1. 程式人生 > >android 製作ios毛玻璃效果(圖片模糊處理)

android 製作ios毛玻璃效果(圖片模糊處理)

先不說廢話直接上效果圖

圖1
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毛玻璃效果在ios裡是非常常見的,但是在android上卻很少見,這是為什麼呢?
ios系統本身就應用了非常多的毛玻璃效果,系統對這種效果有相對比較好的處理,但是android系統並沒有類似的api,直到現在的SDK22也沒有出現,可能是谷歌覺得這種效果沒有借鑑的必要吧,但是很多公司的app都是ios和android併發的,原則上來說android和ios是要完全一樣的,可能在設計上出現這種風格,也並不是不可能,以下展示出程式碼,將帶你簡單的實現毛玻璃效果,
提醒:
處理圖片毛玻璃效果很消耗系統資源,如果是對網路圖片進行處理記得要快取(關於智慧快取的文章我也有寫過,感興趣的朋友可以自己去看看,連線地址我就不貼了),如果是本地圖片,記得每個資料夾都放一套,即使是相同大小的(可能很多新手可能不懂,我還是解釋下好了,資料夾指的是 drawble-hdpi……..)防止報OOM

首頁準備的是處理工具類:BlurUtil .java
全部複製就好,儲存到你專案的Util裡面

package com.ycf.blog_08_blurdemo;

import android.annotation.SuppressLint;
import android.content.Context;
import android.graphics.Bitmap;
import android.os.Build.VERSION;
import android.support.v8.renderscript.Allocation;
import android.support.v8.renderscript.Element;
import
android.support.v8.renderscript.RenderScript; import android.support.v8.renderscript.ScriptIntrinsicBlur; import android.util.Log; /** * 毛玻璃處理類 * @author ycf */ public class BlurUtil { @SuppressLint("NewApi") public static Bitmap fastblur(Context context, Bitmap sentBitmap, int radius) { if
(VERSION.SDK_INT > 16) //判斷SDK的版本,可以更換 { Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true); final RenderScript rs = RenderScript.create(context); final Allocation input = Allocation.createFromBitmap(rs,sentBitmap, 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);/* e.g. 3.f */ script.setInput(input); script.forEach(output); output.copyTo(bitmap); return bitmap; } 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]; Log.e("pix", w + " " + h + " " + pix.length); 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++) { 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); } }

使用詳情
也是直接複製就好 換掉ImageView就好

/*
    背景模糊效果
     */
    private void imageviewblur(Bitmap bmp, final String dizhi) {
        try {
            final Bitmap blurBmp2 = BlurUtil.fastblur(MineActivity.this, bmp, 25);//0-25,表示模糊值
            final Bitmap blurBmp1 = BlurUtil.fastblur(MineActivity.this, blurBmp2, 25);//0-25,表示模糊值
            final Bitmap blurBmp = BlurUtil.fastblur(MineActivity.this, blurBmp1, 25);//0-25,表示模糊值
            mine_imageView.post(new Runnable()  //呼叫UI執行緒
            {
                @Override
                public void run()
                {
                    MyApplication.getAcache().put(dizhi,blurBmp,30 * ACache.TIME_DAY);//快取
                    mine_imageView.setImageBitmap(blurBmp);
                }
            });
        } catch (Exception e) {
            mine_imageView.setImageBitmap(bmp);
        }
    }

細心的童靴肯定留意到了裡面有用到了開執行緒,對的處理圖片是一個耗時操作 所以千萬不要再主執行緒直接進行操作,如果你覺得效果還是不夠模糊 那就多模糊幾次就好

用法就這麼簡單,但是考慮到程式的消耗和穩定性,建議美工出幾張效果比較好的固定圖片