nextInt((tailoring_h - arc * 2) / 2) + (tailoring_h - arc * 2)/2;
Shape shape1 = createShape(face1, 0, position1);
Shape bigshape1 = createShape(face1, 2, position1); //生成中间正方体Shape, (具体边界+弧半径 = x坐标位)
Shape centre = new Rectangle2D.Float(arc, arc, tailoring_w - 2 * 10, tailoring_h - 2 * 10); int position2 = RandomUtils.nextInt((tailoring_h - arc * 2) / 2) + (tailoring_h - arc * 2)/2;
Shape shape2 = createShape(face2, 0, position2); //因为后边图形需要生成阴影, 所以生成的小图shape + 阴影宽度 = 灰度化的背景小图shape(即大图上的凹槽)
Shape bigshape2 = createShape(face2, shadowWidth / 2, position2);
Shape bigcentre = new Rectangle2D.Float(10 - shadowWidth / 2, 10 - shadowWidth / 2, 30 + shadowWidth, 30 + shadowWidth); //合并Shape
Area area = new Area(centre);
area.add(new Area(shape1));
area.add(new Area(shape2)); //合并大Shape
Area bigarea = new Area(bigcentre);
bigarea.add(new Area(bigshape1));
bigarea.add(new Area(bigshape2));
List list = new ArrayList(); list.add(area); list.add(bigarea); return list;
}
4生成Shape区域之后,根据小方格Shape区域,根据原图创建出方格,根据凹槽Shape创建一个灰化的凹槽区域。
5对小方格进行边缘亮化、阴影处理。 在处理阴影时,需要注意:因为阴影生成在Shape外部,我们还需要使用一个图层用来绘制阴影。然后将小方格绘制到这个图层上。 //处理小图的边缘灯光及其阴影效果
private BufferedImage dealLightAndShadow(BufferedImage bfm, Shape shape) throws IOException { //创建新的透明图层,该图层用于边缘化阴影, 将生成的小图合并到该图上
BufferedImage buffimg = ((Graphics2D) bfm.getGraphics()).getDeviceConfiguration().createCompatibleImage(50, 50, Transparency.TRANSLUCENT);
Graphics2D graphics2D = buffimg.createGraphics();
Graphics2D g2 = (Graphics2D) bfm.getGraphics(); //原有小图,边缘亮色处理
paintBorderGlow(g2, lightHeightWidth, shape); //新图层添加阴影
paintBorderShadow(graphics2D, shadowWidth, shape);
graphics2D.drawImage(bfm, 0, 0, null); return buffimg;
} /**
* 处理阴影
* @param g2
* @param shadowWidth
* @param clipShape
*/
private void paintBorderShadow(Graphics2D g2, int shadowWidth, Shape clipShape) {
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); int sw = shadowWidth * 2; for (int i = sw; i >= 2; i -= 2) { float pct = (float) (sw - i) / (sw - 1); //pct<03. 用于去掉阴影边缘白边, pct>0.8用于去掉过深的色彩, 如果使用Color.lightGray. 可去掉pct>0.8
if (pct < 0.3 || pct > 0.8) { continue;
}
g2.setColor(getMixedColor(new Color(54, 54, 54), pct, Color.WHITE, 1.0f - pct));
g2.setStroke(new BasicStroke(i));
g2.draw(clipShape);
}
} /**
* 处理边缘亮色
* @param g2
* @param glowWidth
* @param clipShape
*/
public void paintBorderGlow(Graphics2D g2, int glowWidth, Shape clipShape) { int gw = glowWidth * 2; for (int i = gw; i >= 2; i -= 2) { float pct = (float) (gw - i) / (gw - 1);
Color mixHi = getMixedColor(clrGlowInnerHi, pct, clrGlowOuterHi, 1.0f - pct);
Color mixLo = getMixedColor(clrGlowInnerLo, pct, clrGlowOuterLo, 1.0f - pct);
g2.setPaint(new GradientPaint(0.0f, 35 * 0.25f, mixHi, 0.0f, 35, mixLo));
g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_ATOP, pct));
g2.setStroke(new BasicStroke(i));
g2.draw(clipShape);
}
}
6最后,将凹槽图层绘制到原图上,生成底部。至此,生成图形的代码已经完成。