android 毛玻璃模糊效果背景实现
2016-05-30 16:44
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今天我们来简单了解一下Android开发上的几种图片高斯模糊技术的效果实现。
1,首先看实现前效果图(这图别介意,这不是重点):
2,高斯模糊实现后效果图
:
一,利用 RenderScript接口
RenderScript 是一种低级的高性能编程语言,用于3D渲染和处理密集型计算,RenderScript
也是3.0 以后才开始引用,所以需要进行一定的兼容性,从代码实现上来说是最简单也相对高效的实现. 在此过程中会遇到问题(比如当模糊半径
(radius)变大后会直接出现计算性能问题. 模糊半径不能大于25,因此,
直接使用ScriptIntrinsicBlur也不能得到模糊程度较高的图片),下面看代码。
1,Activity
文件
2,activity_main.xml
FastBlur进行模糊操作比Renderscript
要快一些,因为FastBlur在进行bitmap复制操作时还同时进行其他操作,所以说节省了一些时间。
1,Activity
文件
其实模糊算法在 java层实现对性能有影响,如果你想做到高效率的模糊效果,那就必须用到JNI来实现。
好了,如果有兴趣可以看看这些文章或许对你有帮助: http://blog.csdn.net/grp0916/article/details/50494712 https://github.com/kikoso/android-stackblur https://github.com/harism/android_anndblur https://github.com/500px/500px-android-blur
1,首先看实现前效果图(这图别介意,这不是重点):
2,高斯模糊实现后效果图
:
一,利用 RenderScript接口
RenderScript 是一种低级的高性能编程语言,用于3D渲染和处理密集型计算,RenderScript
也是3.0 以后才开始引用,所以需要进行一定的兼容性,从代码实现上来说是最简单也相对高效的实现. 在此过程中会遇到问题(比如当模糊半径
(radius)变大后会直接出现计算性能问题. 模糊半径不能大于25,因此,
直接使用ScriptIntrinsicBlur也不能得到模糊程度较高的图片),下面看代码。
1,Activity
文件
public class MainActivity extends Activity { private ImageView iv_image; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); iv_image = (ImageView) findViewById(R.id.iv_image); iv_image.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { new MakeBitmapAsyncTask().execute();//建议用AsynTask或者其他机制来处理 } }); } @TargetApi(Build.VERSION_CODES.KITKAT) private Bitmap blur(Bitmap bitmap, View view) { // 把 bitmap的尺寸缩小到原图的1/8 这时候bitmap在模糊处理过程中先被缩小然再放大 float scaleFactor = 8; float radius = 3; Bitmap overlayBmp = Bitmap.createBitmap((int) (view.getMeasuredWidth() / scaleFactor), (int) (view.getMeasuredHeight() / scaleFactor), Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(overlayBmp); canvas.translate(-view.getLeft() / scaleFactor, -view.getTop() / scaleFactor); canvas.scale(1 / scaleFactor, 1 / scaleFactor); Paint paint = new Paint(); // 这里bitmap缩放时 加FILTER_BITMAP_FLAG会更加顺畅 paint.setFlags(Paint.FILTER_BITMAP_FLAG); canvas.drawBitmap(bitmap, 0, 0, paint); // 通过 RenderScript 调用底层接口来实现高斯模糊计算 RenderScript rs = RenderScript.create(MainActivity.this); Allocation overlayAlloc = Allocation.createFromBitmap(rs, overlayBmp); // 有个缺点那就是 ScriptIntrinsicBlur只支持API17以上 ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(rs, overlayAlloc.getElement()); blur.setInput(overlayAlloc); blur.setRadius(radius); blur.forEach(overlayAlloc); overlayAlloc.copyTo(overlayBmp); rs.destroy(); return overlayBmp; } private class MakeBitmapAsyncTask extends AsyncTask<String, Void, Bitmap> { @Override protected Bitmap doInBackground(String... params) { View view = getWindow().getDecorView(); view.setDrawingCacheEnabled(true); view.buildDrawingCache(true); Bitmap bitmap = view.getDrawingCache(); return blur(bitmap, view); } @Override protected void onPostExecute(Bitmap result) { super.onPostExecute(result); iv_image.setBackground(new BitmapDrawable(getResources(), result)); } } }
2,activity_main.xml
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent"> <ImageView android:id="@+id/iv_image" android:layout_width="match_parent" android:layout_height="match_parent" android:scaleType="centerCrop" android:background="@drawable/image" /> </RelativeLayout>二,使用 FashBlur 实现
FastBlur进行模糊操作比Renderscript
要快一些,因为FastBlur在进行bitmap复制操作时还同时进行其他操作,所以说节省了一些时间。
1,Activity
文件
public class MainActivity2 extends Activity { private ImageView iv_image2; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main2); iv_image2 = (ImageView) findViewById(R.id.iv_image2); iv_image2.getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() { @Override public boolean onPreDraw() { iv_image2.getViewTreeObserver().removeOnPreDrawListener(this); iv_image2.buildDrawingCache(); Bitmap bmp = iv_image2.getDrawingCache(); blur(bmp, iv_image2); return true; } }); } private void blur(Bitmap bkg, View view) { float scaleFactor = 8; float radius = 3; Bitmap overlay = Bitmap.createBitmap((int) (view.getMeasuredWidth() / scaleFactor), (int) (view.getMeasuredHeight() / scaleFactor), Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(overlay); canvas.translate(-view.getLeft() / scaleFactor, -view.getTop() / scaleFactor); canvas.scale(1 / scaleFactor, 1 / scaleFactor); Paint paint = new Paint(); paint.setFlags(Paint.FILTER_BITMAP_FLAG); canvas.drawBitmap(bkg, 0, 0, paint); //然后通过FastBlur.doBlur() 实现处理 overlay = FastBlur.doBlur(overlay, (int) radius, true); view.setBackground(new BitmapDrawable(getResources(), overlay)); } }2,activity_main2.xml
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent"> <ImageView android:id="@+id/iv_image2" android:layout_width="match_parent" android:layout_height="match_parent" android:scaleType="centerCrop" android:background="@drawable/image" /> </RelativeLayout>3,FastBlur.java
public class FastBlur { public static Bitmap doBlur(Bitmap sentBitmap, int radius, boolean canReuseInBitmap) { Bitmap bitmap; if (canReuseInBitmap) { bitmap = sentBitmap; } else { bitmap = sentBitmap.copy(sentBitmap.getConfig(), true); } 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++) { 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); } }
其实模糊算法在 java层实现对性能有影响,如果你想做到高效率的模糊效果,那就必须用到JNI来实现。
好了,如果有兴趣可以看看这些文章或许对你有帮助: http://blog.csdn.net/grp0916/article/details/50494712 https://github.com/kikoso/android-stackblur https://github.com/harism/android_anndblur https://github.com/500px/500px-android-blur
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