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Android开发之毛玻璃效果实例代码

作者:七叶林

这篇文章主要给大家分享android开发之毛玻璃效果的实例代码,非常具有参考借鉴价值,感兴趣的朋友一起学习吧

这是在网上找的,不过忘了在哪里找的,经过很多比较测试,发现这个方法不会 oom,目前来看 我一直没有遇过,今天才找到这个以前建立的工程,记录下来:

先给大家展示下效果图:

public class FastBlur
{
public static Bitmap doBlur(Bitmap sentBitmap, int radius, boolean canReuseInBitmap) {
// This is a compromise between Gaussian Blur and Box blur
// 这是一个妥协于高斯模糊和方形模糊的产物
// It creates much better looking blurs than Box Blur, but is
// 他不但看上去的模糊效果比方形模糊更好,而且实现速度比高斯模糊要快
// 7x faster than my Gaussian Blur implementation.
// I called it Stack Blur because this describes best how this
// 我叫他堆栈模糊,因为他很好的阐述了过滤器是如何在内存中工作的。
// filter works internally: it creates a kind of moving stack
// of colors whilst scanning through the image. Thereby it
// 他实现了在移动颜色的栈的同时对图片进行扫描。
// just has to add one new block of color to the right side
// 其实它只是在栈的右边添加了一个新的颜色块,然后移除了最左边的颜色。
// of the stack and remove the leftmost color. The remaining
// 在栈最上层模块的剩余颜色块由他们所处的区域是属于栈右边还是左边来决定是增加还是删除
// 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:
// 如果你在你的代码中使用这个算法,请添加下面这行
// Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>
// 堆栈模糊算法由Mario Klingemann <mario@quasimondo.com>所创作
Bitmap bitmap;
if (canReuseInBitmap) {
bitmap = sentBitmap;
} else {
//决定图片像素点的存储,即用图片查看器看图片属性时候的位深参数。
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 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);
}
}

public class MainActivity extends AppCompatActivity {
//这个方法不会oom
/*
* 在addOnPreDrawListener中来调用blur方法是为了能够在onCreate中获取控件尺寸,通过scaleFactor和radius两个参数,来控制Blur的程度。
* */
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
final ImageView imageView = (ImageView) findViewById(R.id.img);
final Bitmap bitmap = BitmapFactory.decodeResource(getResources(),
R.drawable.back1);
imageView.getViewTreeObserver().addOnPreDrawListener(
new ViewTreeObserver.OnPreDrawListener() {
@Override
public boolean onPreDraw() {
blur(bitmap, imageView);
return true;
}
});
}
private void blur(Bitmap bkg, View view) {
long startMs = System.currentTimeMillis();
float scaleFactor = 8;
float radius = 20;
Bitmap overlay = Bitmap.createBitmap(
(int) (view.getMeasuredWidth() / scaleFactor),
(int) (view.getMeasuredHeight() / scaleFactor),
Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(overlay);
canvas.translate(-view.getLeft() / scaleFactor, -view.getTop()
/ scaleFactor);
canvas.scale(1 / scaleFactor, 1 / scaleFactor);
Paint paint = new Paint();
paint.setFlags(Paint.FILTER_BITMAP_FLAG);
canvas.drawBitmap(bkg, 0, 0, paint);
overlay = FastBlur.doBlur(overlay, (int) radius, true);
view.setBackground(new BitmapDrawable(getResources(), overlay));
}
}

以上内容是小编给大家介绍的毛玻璃效果的实例代码,希望对大家有所帮助!

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