转载自:http://blog.csdn.net/crazy__chen/article/details/47027069
这篇文章将给大家介绍android图片处理的高效做法,大家有需求的时候可以参考一下。
首先我要说明一下本实例中实现的效果(我还不会制作gif图,如果谁会的话,希望可以教一下我):通过手指对图片的上下滑动,实现图片的逐渐模糊效果。
找网上找了一张效果图如下(侵权请通知删除):
下面我来讲解一下效果制作的思路。
首先是对图像的模糊处理,最常见的模糊处理方式是高斯模糊,高斯模糊指定一个半径radius,对于图片上的每个像素点,以其为中心,有一个radius长的正方形(边界点除外,但是可以使用对称的方式计算),对于这个正方形上的每一个点,和权值(权值是根据正态分布函数计算出来的)相乘以后相加,再求平均,用该平均值代替中心点的值。
高斯模糊效率比较低,处理时间很长,github上有一个快速模糊的算法,接下来我们也会用到。
另外,android其实提供了一个高效的图片处理库RenderScript,使用这个库我们也可以快速的进行图片模糊。
下面来看我写的,一个图片模糊处理的类
- public class BitmapBlurHelper {
- //缩放系数
- public final static int SCALE = 8;
- /**
- * 模糊函数
- * @param context
- * @param sentBitmap
- * @param radius
- * @return
- */
- public static Bitmap doBlur(Context context, Bitmap sentBitmap, float radius) {
- if(sentBitmap==null) return null;
- if (radius <= 0 || radius > 25) radius = 25f;//范围在1-25之间
- if (radius<=6&&VERSION.SDK_INT > 16) {//经测试,radius大于6后,fastBlur效率更高,并且RenderScript在api11以上使用
- Bitmap bitmap = Bitmap.createScaledBitmap(sentBitmap, sentBitmap.getWidth()/SCALE,sentBitmap.getHeight()/SCALE,false);//先缩放图片,增加模糊速度
- final RenderScript rs = RenderScript.create(context);
- final Allocation input = Allocation.createFromBitmap(rs, bitmap, Allocation.MipmapControl.MIPMAP_NONE,
- Allocation.USAGE_SCRIPT);
- final Allocation output = Allocation.createTyped(rs, input.getType());
- final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
- script.setRadius(radius);
- script.setInput(input);
- script.forEach(output);
- output.copyTo(bitmap);
- rs.destroy();
- return bitmap;
- }else{//快速模糊
- return fastBlur(sentBitmap,radius);
- }
- }
- /**
- * 快速模糊算法
- * @param sbitmap
- * @param radiusf
- * @return
- * Stack Blur v1.0 from
- * http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html
- * Java Author: Mario Klingemann <mario at quasimondo.com>
- * http://incubator.quasimondo.com
- * created Feburary 29, 2004
- * Android port : Yahel Bouaziz <yahel at kayenko.com>
- * http://www.kayenko.com
- * ported april 5th, 2012
- * This is a compromise between Gaussian Blur and Box blur
- * It creates much better looking blurs than Box Blur, but is
- * 7x faster than my Gaussian Blur implementation.
- * I called it Stack Blur because this describes best how this
- * filter works internally: it creates a kind of moving stack
- * of colors whilst scanning through the image. Thereby it
- * just has to add one new block of color to the right side
- * of the stack and remove the leftmost color. The remaining
- * 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:
- *
- * Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>
- */
- public static Bitmap fastBlur(Bitmap sbitmap, float radiusf){
- Bitmap bitmap = Bitmap.createScaledBitmap(sbitmap, sbitmap.getWidth()/SCALE,sbitmap.getHeight()/SCALE,false);//先缩放图片,增加模糊速度
- int radius = (int)radiusf;
- 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);
- }
- }
从上面的代码我们可以看到,我首先对图片进行了比例缩放,这样做的目的是为了加快模糊处理效率。
如果我们不事先对图片进行缩放,无论是调用快速模糊还是RenderScript,都会需要较长的计算时间,对于最大模糊效果,前者需要2000ms以上,后者需要需要500ms以上,这个效率显然是不能接受的。
我们的模糊系数范围是1-25,因为RenderScript的系数要求就是这个范围(原因不得而知,但是超过了就会抛异常)。
对于图片进行缩放以后,我发现了一个神奇的地方,就是快速模糊的效率居然赶上了RenderScript的效率,在radius为6以下,RenderScript较高,在20ms之内,而快速模糊需要200ms以内,但是在6以后,快速模糊只在20ms以内,而RenderScript则超过20ms,并且随着radius的增大,两者的差距也拉大。
所以在代码中,我们根据6为边界,分别使用两者,另外RenderScript还要求在API 11以上才能使用。
OK,由来图片模糊的处理方法,我们现在想实现图片上的动态效果,简单的思路就是监听手指的移动,然后每次都讲图片进行模糊处理。
这种思路面临一个困难,就是GPU绘制的速度超过了模糊算法的速度,也就是说模糊计算需要较长时间,这样会造成程序的卡顿。
我的解决思路是,首先将图片进行一次最大的模糊处理,得到一张最模糊的图片,然后将清晰图片(在下方)和模糊图片(在上方)叠加,在手指移动过程中,修改模糊图片的透明度,从而实现从清晰到透明的过渡效果。
怎么实现图片叠加呢?我使用了LayerDrawable这个类,并且构造了一个BlurDrawable类
- /**
- * 模糊drawable
- */
- public class BlurDrawable{
- //上下两层图片
- private Drawable[] array = new Drawable[2];
- //层叠图片
- private LayerDrawable la;
- /**
- * @param context
- * @param res
- * @param bitmap
- */
- public BlurDrawable(Context context,Resources res, Bitmap bitmap) {
- array[0] = new BitmapDrawable(res,bitmap);
- array[1] = new BitmapDrawable(res,BitmapBlurHelper.doBlur(context,bitmap,25));//生产模糊图片
- array[1].setAlpha(0);
- la = new LayerDrawable(array);
- la.setLayerInset(0, 0, 0, 0, 0);//层叠
- la.setLayerInset(1, 0, 0, 0, 0);
- }
- /**
- * 返回层叠以后的图片
- * @return
- */
- public LayerDrawable getBlurDrawable() {
- return la;
- }
- /**
- * 获得模糊系数,本质上是透明度
- * @return
- */
- public int getBlur(){
- return array[1].getAlpha();
- }
- /**
- * 设置模糊系数
- * @param alpha
- */
- public void setBlur(int alpha){
- array[1].setAlpha(alpha);
- }
- }
- mBlurImage = (ImageView)findViewById(R.id.img);
- final Bitmap bp = BitmapFactory.decodeResource(getResources(), R.drawable.ssd);
- final BlurDrawable blurDrawable = new BlurDrawable(this, getResources(),bp);
- mBlurImage.setImageDrawable(blurDrawable.getBlurDrawable());
- mBlurImage.setOnTouchListener(new View.OnTouchListener() {
- private float mLastY;
- @Override
- public boolean onTouch(View v, MotionEvent event) {
- switch (event.getAction()) {
- case MotionEvent.ACTION_DOWN:
- mLastY = event.getY();
- break;
- case MotionEvent.ACTION_MOVE:
- float y = event.getY();
- float alphaDelt = (y - mLastY) / 50;
- int alpha = (int) (blurDrawable.getBlur() + alphaDelt);
- Log.i("time", alpha + "");
- if (alpha > 255) {
- alpha = 255;
- } else if (alpha < 0.0) {
- alpha = 0;
- }
- blurDrawable.setBlur(alpha);
- break;
- case MotionEvent.ACTION_UP:
- break;
- }
- return true;
- }
- });
由于透明度的范围是0-255,我们的模糊系数也从0到255
只有在action_move过程最后,不断修改blurDrawable的透明度就可以了,而且透明度改变方法我也提供了
Ok,到此为止,透明效果就实现了,大家看copy一下代码来看一下,个人认为这段代码是图片模糊处理的较好实现例子。