Android開(kāi)發(fā)之毛玻璃效果實(shí)例代碼
這是在網(wǎng)上找的,不過(guò)忘了在哪里找的,經(jīng)過(guò)很多比較測(cè)試,發(fā)現(xiàn)這個(gè)方法不會(huì) oom,目前來(lái)看 我一直沒(méi)有遇過(guò),今天才找到這個(gè)以前建立的工程,記錄下來(lái):
先給大家展示下效果圖:
public class FastBlur { public static Bitmap doBlur(Bitmap sentBitmap, int radius, boolean canReuseInBitmap) { // This is a compromise between Gaussian Blur and Box blur // 這是一個(gè)妥協(xié)于高斯模糊和方形模糊的產(chǎn)物 // It creates much better looking blurs than Box Blur, but is // 他不但看上去的模糊效果比方形模糊更好,而且實(shí)現(xiàn)速度比高斯模糊要快 // 7x faster than my Gaussian Blur implementation. // I called it Stack Blur because this describes best how this // 我叫他堆棧模糊,因?yàn)樗芎玫年U述了過(guò)濾器是如何在內(nèi)存中工作的。 // filter works internally: it creates a kind of moving stack // of colors whilst scanning through the image. Thereby it // 他實(shí)現(xiàn)了在移動(dòng)顏色的棧的同時(shí)對(duì)圖片進(jìn)行掃描。 // just has to add one new block of color to the right side // 其實(shí)它只是在棧的右邊添加了一個(gè)新的顏色塊,然后移除了最左邊的顏色。 // of the stack and remove the leftmost color. The remaining // 在棧最上層模塊的剩余顏色塊由他們所處的區(qū)域是屬于棧右邊還是左邊來(lái)決定是增加還是刪除 // 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: // 如果你在你的代碼中使用這個(gè)算法,請(qǐng)?zhí)砑酉旅孢@行 // Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com> // 堆棧模糊算法由Mario Klingemann <mario@quasimondo.com>所創(chuàng)作 Bitmap bitmap; if (canReuseInBitmap) { bitmap = sentBitmap; } else { //決定圖片像素點(diǎn)的存儲(chǔ),即用圖片查看器看圖片屬性時(shí)候的位深參數(shù)。 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); } } public class MainActivity extends AppCompatActivity { //這個(gè)方法不會(huì)oom /* * 在addOnPreDrawListener中來(lái)調(diào)用blur方法是為了能夠在onCreate中獲取控件尺寸,通過(guò)scaleFactor和radius兩個(gè)參數(shù),來(lái)控制Blur的程度。 * */ @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); final ImageView imageView = (ImageView) findViewById(R.id.img); final Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.back1); imageView.getViewTreeObserver().addOnPreDrawListener( new ViewTreeObserver.OnPreDrawListener() { @Override public boolean onPreDraw() { blur(bitmap, imageView); return true; } }); } private void blur(Bitmap bkg, View view) { long startMs = System.currentTimeMillis(); float scaleFactor = 8; float radius = 20; 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); overlay = FastBlur.doBlur(overlay, (int) radius, true); view.setBackground(new BitmapDrawable(getResources(), overlay)); } }
以上內(nèi)容是小編給大家介紹的毛玻璃效果的實(shí)例代碼,希望對(duì)大家有所幫助!
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