首页 > 系统 > Android > 正文

Android模糊处理简单实现毛玻璃效果

2020-04-11 10:47:24
字体:
来源:转载
供稿:网友

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,这是怎样的一个效果呢,我们先来看一下,如下面的图片:

实现效果大家都知道了,如何在Android中实现呢,说白了就是对图片进行模糊化处理,小编先给大家讲一下Android高级模糊技术的原理,如下:

  • 首先我创建了一个空的bitmap,把背景的一部分复制进去,之后我会对这个bitmap进行模糊处理并设置为TextView的背景。
  • 通过这个bitmap保存Canvas的状态;
  • 在父布局文件中把Canvas移动到TextView的位置;
  • 把ImageView的内容绘到bitmap中;
  • 此时,我们就有了一个和TextView一样大小的bitmap,它包含了ImageView的一部分内容,也就是TextView背后一层布局的内容;
  • 创建一个Renderscript的实例;
  • 把bitmap复制一份到Renderscript需要的数据片中;
  • 创建Renderscript模糊处理的实例;
  • 设置输入,半径范围然后进行模糊处理;
  • 把处理后的结果复制回之前的bitmap中;
  • 好了,我们已经把bitmap惊醒模糊处理了,可以将它设置为TextView背景了;

我最近在做一款App,其中有一个功能需要对图片处理实现毛玻璃的特效,经过一番研究,找到了3中实现方案,其中各有优缺点,如果系统的api在16以上,可以使用系统提供的方法直接处理图片,但是小编认为下边的解决方案是实现效果最好的。
代码如下:

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);   } 

以上就是本文的全部内容,帮助大家轻松实现毛玻璃效果,希望大家喜欢。

发表评论 共有条评论
用户名: 密码:
验证码: 匿名发表