Realization of the effect of Android frosted glass

Source: Internet
Author: User
Tags vmin

Android frosted glass effect, mainly found in the 3 implementation scheme,

1, if the system's API is above 16, can use the system provides the method direct processing picture

 if (Build.VERSION.SDK_INT >) {<span style= "white-space:pre" ></span>bitmap Bitmap = sentbitmap.copy ( Sentbitmap.getconfig (), true); <span style= "White-space:pre" ></span>final renderscript rs = Renderscript.create (context); <span style= "White-space:pre" ></span>final Allocation input = Allocation.createfrombitmap (RS, Sentbitmap, Allocation.mipmapcontrol.mipmap_none<span style= "White-space:pre" ></span&gt, Allocation.usage_script); <span style= "White-space:pre" ></span>final Allocation Output = allocation.createtyped (RS, Input.gettype ()); <span style= "White-space:pre" ></span>final Scriptintrinsicblur script = Scriptintrinsicblur.create (RS, Element.u8_4 (RS)) <span style= "White-space:pre" > </span>script.setradius (RADIUS/* e.g. 3.F */); <span style= "White-space:pre" ></span> Script.setinput (input), <span style= "White-space:pre" ></span>script.foreach (output); <span style= " White-space:pre "; </span>output.copyto (bitmap); <span style= "White-space:pre" ></span>return bitmap;} 

2, if the API conditions are not satisfied, you can use the following methods

  @SuppressLint ("Newapi") public static 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];//log.e ("Pix", W + "+ H +" + pix.length);        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 = 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; + +) {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; + +) {rinsum = Ginsum = Binsum = Routsum = Goutsum = Boutsum = Rsum = Gsum = BS            um = 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); }

3, the above method has a problem, the performance is low, below provides a C implementation

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 (divsum * sizeof (int));    for (i = 0; i < * 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; + +) {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; + +) {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] = (0xff 000000 & 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);



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Realization of the effect of Android frosted glass

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