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Android實(shí)現(xiàn)局部模糊效果

2019-12-12 00:41:42
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本文實(shí)例為大家分享了Android實(shí)現(xiàn)局部模糊效果展示的具體代碼,供大家參考,具體內(nèi)容如下

要實(shí)現(xiàn)模糊或者毛玻璃效果,使用PS自然最方便(模糊的區(qū)域就較為固定);
也可在代碼里進(jìn)行動(dòng)態(tài)處理。
因?yàn)橐:膮^(qū)域并不固定,所以只能琢磨一下后者;

經(jīng)過(guò)一番搜尋研究,得到兩種切實(shí)可行的方法。

一、使用FastBlur;
二、使用RenderScript。

效果如下:

算法

1.FastBlur

/**  * 高斯模糊  *   * @param srcBitmap  *   源位圖  * @param radius  *   模糊半徑  * @return bitmap  */ public static Bitmap blurByGauss(Bitmap srcBitmap, int radius) {  Bitmap bitmap = srcBitmap.copy(srcBitmap.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 temp = 256 * divsum;  int dv[] = new int[temp];  for (i = 0; i < temp; 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; }

這種算法是直接對(duì)像素進(jìn)行處理,使用java寫(xiě)會(huì)慢一些,懂jni的話可以用C/C++寫(xiě)下,效率高一些。

2. RenderScript

/**  * RenderScript模糊  *   * @param context  *   上下文  * @param bitmap  *   源位圖  * @param radius  *   模糊半徑  * @return bitmap  */ @SuppressLint("NewApi") public static Bitmap blurBitmapByRender(Context context, Bitmap bitmap, float radius) {  Bitmap outBitmap = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(), Config.ARGB_8888);  RenderScript rs = RenderScript.create(context);  ScriptIntrinsicBlur blurScript = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));  Allocation allIn = Allocation.createFromBitmap(rs, bitmap);  Allocation allOut = Allocation.createFromBitmap(rs, outBitmap);  blurScript.setRadius(radius);  blurScript.setInput(allIn);  blurScript.forEach(allOut);  allOut.copyTo(outBitmap);  bitmap.recycle();  rs.destroy();  return outBitmap; }

實(shí)現(xiàn)

整個(gè)例子就兩個(gè)步驟:

一、為整體布局LayoutA設(shè)置背景圖A;
二、為局部布局LayoutB設(shè)置經(jīng)過(guò)模糊處理的背景圖B。

需要注意的是,背景圖B是從背景圖A中截取出來(lái)的,并且經(jīng)過(guò)模糊處理。

細(xì)分下來(lái)有以下幾個(gè)步驟:

1.搭建整體布局,在xml中設(shè)置整體布局的背景圖;

布局如下:

<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:id="@+id/rl_bg_layout" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@drawable/bg" tools:context="${relativePackage}.${activityClass}" > <LinearLayout  android:id="@+id/ll_blur_layout"  android:layout_width="match_parent"  android:layout_height="150dp"  android:layout_alignParentBottom="true"  android:orientation="horizontal" > </LinearLayout></RelativeLayout>

2.實(shí)例化布局控件,獲取整體布局的顯示內(nèi)容;

要點(diǎn)一:這里要用到ViewTreeObserver, 是因?yàn)樵趏nCreate方法中直接獲取某控件的屬性內(nèi)容是得不到正確結(jié)果的(尚未完成繪制),所以采用ViewTreeObserver來(lái)進(jìn)行監(jiān)聽(tīng);
要點(diǎn)二:獲取一個(gè)控件的顯示內(nèi)容要用到getDrawingCache() ,使用BitmapFactory.decodeResource(getResources(), R.drawable.bg)得到是原圖,并不是控件中顯示的內(nèi)容,控件中顯示的內(nèi)容是已經(jīng)經(jīng)過(guò)縮放適配了的;
代碼如下:

public class BlurActivity extends Activity { /**  * 整體布局  */ private RelativeLayout rlBgLayout; /**  * 局部布局  */ private LinearLayout llBlurLayout; @Override protected void onCreate(Bundle savedInstanceState) {  super.onCreate(savedInstanceState);  setContentView(R.layout.activity_blur);  initView(); } protected void initView() {  rlBgLayout = (RelativeLayout) findViewById(R.id.rl_bg_layout);  llBlurLayout = (LinearLayout) findViewById(R.id.ll_blur_layout);  setBlur(); } protected void setBlur() {  ViewTreeObserver vto = rlBgLayout.getViewTreeObserver();  vto.addOnGlobalLayoutListener(new OnGlobalLayoutListener() {   @Override   public void onGlobalLayout() {    // 保證只調(diào)用一次    rlBgLayout.getViewTreeObserver().removeOnGlobalLayoutListener(this);    // 組件生成cache(組件顯示內(nèi)容)    rlBgLayout.buildDrawingCache();    // 得到組件顯示內(nèi)容    Bitmap bitmap = rlBgLayout.getDrawingCache();    // 局部模糊處理    BitmapUtils.blur(getApplicationContext(), bitmap, llBlurLayout, 5);   }  }); }}

3.根據(jù)整體布局與局部布局的大小獲取要進(jìn)行模糊處理的內(nèi)容;

要點(diǎn)一:結(jié)合Bitmap.createBitmapCanvas來(lái)獲取正確的坐標(biāo)和大小;
要點(diǎn)二:這里只需要知道局部布局的位置與大小即可,整體布局的背景圖作為bitmap,局部布局作為view,可得到局部布局所在坐標(biāo)為:(x,y)=(view.getLeft(),view.getLeft()),其大小為(w,h)=(view.getMeasuredWidth(),view.getMeasuredHeight())。再根據(jù)Canvas的位移函數(shù)translate與繪圖函數(shù)drawBitmap即可從整體布局的背景圖中截取到被局部布局覆蓋的位圖;

/**  * 得到待處理的位圖  *   * @param bitmap  *   模糊位圖  * @param view  *   模糊區(qū)域  * @return bitmap  */ public static Bitmap getDstArea(Bitmap bitmap, View view) {  Bitmap dstArea = Bitmap.createBitmap((int) (view.getMeasuredWidth()), (int) (view.getMeasuredHeight()),    Bitmap.Config.ARGB_8888);  Canvas canvas = new Canvas(dstArea);  canvas.translate(-view.getLeft(), -view.getTop());  canvas.drawBitmap(bitmap, 0, 0, null);  return dstArea; }

4.進(jìn)行模糊處理,為局部布局設(shè)置背景圖;

要點(diǎn)一:有兩種方法,即上文說(shuō)的兩種算法,一種直接高斯計(jì)算像素FastBlur,一種利用RenderScript;
要點(diǎn)二:FastBlur相對(duì)慢一些,不過(guò)兼容性較好,支持所有版本;RenderScript則只支持17以上的SDK;
要點(diǎn)三:為了減少處理時(shí)間、提高處理效率,可以先將位圖進(jìn)行一定的壓縮,然后再作模糊處理;

/**  * 高斯局部模糊  *   * @param context  *   上下文  * @param bitmap  *   模糊位圖  * @param view  *   模糊區(qū)域  * @param radius  *   模糊半徑  */ public static void blurByGauss(Context context, Bitmap bitmap, View view, float radius) {  // 得到要處理的區(qū)域  Bitmap dstArea = getDstArea(bitmap, view);  // 作模糊處理  dstArea = blurByGauss(zoomImage(dstArea, 0.8f), (int) radius);  // 設(shè)置背景  view.setBackground(new BitmapDrawable(context.getResources(), dstArea));  bitmap.recycle(); } /**  * RenderScript局部模糊  *   * @param context  *   上下文  * @param bitmap  *   模糊位圖  * @param view  *   模糊區(qū)域  * @param radius  *   模糊半徑  */ @SuppressLint("NewApi") public static void blurByRender(Context context, Bitmap bitmap, View view, float radius) {  // 得到要處理的區(qū)域  Bitmap dstArea = getDstArea(bitmap, view);  dstArea = zoomImage(dstArea, 0.8f);  // 作模糊處理  RenderScript rs = RenderScript.create(context);  Allocation overlayAlloc = Allocation.createFromBitmap(rs, dstArea);  ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(rs, overlayAlloc.getElement());  blur.setInput(overlayAlloc);  blur.setRadius(radius);  blur.forEach(overlayAlloc);  overlayAlloc.copyTo(dstArea);  // 設(shè)置背景  view.setBackground(new BitmapDrawable(context.getResources(), dstArea));  bitmap.recycle();  rs.destroy(); }/**  * 縮放圖片  *   * @param srcBitmap  *   源圖  * @param newWidth  *   新寬  * @param newHeight  *   新高  * @return bitmap  */ public static Bitmap zoomImage(Bitmap srcBitmap, float scale) {  // 獲取這個(gè)圖片的寬和高  float width = srcBitmap.getWidth();  float height = srcBitmap.getHeight();  // 創(chuàng)建操作圖片用的matrix對(duì)象  Matrix matrix = new Matrix();  // 縮放圖片動(dòng)作  matrix.postScale(scale, scale);  Bitmap bitmap = Bitmap.createBitmap(srcBitmap, 0, 0, (int) width, (int) height, matrix, true);  return bitmap; }

源碼地址:Android局部模糊

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持武林網(wǎng)。

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