标签:
这篇文章将给大家介绍android图片处理的高效做法,大家有需求的时候可以参考一下。
首先我要说明一下本实例中实现的效果(我还不会制作gif图,如果谁会的话,希望可以教一下我):通过手指对图片的上下滑动,实现图片的逐渐模糊效果。
找网上找了一张效果图如下(侵权请通知删除):
下面我来讲解一下效果制作的思路。
首先是对图像的模糊处理,最常见的模糊处理方式是高斯模糊,高斯模糊指定一个半径radius,对于图片上的每个像素点,以其为中心,有一个radius长的正方形(边界点除外,但是可以使用对称的方式计算),对于这个正方形上的每一个点,和权值(权值是根据正态分布函数计算出来的)相乘以后相加,再求平均,用该平均值代替中心点的值。
高斯模糊效率比较低,处理时间很长,github上有一个快速模糊的算法,接下来我们也会用到。
另外,android其实提供了一个高效的图片处理库RenderScript,使用这个库我们也可以快速的进行图片模糊。
下面来看我写的,一个图片模糊处理的类
public class BitmapBlurHelper { //缩放系数 public final static int SCALE = 8; /** * 模糊函数 * @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;//范围在1-25之间 if (radius<=6&&VERSION.SDK_INT > 16) {//经测试,radius大于6后,fastBlur效率更高,并且RenderScript在api11以上使用 Bitmap bitmap = Bitmap.createScaledBitmap(sentBitmap, sentBitmap.getWidth()/SCALE,sentBitmap.getHeight()/SCALE,false);//先缩放图片,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 <mario@quasimondo.com> */ public static Bitmap fastBlur(Bitmap sbitmap, float radiusf){ Bitmap bitmap = Bitmap.createScaledBitmap(sbitmap, sbitmap.getWidth()/SCALE,sbitmap.getHeight()/SCALE,false);//先缩放图片,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); } }
如果我们不事先对图片进行缩放,无论是调用快速模糊还是RenderScript,都会需要较长的计算时间,对于最大模糊效果,前者需要2000ms以上,后者需要需要500ms以上,这个效率显然是不能接受的。
我们的模糊系数范围是1-25,因为RenderScript的系数要求就是这个范围(原因不得而知,但是超过了就会抛异常)。
对于图片进行缩放以后,我发现了一个神奇的地方,就是快速模糊的效率居然赶上了RenderScript的效率,在radius为6以下,RenderScript较高,在20ms之内,而快速模糊需要200ms以内,但是在6以后,快速模糊只在20ms以内,而RenderScript则超过20ms,并且随着radius的增大,两者的差距也拉大。
所以在代码中,我们根据6为边界,分别使用两者,另外RenderScript还要求在API 11以上才能使用。
OK,由来图片模糊的处理方法,我们现在想实现图片上的动态效果,简单的思路就是监听手指的移动,然后每次都讲图片进行模糊处理。
这种思路面临一个困难,就是GPU绘制的速度超过了模糊算法的速度,也就是说模糊计算需要较长时间,这样会造成程序的卡顿。
我的解决思路是,首先将图片进行一次最大的模糊处理,得到一张最模糊的图片,然后将清晰图片(在下方)和模糊图片(在上方)叠加,在手指移动过程中,修改模糊图片的透明度,从而实现从清晰到透明的过渡效果。
怎么实现图片叠加呢?我使用了LayerDrawable这个类,并且构造了一个BlurDrawable类
/** * 模糊drawable */ public class BlurDrawable{ //上下两层图片 private Drawable[] array = new Drawable[2]; //层叠图片 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));//生产模糊图片 array[1].setAlpha(0); la = new LayerDrawable(array); la.setLayerInset(0, 0, 0, 0, 0);//层叠 la.setLayerInset(1, 0, 0, 0, 0); } /** * 返回层叠以后的图片 * @return */ public LayerDrawable getBlurDrawable() { return la; } /** * 获得模糊系数,本质上是透明度 * @return */ public int getBlur(){ return array[1].getAlpha(); } /** * 设置模糊系数 * @param alpha */ public void setBlur(int alpha){ array[1].setAlpha(alpha); } }
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; } });
只有在action_move过程最后,不断修改blurDrawable的透明度就可以了,而且透明度改变方法我也提供了
Ok,到此为止,透明效果就实现了,大家看copy一下代码来看一下,个人认为这段代码是图片模糊处理的较好实现例子。
转载请注明出处哦!
版权声明:本文为博主原创文章,未经博主允许不得转载。
标签:
原文地址:http://blog.csdn.net/crazy__chen/article/details/47027069