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Android RenderScript實(shí)現(xiàn)高斯模糊

 更新時(shí)間:2016年12月09日 10:51:07   作者:LanTingShuXu  
這篇文章主要為大家詳細(xì)介紹了Android RenderScript實(shí)現(xiàn)高斯模糊的相關(guān)資料,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

昨天看了下RenderScript的官方文檔,發(fā)現(xiàn)RenderScript這廝有點(diǎn)牛逼。無(wú)意中發(fā)現(xiàn)ScriptIntrinsic這個(gè)抽象類(lèi),有些很有用的子類(lèi)。其中有個(gè)子類(lèi)叫ScriptIntrinsicBlur類(lèi),大致就是將圖片實(shí)現(xiàn)高斯模糊。

ScriptIntrinsic的申明:

ScriptIntrinsic申明

ScriptIntrinsicBlur類(lèi)的申明:

ScriptIntrinsicBlur類(lèi)的申明

加上結(jié)合著看了下SDK中的samples,自己寫(xiě)了個(gè)高斯模糊。
( sample的具體位置為:
SDK目錄/samples/android-19/renderscript/RenderScriptIntrinsic/RenderScriptIntrinsicSample/
)。

先上圖。效果如下:

高斯模糊效果圖

【注意!! 開(kāi)始之前,我們需要導(dǎo)入需要的支持包。
支持包的具體路徑為: sdk目錄/buildtools/任意一個(gè)版本號(hào)/renderscript/lib/renderscript-v8.jar
另外:為了防止出現(xiàn)有的機(jī)型兼容問(wèn)題,最好將renderscript-v8.jar同目錄下的packaged目錄下的所有庫(kù)也一并拷貝到lib文件夾下】

例如:

截圖實(shí)例

好了。開(kāi)始寫(xiě)代碼。。

1、先申明常用成員變量。

private SeekBar blurSeekBar;//拖動(dòng)條
private ImageView img_blur;//顯示模糊后bitmap的ImageView
//原bitmap和高斯模糊后的bitmap
private Bitmap bitmap_original, bitmap_blur;
//高斯模糊處理的AsyncTask
private RenderScriptTask mLatestTask = null;
//RenderScript 對(duì)象(Google的高性能并行計(jì)算類(lèi),他可以利用設(shè)備的GPU/CPU等計(jì)算資源)
private RenderScript mRS;
//下面是兩個(gè)RenderScript的傳入?yún)?shù)對(duì)象
private Allocation mInAllocation;
private Allocation mOutAllocation;
//高斯模糊處理實(shí)例
private ScriptIntrinsicBlur mScriptBlur;

2、加載兩份bitmap,并初始化高斯模糊相關(guān)的對(duì)象。

@Override
protected void onCreate(Bundle savedInstanceState) {
  super.onCreate(savedInstanceState);
  setContentView(R.layout.activity_main);
  blurSeekBar = (SeekBar) findViewById(R.id.aty_main_seekBar);
  img_blur = (ImageView) findViewById(R.id.aty_main_img_blur);

  bitmap_original = loadBitmap(R.drawable.meet_entry_guide_3);
  // 復(fù)制一份
  bitmap_blur = Bitmap.createBitmap(bitmap_original.getWidth(),
      bitmap_original.getHeight(), bitmap_original.getConfig());
  createBlureScript();
  setSeekBarListening();//為SeekBar設(shè)置拖拽監(jiān)聽(tīng)
}

/**
 * Helper to load Bitmap from resource
 */
private Bitmap loadBitmap(int resource) {
  final BitmapFactory.Options options = new BitmapFactory.Options();
  options.inPreferredConfig = Bitmap.Config.ARGB_8888;
  return BitmapFactory.decodeResource(getResources(), resource, options);
}

/**
 * 創(chuàng)建Script
 */
private void createBlureScript() {
  mRS = RenderScript.create(this);
  mInAllocation = Allocation.createFromBitmap(mRS, bitmap_original);
  mOutAllocation = Allocation.createFromBitmap(mRS, bitmap_blur);

  /*
   * Create intrinsics. RenderScript has built-in features such as blur,
   * convolve filter etc. These intrinsics are handy for specific
   * operations without writing RenderScript kernel. In the sample, it's
   * creating blur, convolve and matrix intrinsics.
   */
  mScriptBlur = ScriptIntrinsicBlur.create(mRS, Element.U8_4(mRS));
}

3、完成高斯模糊處理代碼。

private void performFilter(Allocation inAllocation,
      Allocation outAllocation, Bitmap bitmapOut, float value) {
  /*
   * 設(shè)置模糊程度。范圍在0~25之間。否則會(huì)出錯(cuò)
   */
  mScriptBlur.setRadius(value);

  /*
   * Invoke filter kernel
   */
  mScriptBlur.setInput(inAllocation);
  mScriptBlur.forEach(outAllocation);

  outAllocation.copyTo(bitmapOut);
}

4、將處理后的bitmap設(shè)置到ImageView中。

// Request UI update
img_blur.setImageBitmap(bitmap_blur);
img_blur.invalidate();

基本工作也就完成了。剩下就是代碼的相互調(diào)用了。

【 總 結(jié) 】
其實(shí)總起來(lái),使用RenderScript進(jìn)行高斯模糊主要是分為三步:

1、創(chuàng)建并初始化需要的對(duì)象(初始化一次就OK)。

mRS = RenderScript.create(this);
mScriptBlur = ScriptIntrinsicBlur.create(mRS, Element.U8_4(mRS));
//RenderScript的輸入和輸出參數(shù)對(duì)象
mInAllocation = Allocation.createFromBitmap(mRS, bitmap_original);
mOutAllocation = Allocation.createFromBitmap(mRS, bitmap_blur);

2、執(zhí)行高斯模糊,并將結(jié)果拷貝出來(lái)。

/*
 * 設(shè)置模糊程度。范圍在0~25之間。否則會(huì)出錯(cuò)(這個(gè)也可以只設(shè)置一次)
 */
mScriptBlur.setRadius(value);

/*
 * Invoke filter kernel
 */
mScriptBlur.setInput(inAllocation);
mScriptBlur.forEach(outAllocation);
//將結(jié)果拷貝出來(lái),拷貝到bitmapOut對(duì)象中
outAllocation.copyTo(bitmapOut);

3、回收RenderScript對(duì)象

mRS.destory();
mRs = null; 

文章到此結(jié)束。

按照慣例:下面是我的完整的代碼實(shí)現(xiàn)。

public class MainActivity extends Activity {

  private SeekBar blurSeekBar;
  private ImageView img_blur;
  private Bitmap bitmap_original, bitmap_blur;

  private RenderScriptTask mLatestTask = null;

  private RenderScript mRS;
  private Allocation mInAllocation;
  private Allocation mOutAllocation;
  private ScriptIntrinsicBlur mScriptBlur;

  @Override
  protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    setContentView(R.layout.activity_main);
    blurSeekBar = (SeekBar) findViewById(R.id.aty_main_seekBar);
    img_blur = (ImageView) findViewById(R.id.aty_main_img_blur);
    bitmap_original = loadBitmap(R.drawable.meet_entry_guide_3);
    // 復(fù)制一份
    bitmap_blur = Bitmap.createBitmap(bitmap_original.getWidth(),
        bitmap_original.getHeight(), bitmap_original.getConfig());
    createBlureScript();
    setSeekBarListening();
  }

  /**
   * 設(shè)置SeekBar的監(jiān)聽(tīng)
   */
  private void setSeekBarListening() {
    blurSeekBar.setOnSeekBarChangeListener(new OnSeekBarChangeListener() {

      @Override
      public void onStopTrackingTouch(SeekBar seekBar) {
      }

      @Override
      public void onStartTrackingTouch(SeekBar seekBar) {

      }

      @Override
      public void onProgressChanged(SeekBar seekBar, int progress,
          boolean fromUser) {
        updateImage(progress);
      }
    });
  }

  /**
   * 創(chuàng)建Script
   */
  private void createBlureScript() {
    mRS = RenderScript.create(this);
    mInAllocation = Allocation.createFromBitmap(mRS, bitmap_original);
    mOutAllocation = Allocation.createFromBitmap(mRS, bitmap_blur);

    /*
     * Create intrinsics. RenderScript has built-in features such as blur,
     * convolve filter etc. These intrinsics are handy for specific
     * operations without writing RenderScript kernel. In the sample, it's
     * creating blur, convolve and matrix intrinsics.
     */
    mScriptBlur = ScriptIntrinsicBlur.create(mRS, Element.U8_4(mRS));
  }

  private void performFilter(Allocation inAllocation,
      Allocation outAllocation, Bitmap bitmapOut, float value) {
    /*
     * Set blur kernel size
     */
    mScriptBlur.setRadius(value);

    /*
     * Invoke filter kernel
     */
    mScriptBlur.setInput(inAllocation);
    mScriptBlur.forEach(outAllocation);

    outAllocation.copyTo(bitmapOut);
  }

  /*
   * In the AsyncTask, it invokes RenderScript intrinsics to do a filtering.
   * After the filtering is done, an operation blocks at Allication.copyTo()
   * in AsyncTask thread. Once all operation is finished at onPostExecute() in
   * UI thread, it can invalidate and update ImageView UI.
   */
  private class RenderScriptTask extends AsyncTask<Float, Integer, Integer> {
    Boolean issued = false;

    protected Integer doInBackground(Float... values) {
      if (isCancelled() == false) {
        issued = true;
        performFilter(mInAllocation, mOutAllocation, bitmap_blur,
            values[0]);
      }
      return 0;
    }

    void updateView(Integer result) {
      // Request UI update
      img_blur.setImageBitmap(bitmap_blur);
      img_blur.invalidate();
    }

    protected void onPostExecute(Integer result) {
      updateView(result);
    }

    protected void onCancelled(Integer result) {
      if (issued) {
        updateView(result);
      }
    }
  }

  /*
   * Invoke AsynchTask and cancel previous task. When AsyncTasks are piled up
   * (typically in slow device with heavy kernel), Only the latest (and
   * already started) task invokes RenderScript operation.
   */
  private void updateImage(int progress) {
    float f = getBlureParam(progress);

    if (mLatestTask != null)
      mLatestTask.cancel(false);
    mLatestTask = new RenderScriptTask();
    mLatestTask.execute(f);
  }

  /**
   * 模糊的值在1 ~ 25之間
   * 
   * @param progress
   *      SeekBar的進(jìn)度值(0 ~ 100)
   * @return 模糊值
   */
  private float getBlureParam(int progress) {
    final float max = 25.0f;
    final float min = 1.f;
    return (float) ((max - min) * (progress / 100.0) + min);
  }

  /**
   * Helper to load Bitmap from resource
   */
  private Bitmap loadBitmap(int resource) {
    final BitmapFactory.Options options = new BitmapFactory.Options();
    options.inPreferredConfig = Bitmap.Config.ARGB_8888;
    return BitmapFactory.decodeResource(getResources(), resource, options);
  }
}

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腳本之家。

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