Android 图片的毛玻璃效果
有很多时候,自己去找别人写的代码,首先会想看一下他的效果图是什么样子的。所以先上效果,
以后查找起来也比较方便:
其实要实现毛玻璃效果,还是挺简单的,Google 给我们提供了一个RenderScript, 看一下代码实现
@TargetApi(Build.VERSION_CODES.JELLY_BEAN_MR1)
public static Bitmap blurImage(Context context, Bitmap bmp, View view, int radius) {
float scaleFactor = 1;
Bitmap overlay = Bitmap.createBitmap((int) (bmp.getWidth() / scaleFactor),
(int) (bmp.getWidth() / 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(bmp, 0, 0, paint);
RenderScript rs = RenderScript.create(context);
Allocation overlayAlloc = Allocation.createFromBitmap(rs, overlay);
ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(rs, overlayAlloc.getElement());
blur.setInput(overlayAlloc);
blur.setRadius(radius);
blur.forEach(overlayAlloc);
overlayAlloc.copyTo(overlay);
rs.destroy();
return overlay;
}
private void initView() {
this.mImageView = (ImageView) this.findViewById(R.id.image_view);
changeBlur(1);
mSeekBar = (SeekBar) this.findViewById(R.id.seek_bar);
mSeekBar.setOnSeekBarChangeListener(new OnSeekBarChangeListener() {
@Override
public void onStopTrackingTouch(SeekBar arg0) {
}
@Override
public void onStartTrackingTouch(SeekBar arg0) {
}
@Override
public void onProgressChanged(SeekBar arg0, int arg1, boolean arg2) {
DebugLog.d("arg1:" + arg1);
if (arg1 == 0) {
arg1 = 1;
}
changeBlur(arg1);
}
});
}
private void changeBlur(int radius) {
Bitmap avatarBg = BitmapFactory.decodeResource(getResources(), R.drawable.pic);
avatarBg = blurImage(this, avatarBg, this.mImageView, radius);
mImageView.setImageBitmap(avatarBg);
}
但是这段代码要在Android JELLY_BEAN_MR1
及以上版本才可以使用。
使用第三方写的算法,也是可以实现的。代码如下:
public static Bitmap blurImage(Context context, Bitmap bmp, View view, int radius){
float scaleFactor = 1;
Bitmap overlay = Bitmap.createBitmap((int) (bmp.getWidth()/scaleFactor),
(int) (bmp.getHeight()/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(bmp, 0, 0, paint);
overlay = FastBlur.doBlur(overlay, (int)radius, true);
return overlay;
}
当然,这里比较重要的是FastBlur这个类,有关图像计算的东东,我也不懂。
贴代码 :
package cn.lovecluo.blurimagedemo.util;
import android.graphics.Bitmap;
public class FastBlur {
public static Bitmap doBlur(Bitmap sentBitmap, int radius, boolean canReuseInBitmap) {
// 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>
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++) {
// 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);
}
}