Android Blur效果之FastBlur


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,这是一个怎样的效果呢,这是我仿写的blur效果的背景图:


FastBlur

因为我们知道,这种模糊处理的过程也就是像素处理而已,所以我们可以尝试着手动进行模糊操作。幸运的是,Java上已经有了很多实现模糊处理方案的例子。我们唯一要做的就是找到一个相对快速的实现方案。

package com.zhaoz.weatherapp.util;

import android.graphics.Bitmap;

public class FastBlur {
	public static Bitmap doBlur(Bitmap sentBitmap, int radius,
			boolean canReuseInBitmap) {

		Bitmap bitmap;
		if (canReuseInBitmap) {
			bitmap = sentBitmap;
		} else {
			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);
	}
}

如何在程序中使用呢,也很简单:

	private RelativeLayout main_layout;

	@Override
	protected void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		setContentView(R.layout.activity_main);
		main_layout = (RelativeLayout) findViewById(R.id.main_layout);
		final Bitmap bitmap = BitmapFactory.decodeResource(getResources(),
				R.drawable.shatan);

		main_layout.getViewTreeObserver().addOnPreDrawListener(
				new ViewTreeObserver.OnPreDrawListener() {

					@Override
					public boolean onPreDraw() {
						blur(bitmap, main_layout);
						return true;
					}
				});
	}

	private void blur(Bitmap bkg, View view) {
		long startMs = System.currentTimeMillis();
		float scaleFactor = 8;
		float radius = 2;

		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.setBackgroundDrawable(new BitmapDrawable(getResources(), overlay));
		System.out.println(System.currentTimeMillis() - startMs + "ms");
	}

我们过一遍这个代码:

  • scaleFactor提供了需要缩小的等级,在代码中我把bitmap的尺寸缩小到原图的1/8。因为这个bitmap在模糊处理时会先被缩小然后再放大,所以在我的模糊算法中就不用radius这个参数了,所以把它设成2。
  • 接着需要创建bitmap,这个bitmap比最后需要的小八倍。
  • 请注意我给Paint提供了FILTER_BITMAP_FLAG标示,这样的话在处理bitmap缩放的时候,就可以达到双缓冲的效果,模糊处理的过程就更加顺畅了。
  • 接下来和之前一样进行模糊处理操作,这次的图片小了很多,幅度也降低了很多,所以模糊过程非常快。
  • 把模糊处理后的图片作为背景,它会自动进行放大操作的。


为什么我们要在addOnPreDrawListener中来调用blur方法呢,这样做是为了能够在onCreate中获取控件尺寸,通过scaleFactor和radius两个参数,我们来控制Blur的程度。

如果我们要做某一部分的Blur效果,一般是将这部分图片裁减下来,然后Blur后设给某个控件的背景


本文参考自http://www.2cto.com/kf/201410/341596.html


可以在dialog的后面造成模糊效果,模糊的实现是基于FastBlur算法实现的。项目地址:https://github.com/tvbarthel/BlurDialogFragment 效果图:使用说明:最简单的使用方式是继承BlurDialogFragment或者SupportBlurDialogFragment。如果你用的是android.app.DialogFragment,那么继承BlurDialogFragment/**  * Simple fragment with blurring effect behind.  */ public class SampleDialogFragment extends BlurDialogFragment {       @Override     public void onCreate(Bundle savedInstanceState) {         super.onCreate(savedInstanceState);         this.debug(true);         this.setBlurRadius(4);         this.setDownScaleFactor(5.0f);           ...     }       ... }如果是android.support.v4.app.DialogFragment 则继承 SupportBlurDialogFragment/**  * Simple fragment with blurring effect behind.  */ public class SampleDialogFragment extends SupportBlurDialogFragment {       @Override     public void onCreate(Bundle savedInstanceState) {         super.onCreate(savedInstanceState);         this.debug(true);         this.setBlurRadius(4);         this.setDownScaleFactor(5.0f);           ...     }       ... }如果你不想使用继承的方式可以直接使用BlurEngine自定义一个DialogFragment/**  * Your blur fragment directly using BlurEngine.  */ public class SampleDialogFragment extends MyCustomDialogFragment {        /**      * Engine used to blur.      */     private BlurDialogEngine mBlurEngine;       @Override     public void onCreate(Bundle savedInstanceState) {         super.onCreate(savedInstanceState);           mBlurEngine = new BlurDialogEngine(getActivity());         mBlurEngine.debug(mDebugEnable);         mBlurEngine.setBlurRadius(8);         mBlurEngine.setDownScaleFactor(8f);     }       @Override     public void onResume() {         super.onResume();         mBlurEngine.onResume(getRetainInstance());     }        @Override     public void onDismiss(DialogInterface dialog) {         super.onDismiss(dialog);         mBlurEngine.onDismiss();     }       @Override     public void onDestroy() {         super.onDestroy();         mBlurEngine.onDestroy();     }       @Override     public void onDestroyView() {         if (getDialog() != null) {             getDialog().setDismissMessage(null);         }         super.onDestroyView();     }       ... }
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