长文【Android模糊图片处理】

作者: 芒果味的你呀 | 来源:发表于2017-12-17 20:55 被阅读144次

    现在许多app中都应用到了对图片的模糊处理,图片高斯模糊备受设计师的青睐,在各大知名APP中,如微信、手机QQ、网易云音乐等等都有对背景高斯图模糊的设计,还有今日头条、内涵段子等。


    在Android 中,现在常用的图片高斯模糊技术的根本有两种:RenderScript 、fastBlur

    1.RenderScript

    RenderScript是在Android上的高性能运行密集型运算的框架。
    是在Android3.0(API 11)引入的。而Android图片高斯模糊处理,通常也是用这个库来完成。它提供了我们Java层调用的API,实际上是在c/c++ 层来处理的,所以它的效率和性能通常是最高的。
    缺点是:但是它只能在API 17或者更高的版本使用。当然也可以引用兼容包,但是会增加一点包的体积。并且模糊度有有限。

    public class RSBlur {
      @TargetApi(Build.VERSION_CODES.JELLY_BEAN_MR2)
    private static Bitmap rsBlur(Context context,Bitmap source,int radius){
            Bitmap inputBmp = source;
            //(1)初始化一个RenderScript Context:RenderScript 上下文环境通过create(Context)方法来创建,它保证RenderScript的使用并且提供一个控制后续所有RenderScript对象
            RenderScript renderScript =  RenderScript.create(context);
            //(2)通过Script至少创建一个Allocation:一个Allocation是提供存储大量可变数据的RenderScript 对象。
            final Allocation input = Allocation.createFromBitmap(renderScript,inputBmp);
            final Allocation output = Allocation.createTyped(renderScript,input.getType());
            //(3)创建ScriptIntrinsic:它内置了RenderScript 的一些通用操作,如高斯模糊、扭曲变换、图像混合等等
            ScriptIntrinsicBlur scriptIntrinsicBlur = ScriptIntrinsicBlur.create(renderScript, Element.U8_4(renderScript));
            //(4)填充数据到Allocations:除了使用方法createFromBitmap创建的Allocation外,其它的第一次创建时都是填充的空数据。
            scriptIntrinsicBlur.setInput(input);
            //(5)设置模糊半径 (0---25)
            scriptIntrinsicBlur.setRadius(radius);
            //(6)启动内核,调用方法处理:调用forEach 方法模糊处理。
            scriptIntrinsicBlur.forEach(output);
            //(7)从Allocation 中拷贝数据:为了能在Java层访问Allocation的数据,用Allocation其中一个copy方法来拷贝数据。
            output.copyTo(inputBmp);
            //(8)销毁RenderScript对象
            renderScript.destroy();
            return inputBmp;
        }
    }
    

    2.fastBlur

    fastBlur算法它直接在Java层做图片的模糊处理。对每个像素点应用高斯模糊计算、最后在合成Bitmap。就一个方法,使用这种方式不会有兼容性问题,也不会引入jar包导致APK变大。但是这种方法的效率是非常低的,想想也知道,因为是在Java 层处理,速度会更慢。将Bitmap全部加载到内存,较大图片容易OOM。

    源码
    public class FastBlur {
    
      public static Bitmap blur(Bitmap sentBitmap, int radius, boolean canReuseInBitmap) {
    
        // 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>
    
        Bitmap bitmap;
        if (canReuseInBitmap) {
          bitmap = sentBitmap;
        } else {
          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);
      }
    
    }
    
    使用中需要考虑的问题:
    • sdk版本,如果是17或以下,就不能使用RenderScript
    • 模糊前应该对源bitmap进行缩放,图片缩小后再进行模糊处理,需要处理的像素点和半径都变小,从而使得模糊处理速度加快。(缩小的系数应该为2的整数次幂 ,即上面代码中的scale应该为1/2、1/4、1/8 ... 参考BitmapFactory.Options 对图片缩放 的inSample系数)

    两者结合使用

    public Bitmap blurBitmap(Context context,Bitmap source,int radius){
    //缩放
           int width = source.getWidth();
            int height = source.getHeight();
            int scaledWidth = width / 4;
            int scaledHeight = height / 4;
     Bitmap bitmap = Bitmap.createBitmap(scaledWidth, scaledHeight, Bitmap.Config.ARGB_8888);
       Canvas canvas = new Canvas(bitmap);
            canvas.scale(1.0F / (float)this.mSampling, 1.0F / (float)this.mSampling);
            Paint paint = new Paint();
            paint.setFlags(2);
            canvas.drawBitmap(source, 0.0F, 0.0F, paint);
    //模糊处理
      Bitmap newBitmap;
           if(Build.VERSION.SDK_INT >= 18) {
                newBitmap = RSBlur.blur(context, bitmap, radius);
            } else {
                newBitmap = FastBlur.blur(bitmap,radius, true);
            }
            return newBitmap;
    }
    

    【分割线】


    大量加载and优化

    当我们的需求只有对一张图片进行模糊当做背景这种情况,直接进行上面所述的模糊就好,不需要做缓存等处理。
    然而当我们要在列表中加载大量的模糊图片时(就像内涵段子首页视频展示),就要考虑优化,缓存,不应该过多重复的进行模糊。否则对造成滑动卡顿。

    通常我们用Glide加载一张图片,在Glide基础上也有了一个开源库glide-transformations,可以进行模糊处理,并增加缓存,对模糊类也做了封装,方便使用。

    一个小demo

    compile 'jp.wasabeef:glide-transformations:2.0.1'

    xml
    <?xml version="1.0" encoding="utf-8"?>
    <FrameLayout
        xmlns:android="http://schemas.android.com/apk/res/android"
        xmlns:tools="http://schemas.android.com/tools"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:orientation="vertical"
        android:layout_marginTop="20dp"
        tools:context="com.lihongxin.blog.test.testproject.MainActivity">
    
        <ImageView
            android:id="@+id/iv_blur"
            android:layout_width="match_parent"
            android:layout_height="360dp"
            android:scaleType="centerCrop"/>
    
        <ImageView
            android:id="@+id/iv_origin"
            android:layout_width="wrap_content"
            android:layout_height="360dp"
            android:layout_gravity="center_horizontal"
            android:scaleType="centerCrop" />
    </FrameLayout>
    
    
    public class MainActivity extends AppCompatActivity {
        private Context context;
        private ImageView iv_blur;
        private ImageView iv_origin;
        private String url ="http://mvimg2.meitudata.com/583bc2f76f58a6875.jpg";
    
        @Override
        protected void onCreate(@Nullable Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
            context=this;
            setContentView(R.layout.activity_main);
            this.iv_blur = (ImageView) findViewById(R.id.iv_blur);
            this.iv_origin = (ImageView) findViewById(R.id.iv_origin);
            Glide.with(context).load(url)
                    .bitmapTransform(new BlurTransformation(context, 23, 4)).into(new SimpleTarget<GlideDrawable>() {
                @Override
                public void onResourceReady(final GlideDrawable glideDrawable, GlideAnimation<? super GlideDrawable> glideAnimation) {
                    Glide.with(context).load(url)
                            .asBitmap().into(new SimpleTarget<Bitmap>() {
                        @Override
                        public void onResourceReady(Bitmap resource, GlideAnimation<? super Bitmap> glideAnimation) {
                            //resource为原图 glideDrawable为模糊处理后得到的
                            //为了不改变原图的宽高,对原图resource进行等比例缩放
                            Matrix matrix = new Matrix();
                            float scale=resource.getHeight()/360 * context.getResources().getDisplayMetrics().density;
                            matrix.postScale(scale, scale);
                            Bitmap newResource=Bitmap.createBitmap(resource, 0, 0, resource.getWidth(), resource.getHeight(), matrix,
                                    true);
                            iv_origin.setImageBitmap(resource);
                            iv_blur.setImageDrawable(glideDrawable);
                        }
                    });
                }
            });
    
        }
    }
    

    效果如下:


    继续优化 可以看出我们进行了两次图片加载,一次用作背景模糊,一次用作原图显示,整体显得臃肿,还增加的请求的次数,所以我们可以重写自己的转换类,做我们自己的操作,把这两张图片进行合成。

    如下:

    public class MyBlurTransformation implements Transformation<Bitmap> {
        private static int MAX_RADIUS = 25;
        private static int DEFAULT_DOWN_SAMPLING = 1;
        private Context mContext;
        private BitmapPool mBitmapPool;
        private int mRadius;
        private int mSampling;
        private int bitmapWidth;
        private int bitmapHeight;
        public MyBlurTransformation(Context context, BitmapPool pool, int radius, int sampling
                                    ,int bitmapWidth,int bitmapHeight){
            this.mContext = context.getApplicationContext();
            this.mBitmapPool = pool;
            this.mRadius = radius;
            this.mSampling = sampling;
            this.bitmapHeight=bitmapHeight;
            this.bitmapWidth=bitmapWidth;
        }
    
        public MyBlurTransformation(Context context, int radius, int sampling
                ,int bitmapWidth,int bitmapHeight) {
            this(context, Glide.get(context).getBitmapPool(), radius, sampling,bitmapWidth,bitmapHeight);
        }
    
        @Override
        public Resource<Bitmap> transform(Resource<Bitmap> resource, int outWidth, int outHeight) {
            //source为原图 glide 的url
            Bitmap source = (Bitmap)resource.get();
            Bitmap composeBitmap= this.mBitmapPool.get(source.getWidth()/this.mSampling, source.getHeight()/this.mSampling, Bitmap.Config.ARGB_8888);
            if (composeBitmap==null){
                composeBitmap= composeBitmap(source);
            }
            return BitmapResource.obtain(composeBitmap, this.mBitmapPool);
        }
    
        private Bitmap composeBitmap(Bitmap source) {
            int width = source.getWidth();
            int height = source.getHeight();
            int scaledWidth = width / this.mSampling;
            int scaledHeight = height / this.mSampling;
            Bitmap bitmap = this.mBitmapPool.get(scaledWidth, scaledHeight, Bitmap.Config.ARGB_8888);
            if(bitmap == null) {
                bitmap = Bitmap.createBitmap(scaledWidth, scaledHeight, Bitmap.Config.ARGB_8888);
            }
    
            Canvas canvas = new Canvas(bitmap);
            canvas.scale(1.0F / (float)this.mSampling, 1.0F / (float)this.mSampling);
            Paint paint = new Paint();
            paint.setFlags(2);
            canvas.drawBitmap(source, 0.0F, 0.0F, paint);
            if(Build.VERSION.SDK_INT >= 18) {
                try {
                    bitmap = RSBlur.blur(this.mContext, bitmap, this.mRadius);
                } catch (RSRuntimeException var13) {
                    bitmap = FastBlur.blur(bitmap, this.mRadius, true);
                }
            } else {
                bitmap = FastBlur.blur(bitmap, this.mRadius, true);
            }
            Bitmap scaleGlideBitmap=scaleBlurBitmap(bitmap);
            Bitmap scaleResourceBitmap=scaleOriginBitmap(source);
            Bitmap newBitmap=Bitmap.createBitmap(bitmapWidth,bitmapHeight,scaleResourceBitmap.getConfig());
            Canvas canvasnew=new Canvas(newBitmap);
            canvasnew.drawBitmap(scaleGlideBitmap,0,0,null);
            canvasnew.drawBitmap(scaleResourceBitmap,(bitmapWidth-scaleResourceBitmap.getWidth())/2,0,null);
            canvasnew.save(Canvas.ALL_SAVE_FLAG);//保存
            canvasnew.restore();//存储
            return  newBitmap;
        }
    
    
        private Bitmap scaleOriginBitmap(Bitmap bkg) {
            int originHeight = bkg.getHeight();
            float scaleWidth = ((float) bitmapHeight) / originHeight;
            Matrix matrix = new Matrix();
            matrix.postScale(scaleWidth, scaleWidth);
            return Bitmap.createBitmap(bkg, 0, 0, bkg.getWidth(), bkg.getHeight(), matrix,
                    true);
        }
    
        private Bitmap scaleBlurBitmap(Bitmap bitmap) {
            float scaleWidth=(float) bitmapWidth/bitmap.getWidth();
            float scaleHeight=(float) bitmapHeight/bitmap.getHeight();
            Matrix matrix = new Matrix();
            matrix.postScale(scaleWidth, scaleHeight);
            return Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), matrix,
                    true);
        }
    
        @Override
        public String getId() {
            return "BlurTransformation(radius=" + this.mRadius + ", sampling=" + this.mSampling + ")";
        }
    }
    
    

    然后MainActivity使用就可以如下这么写 (去掉iv_origin,用一张图显示)

    
    传入 也就是imageview的宽高,用作对原图的缩放
    bitmapWidth =
    bitmapHeight= 自己获取
    
          Glide.with(mContext).load(url).bitmapTransform(new MyBlurTransformation(mContext,23, 4,bitmapWidth,bitmapHeight)).into(new SimpleTarget<GlideDrawable>(){
                                    @Override
                                    public void onResourceReady(GlideDrawable resource, GlideAnimation<? super GlideDrawable> glideAnimation) {
                                        if (url.equals(vertical_view.getTag())) {
                                            blur_iv.setImageDrawable(resource);
                                        }
    
                                    }
                                });
    

    以上例子只展示显示一张图,当然可以把它用在列表中,也已经做了缓存。

    相关文章

      网友评论

      • kevin_nazgul:RenderScript速度快的原因是因为它采用了并行计算,而不仅仅是因为它是c/c++。
        > The RenderScript runtime parallelizes work across processors available on a device, such as multi-core CPUs and GPUs. This allows you to focus on expressing algorithms rather than scheduling work.
        芒果味的你呀:@kevin_nazgul 了解了
        芒果味的你呀:@kevin_nazgul 谢谢

      本文标题:长文【Android模糊图片处理】

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