毛玻璃效果:高斯模糊效果:
//高斯模糊,毛玻璃
//低于Android4.2可以用Java原生代码实现。但是效率会低不少:这完全是一种妥协的方式,不推荐
public Bitmap fastblur(Context context, Bitmap sentBitmap, int radius) {
Bitmap 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 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);
}
// RenderScript的这个方法需要Android API17
private void blur(Bitmap bkg, View view, float radius) {
Bitmap overlay = Bitmap.createBitmap(view.getMeasuredWidth(), view.getMeasuredHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(overlay);
canvas.drawBitmap(bkg, -view.getLeft(), -view.getTop(), null);
RenderScript rs = RenderScript.create(this);
Allocation overlayAlloc = Allocation.createFromBitmap(rs, overlay);
ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(rs, overlayAlloc.getElement());
blur.setInput(overlayAlloc);
blur.setRadius(radius);
blur.forEach(overlayAlloc);
overlayAlloc.copyTo(overlay);
view.setBackground(new BitmapDrawable(getResources(), overlay));
rs.destroy();
}
//api在16以上,可以使用系统提供的方法直接处理图片
if (VERSION.SDK_INT > 16) {
Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
final RenderScript rs = RenderScript.create(context);
final Allocation input = Allocation.createFromBitmap(rs, sentBitmap, 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 /* e.g. 3.f */);
script.setInput(input);
script.forEach(output);
output.copyTo(bitmap);
return bitmap;
}
//C 语言实现
static int* StackBlur(int* pix, int w, int h, int radius) {
int wm = w - 1;
int hm = h - 1;
int wh = w * h;
int div = radius + radius + 1;
int *r = (int *)malloc(wh * sizeof(int));
int *g = (int *)malloc(wh * sizeof(int));
int *b = (int *)malloc(wh * sizeof(int));
int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
int *vmin = (int *)malloc(MAX(w,h) * sizeof(int));
int divsum = (div + 1) >> 1;
divsum *= divsum;
int *dv = (int *)malloc(256 * divsum * sizeof(int));
for (i = 0; i < 256 * divsum; i++) {
dv[i] = (i / divsum);
}
yw = yi = 0;
int(*stack)[3] = (int(*)[3])malloc(div * 3 * sizeof(int));
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 + (MIN(wm, MAX(i, 0)))];
sir = stack[i + radius];
sir[0] = (p & 0xff0000) >> 16;
sir[1] = (p & 0x00ff00) >> 8;
sir[2] = (p & 0x0000ff);
rbs = r1 - 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] = 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 = MAX(0, yp) + x;
sir = stack[i + radius];
sir[0] = r[yi];
sir[1] = g[yi];
sir[2] = b[yi];
rbs = r1 - 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] = 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;
}
}
free(r);
free(g);
free(b);
free(vmin);
free(dv);
free(stack);
return(pix);
}
//高斯模糊
public static void gaussBlur(int[] data, int width, int height, int radius,float sigma) {
float pa = (float) (1 / (Math.sqrt(2 * Math.PI) * sigma));
float pb = -1.0f / (2 * sigma * sigma);
// generate the Gauss Matrix
float[] gaussMatrix = new float[radius * 2 + 1];
float gaussSum = 0f;
for (int i = 0, x = -radius; x <= radius; ++x, ++i) {
float g = (float) (pa * Math.exp(pb * x * x));
gaussMatrix[i] = g;
gaussSum += g;
}
for (int i = 0, length = gaussMatrix.length; i < length; ++i) {
gaussMatrix[i] /= gaussSum;
}
// x direction
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
float r = 0, g = 0, b = 0;
gaussSum = 0;
for (int j = -radius; j <= radius; ++j) {
int k = x + j;
if (k >= 0 && k < width) {
int index = y * width + k;
int color = data[index];
int cr = (color & 0x00ff0000) >> 16;
int cg = (color & 0x0000ff00) >> 8;
int cb = (color & 0x000000ff);
r += cr * gaussMatrix[j + radius];
g += cg * gaussMatrix[j + radius];
b += cb * gaussMatrix[j + radius];
gaussSum += gaussMatrix[j + radius];
}
}
int index = y * width + x;
int cr = (int) (r / gaussSum);
int cg = (int) (g / gaussSum);
int cb = (int) (b / gaussSum);
data[index] = cr << 16 | cg << 8 | cb | 0xff000000;
}
}
// y direction
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
float r = 0, g = 0, b = 0;
gaussSum = 0;
for (int j = -radius; j <= radius; ++j) {
int k = y + j;
if (k >= 0 && k < height) {
int index = k * width + x;
int color = data[index];
int cr = (color & 0x00ff0000) >> 16;
int cg = (color & 0x0000ff00) >> 8;
int cb = (color & 0x000000ff);
r += cr * gaussMatrix[j + radius];
g += cg * gaussMatrix[j + radius];
b += cb * gaussMatrix[j + radius];
gaussSum += gaussMatrix[j + radius];
}
}
int index = y * width + x;
int cr = (int) (r / gaussSum);
int cg = (int) (g / gaussSum);
int cb = (int) (b / gaussSum);
data[index] = cr << 16 | cg << 8 | cb | 0xff000000;
}
}
}
旧时光效果:
/**
* 旧时光特效
*
* @param bmp
* 原图片
* @return 旧时光特效图片
*/
public static Bitmap oldTimeFilter (Bitmap bmp)
{
int width = bmp.getWidth();
int height = bmp.getHeight();
Bitmap bitmap = Bitmap.createBitmap (width, height, Bitmap.Config.RGB_565);
int pixColor = 0;
int pixR = 0;
int pixG = 0;
int pixB = 0;
int newR = 0;
int newG = 0;
int newB = 0;
int[] pixels = new int[width * height];
bmp.getPixels (pixels, 0, width, 0, 0, width, height);
for (int i = 0; i < height; i++)
{
for (int k = 0k < width; k++)
{
pixColor = pixels[width * i + k];
pixR = Color.red (pixColor);
pixG = Color.green (pixColor);
pixB = Color.blue (pixColor);
newR = (int) (0.393 * pixR + 0.769 * pixG + 0.189 * pixB);
newG = (int) (0.349 * pixR + 0.686 * pixG + 0.168 * pixB);
newB = (int) (0.272 * pixR + 0.534 * pixG + 0.131 * pixB);
int newColor = Color.argb (255, newR > 255 ? 255 : newR, newG > 255 ? 255 : newG, newB > 255 ? 255 : newB);
pixels[width * i + k] = newColor;
}
}
bitmap.setPixels (pixels, 0, width, 0, 0, width, height);
return bitmap;
}
暖意效果:
/**
* 暖意特效
*
* @param bmp
* 原图片
* @param centerX
* 光源横坐标
* @param centerY
* 光源纵坐标
* @return 暖意特效图片
*/
public static Bitmap warmthFilter (Bitmap bmp, int centerX, int centerY)
{
final int width = bmp.getWidth();
final int height = bmp.getHeight();
Bitmap bitmap = Bitmap.createBitmap (width, height, Bitmap.Config.RGB_565);
int pixR = 0;
int pixG = 0;
int pixB = 0;
int pixColor = 0;
int newR = 0;
int newG = 0;
int newB = 0;
int radius = Math.min (centerX, centerY);
final float strength = 150F;
// 光照强度 100~150
int[] pixels = new int[width * height];
bmp.getPixels (pixels, 0, width, 0, 0, width, height);
int pos = 0;
for (int i = 1, length = height - 1; i < length; i++)
{
for (int k = 1, len = width - 1; k < len; k++)
{
pos = i * width + k;
pixColor = pixels[pos];
pixR = Color.red (pixColor);
pixG = Color.green (pixColor);
pixB = Color.blue (pixColor);
newR = pixR;
newG = pixG;
newB = pixB;
// 计算当前点到光照中心的距离,平面座标系中求两点之间的距离
int distance = (int) (Math.pow ( (centerY - i), 2) + Math.pow (centerX - k, 2) );
if (distance < radius * radius)
{
// 按照距离大小计算增加的光照值
int result = (int) (strength * (1.0 - Math.sqrt (distance) / radius) );
newR = pixR + result;
newG = pixG + result;
newB = pixB + result;
}
newR = Math.min (255, Math.max (0, newR) );
newG = Math.min (255, Math.max (0, newG) );
newB = Math.min (255, Math.max (0, newB) );
pixels[pos] = Color.argb (255, newR, newG, newB);
}
}
bitmap.setPixels (pixels, 0, width, 0, 0, width, height);
return bitmap;
}
lomo效果
/**
* LOMO特效
*
* @param bitmap
* 原图片
* @return LOMO特效图片
*/
public static Bitmap lomoFilter (Bitmap bitmap)
{
int width = bitmap.getWidth();
int height = bitmap.getHeight();
int dst[] = new int[width * height];
bitmap.getPixels (dst, 0, width, 0, 0, width, height);
int ratio = width > height ? height * 32768 / width : width * 32768 / height;
int cx = width >> 1;
int cy = height >> 1;
int max = cx * cx + cy * cy;
int min = (int) (max * (1 - 0.8f) );
int diff = max - min;
int ri, gi, bi;
int dx, dy, distSq, v;
int R, G, B;
int value;
int pos, pixColor;
int newR, newG, newB;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
pos = y * width + x;
pixColor = dst[pos];
R = Color.red (pixColor);
G = Color.green (pixColor);
B = Color.blue (pixColor);
value = R < 128 ? R : 256 - R;
newR = (value * value * value) / 64 / 256;
newR = (R < 128 ? newR : 255 - newR);
value = G < 128 ? G : 256 - G;
newG = (value * value) / 128;
newG = (G < 128 ? newG : 255 - newG);
newB = B / 2 + 0x25;
// ==========边缘黑暗==============//
dx = cx - x;
dy = cy - y;
if (width > height)
{
dx = (dx * ratio) >> 15;
}
else
{
dy = (dy * ratio) >> 15;
}
distSq = dx * dx + dy * dy;
if (distSq > min)
{
v = ( (max - distSq) << 8) / diff;
v *= v;
ri = newR * v >> 16;
gi = newG * v >> 16;
bi = newB * v >> 16;
newR = ri > 255 ? 255 : (ri < 0 ? 0 : ri);
newG = gi > 255 ? 255 : (gi < 0
? 0 : gi);
newB = bi > 255 ? 255 : (bi < 0 ? 0 : bi);
}
// ==========边缘黑暗end==============//
dst[pos] = Color.rgb (newR, newG, newB);
}
}
Bitmap acrossFlushBitmap = Bitmap.createBitmap (width, height, Bitmap.Config.RGB_565);
acrossFlushBitmap.setPixels (dst, 0, width, 0, 0, width, height);
return acrossFlushBitmap;
}
高斯模糊效果: