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android图片处理之图像模糊

2015-07-25 12:36 501 查看
转载自:http://blog.csdn.net/crazy__chen/article/details/47027069

这篇文章将给大家介绍android图片处理的高效做法,大家有需求的时候可以参考一下。

首先我要说明一下本实例中实现的效果(我还不会***gif图,如果谁会的话,希望可以教一下我):通过手指对图片的上下滑动,实现图片的逐渐模糊效果。

找网上找了一张效果图如下(侵权请通知删除):



下面我来讲解一下效果***的思路。

首先是对图像的模糊处理,最常见的模糊处理方式是高斯模糊,高斯模糊指定一个半径radius,对于图片上的每个像素点,以其为中心,有一个radius长的正方形(边界点除外,但是可以使用对称的方式计算),对于这个正方形上的每一个点,和权值(权值是根据正态分布函数计算出来的)相乘以后相加,再求平均,用该平均值代替中心点的值。

高斯模糊效率比较低,处理时间很长,github上有一个快速模糊的算法,接下来我们也会用到。

另外,android其实提供了一个高效的图片处理库RenderScript,使用这个库我们也可以快速的进行图片模糊。

下面来看我写的,一个图片模糊处理的类

[java] view
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public class BitmapBlurHelper {

//缩放系数

public final static int SCALE = 8;



/**

* 模糊函数

* @param context

* @param sentBitmap

* @param radius

* @return

*/

public static Bitmap doBlur(Context context, Bitmap sentBitmap, float radius) {

if(sentBitmap==null) return null;

if (radius <= 0 || radius > 25) radius = 25f;//范围在1-25之间

if (radius<=6&&VERSION.SDK_INT > 16) {//经测试,radius大于6后,fastBlur效率更高,并且RenderScript在api11以上使用

Bitmap bitmap = Bitmap.createScaledBitmap(sentBitmap, sentBitmap.getWidth()/SCALE,sentBitmap.getHeight()/SCALE,false);//先缩放图片,增加模糊速度

final RenderScript rs = RenderScript.create(context);

final Allocation input = Allocation.createFromBitmap(rs, bitmap, Allocation.MipmapControl.MIPMAP_NONE,

Allocation.USAGE_SCRIPT);

final Allocation output = Allocation.createTyped(rs, input.getType());

final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));

script.setRadius(radius);

script.setInput(input);

script.forEach(output);

output.copyTo(bitmap);

rs.destroy();

return bitmap;

}else{//快速模糊

return fastBlur(sentBitmap,radius);

}

}



/**

* 快速模糊算法

* @param sbitmap

* @param radiusf

* @return

* Stack Blur v1.0 from

* http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html

* Java Author: Mario Klingemann <mario at quasimondo.com>

* http://incubator.quasimondo.com

* created Feburary 29, 2004

* Android port : Yahel Bouaziz <yahel at kayenko.com>

* http://www.kayenko.com

* ported april 5th, 2012



* This is a compromise between Gaussian Blur and Box blur

* It creates much better looking blurs than Box Blur, but is

* 7x faster than my Gaussian Blur implementation.

* I called it Stack Blur because this describes best how this

* filter works internally: it creates a kind of moving stack

* of colors whilst scanning through the image. Thereby it

* just has to add one new block of color to the right side

* of the stack and remove the leftmost color. The remaining

* colors on the topmost layer of the stack are either added on

* or reduced by one, depending on if they are on the right or

* on the left side of the stack.

* If you are using this algorithm in your code please add

* the following line:

*

* Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>

*/

public static Bitmap fastBlur(Bitmap sbitmap, float radiusf){

Bitmap bitmap = Bitmap.createScaledBitmap(sbitmap, sbitmap.getWidth()/SCALE,sbitmap.getHeight()/SCALE,false);//先缩放图片,增加模糊速度

int radius = (int)radiusf;

if (radius < 1) {

return (null);

}



int w = bitmap.getWidth();

int h = bitmap.getHeight();



int[] pix = new int[w * h];

bitmap.getPixels(pix, 0, w, 0, 0, w, h);



int wm = w - 1;

int hm = h - 1;

int wh = w * h;

int div = radius + radius + 1;



int r[] = new int[wh];

int g[] = new int[wh];

int b[] = new int[wh];

int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;

int vmin[] = new int[Math.max(w, h)];



int divsum = (div + 1) >> 1;

divsum *= divsum;

int dv[] = new int[256 * divsum];

for (i = 0; i < 256 * divsum; i++) {

dv[i] = (i / divsum);

}



yw = yi = 0;



int[][] stack = new int[div][3];

int stackpointer;

int stackstart;

int[] sir;

int rbs;

int r1 = radius + 1;

int routsum, goutsum, boutsum;

int rinsum, ginsum, binsum;



for (y = 0; y < h; y++) {

rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;

for (i = -radius; i <= radius; i++) {

p = pix[yi + Math.min(wm, Math.max(i, 0))];

sir = stack[i + radius];

sir[0] = (p & 0xff0000) >> 16;

sir[1] = (p & 0x00ff00) >> 8;

sir[2] = (p & 0x0000ff);

rbs = r1 - Math.abs(i);

rsum += sir[0] * rbs;

gsum += sir[1] * rbs;

bsum += sir[2] * rbs;

if (i > 0) {

rinsum += sir[0];

ginsum += sir[1];

binsum += sir[2];

} else {

routsum += sir[0];

goutsum += sir[1];

boutsum += sir[2];

}

}

stackpointer = radius;



for (x = 0; x < w; x++) {



r[yi] = dv[rsum];

g[yi] = dv[gsum];

b[yi] = dv[bsum];



rsum -= routsum;

gsum -= goutsum;

bsum -= boutsum;



stackstart = stackpointer - radius + div;

sir = stack[stackstart % div];



routsum -= sir[0];

goutsum -= sir[1];

boutsum -= sir[2];



if (y == 0) {

vmin[x] = Math.min(x + radius + 1, wm);

}

p = pix[yw + vmin[x]];



sir[0] = (p & 0xff0000) >> 16;

sir[1] = (p & 0x00ff00) >> 8;

sir[2] = (p & 0x0000ff);



rinsum += sir[0];

ginsum += sir[1];

binsum += sir[2];



rsum += rinsum;

gsum += ginsum;

bsum += binsum;



stackpointer = (stackpointer + 1) % div;

sir = stack[(stackpointer) % div];



routsum += sir[0];

goutsum += sir[1];

boutsum += sir[2];



rinsum -= sir[0];

ginsum -= sir[1];

binsum -= sir[2];



yi++;

}

yw += w;

}

for (x = 0; x < w; x++) {

rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;

yp = -radius * w;

for (i = -radius; i <= radius; i++) {

yi = Math.max(0, yp) + x;



sir = stack[i + radius];



sir[0] = r[yi];

sir[1] = g[yi];

sir[2] = b[yi];



rbs = r1 - Math.abs(i);



rsum += r[yi] * rbs;

gsum += g[yi] * rbs;

bsum += b[yi] * rbs;



if (i > 0) {

rinsum += sir[0];

ginsum += sir[1];

binsum += sir[2];

} else {

routsum += sir[0];

goutsum += sir[1];

boutsum += sir[2];

}



if (i < hm) {

yp += w;

}

}

yi = x;

stackpointer = radius;

for (y = 0; y < h; y++) {

// Preserve alpha channel: ( 0xff000000 & pix[yi] )

pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16) | (dv[gsum] << 8) | dv[bsum];



rsum -= routsum;

gsum -= goutsum;

bsum -= boutsum;



stackstart = stackpointer - radius + div;

sir = stack[stackstart % div];



routsum -= sir[0];

goutsum -= sir[1];

boutsum -= sir[2];



if (x == 0) {

vmin[y] = Math.min(y + r1, hm) * w;

}

p = x + vmin[y];



sir[0] = r[p];

sir[1] = g[p];

sir[2] = b[p];



rinsum += sir[0];

ginsum += sir[1];

binsum += sir[2];



rsum += rinsum;

gsum += ginsum;

bsum += binsum;



stackpointer = (stackpointer + 1) % div;

sir = stack[stackpointer];



routsum += sir[0];

goutsum += sir[1];

boutsum += sir[2];



rinsum -= sir[0];

ginsum -= sir[1];

binsum -= sir[2];



yi += w;

}

}

bitmap.setPixels(pix, 0, w, 0, 0, w, h);

return (bitmap);

}

}

从上面的代码我们可以看到,我首先对图片进行了比例缩放,这样做的目的是为了加快模糊处理效率。

如果我们不事先对图片进行缩放,无论是调用快速模糊还是RenderScript,都会需要较长的计算时间,对于最大模糊效果,前者需要2000ms以上,后者需要需要500ms以上,这个效率显然是不能接受的。

我们的模糊系数范围是1-25,因为RenderScript的系数要求就是这个范围(原因不得而知,但是超过了就会抛异常)。

对于图片进行缩放以后,我发现了一个神奇的地方,就是快速模糊的效率居然赶上了RenderScript的效率,在radius为6以下,RenderScript较高,在20ms之内,而快速模糊需要200ms以内,但是在6以后,快速模糊只在20ms以内,而RenderScript则超过20ms,并且随着radius的增大,两者的差距也拉大。

所以在代码中,我们根据6为边界,分别使用两者,另外RenderScript还要求在API 11以上才能使用。

OK,由来图片模糊的处理方法,我们现在想实现图片上的动态效果,简单的思路就是监听手指的移动,然后每次都讲图片进行模糊处理。

这种思路面临一个困难,就是GPU绘制的速度超过了模糊算法的速度,也就是说模糊计算需要较长时间,这样会造成程序的卡顿。

我的解决思路是,首先将图片进行一次最大的模糊处理,得到一张最模糊的图片,然后将清晰图片(在下方)和模糊图片(在上方)叠加,在手指移动过程中,修改模糊图片的透明度,从而实现从清晰到透明的过渡效果。

怎么实现图片叠加呢?我使用了LayerDrawable这个类,并且构造了一个BlurDrawable类

[java] view
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/**

* 模糊drawable

*/

public class BlurDrawable{

//上下两层图片

private Drawable[] array = new Drawable[2];

//层叠图片

private LayerDrawable la;



/**

* @param context

* @param res

* @param bitmap

*/

public BlurDrawable(Context context,Resources res, Bitmap bitmap) {

array[0] = new BitmapDrawable(res,bitmap);

array[1] = new BitmapDrawable(res,BitmapBlurHelper.doBlur(context,bitmap,25));//生产模糊图片

array[1].setAlpha(0);

la = new LayerDrawable(array);

la.setLayerInset(0, 0, 0, 0, 0);//层叠

la.setLayerInset(1, 0, 0, 0, 0);

}



/**

* 返回层叠以后的图片

* @return

*/

public LayerDrawable getBlurDrawable() {

return la;

}



/**

* 获得模糊系数,本质上是透明度

* @return

*/

public int getBlur(){

return array[1].getAlpha();

}



/**

* 设置模糊系数

* @param alpha

*/

public void setBlur(int alpha){

array[1].setAlpha(alpha);

}

}

上面的代码很简单,相信大家也看得懂,最后就是为ImageView设置drawable,然后添加一个onClickListener

[html] view
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mBlurImage = (ImageView)findViewById(R.id.img);

final Bitmap bp = BitmapFactory.decodeResource(getResources(), R.drawable.ssd);

final BlurDrawable blurDrawable = new BlurDrawable(this, getResources(),bp);

mBlurImage.setImageDrawable(blurDrawable.getBlurDrawable());





mBlurImage.setOnTouchListener(new View.OnTouchListener() {



private float mLastY;



@Override

public boolean onTouch(View v, MotionEvent event) {

switch (event.getAction()) {

case MotionEvent.ACTION_DOWN:

mLastY = event.getY();

break;

case MotionEvent.ACTION_MOVE:

float y = event.getY();

float alphaDelt = (y - mLastY) / 50;

int alpha = (int) (blurDrawable.getBlur() + alphaDelt);

Log.i("time", alpha + "");

if (alpha > 255) {

alpha = 255;

} else if (alpha < 0.0) {

alpha = 0;

}

blurDrawable.setBlur(alpha);

break;

case MotionEvent.ACTION_UP:

break;

}

return true;

}

});

由于透明度的范围是0-255,我们的模糊系数也从0到255

只有在action_move过程最后,不断修改blurDrawable的透明度就可以了,而且透明度改变方法我也提供了

Ok,到此为止,透明效果就实现了,大家看copy一下代码来看一下,个人认为这段代码是图片模糊处理的较好实现例子。
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