Android模糊处理简单实现毛玻璃效果

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公司最近让我实现图片模糊化处理。找到一博客,很管用。如下

使用心得:还可以,满足需求,半径越大图片越模糊,自行设置。

自从iOS系统引入了Blur效果,也就是所谓的毛玻璃、模糊化效果、磨砂效果,各大系统就开始竞相模仿,这是怎样的一个效果呢,我们先来看一下,如下面的图片:




实现效果大家都知道了,如何在Android中实现呢,说白了就是对图片进行模糊化处理,小编先给大家讲一下Android高级模糊技术的原理,如下:

  • 首先我创建了一个空的bitmap,把背景的一部分复制进去,之后我会对这个bitmap进行模糊处理并设置为TextView的背景。
  • 通过这个bitmap保存Canvas的状态;
  • 在父布局文件中把Canvas移动到TextView的位置;
  • 把ImageView的内容绘到bitmap中;
  • 此时,我们就有了一个和TextView一样大小的bitmap,它包含了ImageView的一部分内容,也就是TextView背后一层布局的内容;
  • 创建一个Renderscript的实例;
  • 把bitmap复制一份到Renderscript需要的数据片中;
  • 创建Renderscript模糊处理的实例;
  • 设置输入,半径范围然后进行模糊处理;
  • 把处理后的结果复制回之前的bitmap中;
  • 好了,我们已经把bitmap惊醒模糊处理了,可以将它设置为TextView背景了;

我最近在做一款App,其中有一个功能需要对图片处理实现毛玻璃的特效,经过一番研究,找到了3中实现方案,其中各有优缺点,如果系统的api在16以上,可以使用系统提供的方法直接处理图片,但是小编认为下边的解决方案是实现效果最好的。


代码如下:

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public Bitmap fastblur(Context context, Bitmap sentBitmap, intradius) {
  
    Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(),true);
  
    if(radius < 1) {
      return(null);
    }
  
    intw = bitmap.getWidth();
    inth = bitmap.getHeight();
  
    int[] pix =new int[w * h];
    bitmap.getPixels(pix,0, w, 0,0, w, h);
  
    intwm = w - 1;
    inthm = h - 1;
    intwh = w * h;
    intdiv = radius + radius + 1;
  
    intr[] = new int[wh];
    intg[] = new int[wh];
    intb[] = new int[wh];
    intrsum, gsum, bsum, x, y, i, p, yp, yi, yw;
    intvmin[] = new int[Math.max(w, h)];
  
    intdivsum = (div + 1) >>1;
    divsum *= divsum;
    inttemp = 256 * divsum;
    intdv[] = new int[temp];
    for(i = 0; i < temp; i++) {
      dv[i] = (i / divsum);
    }
  
    yw = yi =0;
  
    int[][] stack =new int[div][3];
    intstackpointer;
    intstackstart;
    int[] sir;
    intrbs;
    intr1 = radius + 1;
    introutsum, goutsum, boutsum;
    intrinsum, 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);
  }

以上就是本文的全部内容,帮助大家轻松实现毛玻璃效果,希望大家喜欢。


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