android圖片處理之映像模糊

來源:互聯網
上載者:User

標籤:

這篇文章將給大家介紹android圖片處理的高效做法,大家有需求的時候可以參考一下。

首先我要說明一下本執行個體中實現的效果(我還不會製作gif圖,如果誰會的話,希望可以教一下我):通過手指對圖片的上下滑動,實現圖片的逐漸模糊效果。

找網上找了一張如下(侵權請通知刪除):



下面我來講解一下效果製作的思路。

首先是對映像的模糊處理,最常見的模糊處理方式是高斯模糊,高斯模糊指定一個半徑radius,對於圖片上的每個像素點,以其為中心,有一個radius長的正方形(邊界點除外,但是可以使用對稱的方式計算),對於這個正方形上的每一個點,和權值(權值是根據常態分佈Function Compute出來的)相乘以後相加,再求平均,用該平均值代替中心點的值。

高斯模糊效率比較低,處理時間很長,github上有一個快速模糊的演算法,接下來我們也會用到。

另外,android其實提供了一個高效的圖片處理庫RenderScript,使用這個庫我們也可以快速的進行圖片模糊。

下面來看我寫的,一個圖片模糊處理的類

public class BitmapBlurHelper {    //縮放係數    public final static int SCALE = 8;    /**     * 模糊函數     * @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;//範圍在1-25之間        if (radius<=6&&VERSION.SDK_INT > 16) {//經測試,radius大於6後,fastBlur效率更高,並且RenderScript在api11以上使用            Bitmap bitmap = Bitmap.createScaledBitmap(sentBitmap, sentBitmap.getWidth()/SCALE,sentBitmap.getHeight()/SCALE,false);//先縮放圖片,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);        }    }    /**     * 快速模糊演算法     * @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 <[email protected]>     */    public static Bitmap fastBlur(Bitmap sbitmap, float radiusf){        Bitmap bitmap = Bitmap.createScaledBitmap(sbitmap, sbitmap.getWidth()/SCALE,sbitmap.getHeight()/SCALE,false);//先縮放圖片,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);    }}

從上面的代碼我們可以看到,我首先對圖片進行了比例縮放,這樣做的目的是為了加快模糊處理效率。

如果我們不事先對圖片進行縮放,無論是調用快速模糊還是RenderScript,都會需要較長的計算時間,對於最大模糊效果,前者需要2000ms以上,後者需要需要500ms以上,這個效率顯然是不能接受的。

我們的模糊係數範圍是1-25,因為RenderScript的係數要求就是這個範圍(原因不得而知,但是超過了就會拋異常)。

對於圖片進行縮放以後,我發現了一個神奇的地方,就是快速模糊的效率居然趕上了RenderScript的效率,在radius為6以下,RenderScript較高,在20ms之內,而快速模糊需要200ms以內,但是在6以後,快速模糊只在20ms以內,而RenderScript則超過20ms,並且隨著radius的增大,兩者的差距也拉大。

所以在代碼中,我們根據6為邊界,分別使用兩者,另外RenderScript還要求在API 11以上才能使用。


OK,由來圖片模糊的處理方法,我們現在想實現圖片上的動態效果,簡單的思路就是監聽手指的移動,然後每次都講圖片進行模糊處理。

這種思路面臨一個困難,就是GPU繪製的速度超過了模糊演算法的速度,也就是說模糊計算需要較長時間,這樣會造成程式的卡頓。


我的解決思路是,首先將圖片進行一次最大的模糊處理,得到一張最模糊的圖片,然後將清晰圖片(在下方)和模糊圖片(在上方)疊加,在手指移動過程中,修改模糊圖片的透明度,從而實現從清晰到透明的過渡效果。

怎麼實現圖片疊加呢?我使用了LayerDrawable這個類,並且構造了一個BlurDrawable類

/**  * 模糊drawable */public class BlurDrawable{    //上下兩層圖片    private Drawable[] array = new Drawable[2];    //層疊圖片    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));//生產模糊圖片        array[1].setAlpha(0);        la = new LayerDrawable(array);        la.setLayerInset(0, 0, 0, 0, 0);//層疊        la.setLayerInset(1, 0, 0, 0, 0);    }    /**     * 返回層疊以後的圖片     * @return     */    public LayerDrawable getBlurDrawable() {        return la;    }    /**     * 獲得模糊係數,本質上是透明度     * @return     */    public int getBlur(){        return array[1].getAlpha();    }    /**     * 設定模糊係數     * @param alpha     */    public void setBlur(int alpha){        array[1].setAlpha(alpha);    }}


上面的代碼很簡單,相信大家也看得懂,最後就是為ImageView設定drawable,然後添加一個onClickListener

        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;            }        });        

由於透明度的範圍是0-255,我們的模糊係數也從0到255

只有在action_move過程最後,不斷修改blurDrawable的透明度就可以了,而且透明度改變方法我也提供了


Ok,到此為止,透明效果就實現了,大家看copy一下代碼來看一下,個人認為這段代碼是圖片模糊處理的較好實現例子。

轉載請註明出處哦!


著作權聲明:本文為博主原創文章,未經博主允許不得轉載。

android圖片處理之映像模糊

聯繫我們

該頁面正文內容均來源於網絡整理,並不代表阿里雲官方的觀點,該頁面所提到的產品和服務也與阿里云無關,如果該頁面內容對您造成了困擾,歡迎寫郵件給我們,收到郵件我們將在5個工作日內處理。

如果您發現本社區中有涉嫌抄襲的內容,歡迎發送郵件至: info-contact@alibabacloud.com 進行舉報並提供相關證據,工作人員會在 5 個工作天內聯絡您,一經查實,本站將立刻刪除涉嫌侵權內容。

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.