android图片处理之图像模糊

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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(我还不会制作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制作的思路。

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

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

/**  * 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

        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。

转载请注明出处哦!

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