Android高斯模糊实现(非原创)

高斯模糊能够很好的增加图片的美感,在实际开发中使用的比较多,这里提供了三种方式实现这种效果。

RenderScript实现

RenderScript是Android3.0中引入的,用来在Android上编写高性能代码的一种语言(使用C99标准)。
实现高斯模糊的核心代码:

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private void applyBlur() {
image.getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
@Override
public boolean onPreDraw() {
image.getViewTreeObserver().removeOnPreDrawListener(this);
image.buildDrawingCache();
Bitmap bmp = image.getDrawingCache();
blur(bmp, text);
return true;
}
});
}
@TargetApi(Build.VERSION_CODES.JELLY_BEAN_MR1)
private void blur(Bitmap bkg, View view) {
long startMs = System.currentTimeMillis();
float radius = 20;
Bitmap overlay = Bitmap.createBitmap((int)(view.getMeasuredWidth()), (int)(view.getMeasuredHeight()), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(overlay);
canvas.translate(-view.getLeft(), -view.getTop());
canvas.drawBitmap(bkg, 0, 0, null);
RenderScript rs = RenderScript.create(SecondActivity.this);
Allocation overlayAlloc = Allocation.createFromBitmap(rs, overlay);
ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(rs, overlayAlloc.getElement());
blur.setInput(overlayAlloc);
blur.setRadius(radius);
blur.forEach(overlayAlloc);
overlayAlloc.copyTo(overlay);
view.setBackground(new BitmapDrawable(getResources(), overlay));
rs.destroy();
LogUtil.d("cost " + (System.currentTimeMillis() - startMs) + "ms");
}

当ImageView开始加载背景图时,取出它的drawableCache,进行blur处理,Gaussian blur的主要逻辑在blur函数中。对于在Java中使用RenderScript,文档中也有详细描述,对应到我们的代码,步骤为:

  • 初始化一个RenderScript Context.
  • 至少创建一个Allocation对象用于存储需要处理的数据.
  • 创建compute kernel的实例,本例中是内置的ScriptIntrinsicBlur对象.
  • 设置ScriptIntrinsicBlur实例的相关属性,包括Allocation, radius等.
  • 开始blur操作,对应(forEach).
  • 将blur后的结果拷贝回bitmap中。

使用RenderScript存在兼容性的问题,但是性能是非常高的,在API-17以下使用需要导入RenderScript-v8兼容包,暂还试过低版本的兼容,有兴趣的可以谷歌一下。

FastBlur实现

FastBlur实现的核心代码如下:

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import android.graphics.Bitmap;
/**
* Created by Van Gogh on 2016/8/29.
*
* 高斯模糊算法
*/
public class FastBlur {
public static Bitmap doBlur(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);
}
}

blur方法:

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/**
* 一个高斯模糊的算法
*
* 可以对View的背景或者ViewGroup进行模糊,使用了过期的API
*
* @param bkg
* @param view
*/
private void blur(Bitmap bkg, View view) {
long startMs = System.currentTimeMillis();
float radius = 20;
Bitmap overlay = Bitmap.createBitmap((int)(view.getMeasuredWidth()), (int)(view.getMeasuredHeight()), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(overlay);
canvas.translate(-view.getLeft(), -view.getTop());
canvas.drawBitmap(bkg, 0, 0, null);
overlay = FastBlur.doBlur(overlay, (int)radius, true);
view.setBackground(new BitmapDrawable(getResources(), overlay));
LogUtil.d("cost " + (System.currentTimeMillis() - startMs) + "ms");
}

applyBlur方法:

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/**
* 添加模糊效果
*/
private void applyBlur() {
imgBackground.getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
@Override
public boolean onPreDraw() {
imgBackground.getViewTreeObserver().removeOnPreDrawListener(this);
imgBackground.buildDrawingCache();
Bitmap bmp = imgBackground.getDrawingCache();
blur(bmp, imgBackground);//imgBackground替换成需要设置背景模糊的View或ViewGroup
return true;
}
});
}

AdvancedFastBlur实现

AdvancedFastBlur同样是使用FastBlur实现的,原理为先通过缩小图片,使其丢失一些像素点,接着进行模糊化处理,然后再放大到原来尺寸。由于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。代码如下:

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/**
* 一个高斯模糊的算法
*
* 可以对View的背景或者ViewGroup进行模糊,使用了过期的API
*
* @param bkg
* @param view
*/
private void blur(Bitmap bkg, View view) {
long startMs = System.currentTimeMillis();
float radius = 2;//这个比FastBlur中的要小
float scaleFactor = 8;//缩小比例
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.setBackgroundDrawable(Drawable);//只支持api16以上
*/
view.setBackgroundDrawable(new BitmapDrawable(mContext.getResources(), overlay));
LogUtil.d("cost " + (System.currentTimeMillis() - startMs) + "ms");
}

applyBlur方法和FastBlur对象与FastBlur实现中的相同。效率要高于FastBlur。

注意

由于FastBlur是将整个bitmap拷贝到一个临时的buffer中进行像素点操作,因此,它不适合处理一些过大的背景图,会容易导致OOM。