Glide框架高斯模糊图片处理

转自:https://ligboy.org/?p=380

对于不需要看废话的请直接Show me the code

对于模糊处理,一般的解决方案有四种:

  1. Java实现的算法处理;
  2. NDK实现的算法处理;
  3. RenderScript处理;
  4. openGL处理;

这四种方案的性能考虑的话,一般来讲应该是: 1 < 3 < 2  < 4 (2、3的性能非常接近),不过当属RenderScript方式最为简便(很显然嘛,平台无关性)。

RenderScript是Android自SDK17提供的一套平台无关计算密集脚本,它使用C99语法脚本,可以实现高性能的计算,而其包含大量内联函数,其中就包括了我们今天用到的:ScriptIntrinsicBlur,这是一个高斯模糊处理内联函数,一般系统用来进行阴影的计算处理。

上面有提到RenderScript是自SDK17引入的,但是Android 团队为我们提供了RenderScript support library,而起在Gradle-base的项目中的引入也极其简单,仅需要在module build.gradle设置以下11、12两行即可:

android {
    compileSdkVersion 23
    buildToolsVersion "23.0.2"
 
    defaultConfig {
        applicationId "org.ligboy.backsound"
        minSdkVersion 15
        targetSdkVersion 23
        versionCode 1
        versionName "1.0"
        renderscriptTargetApi 20
        renderscriptSupportModeEnabled true
    }
    buildTypes {
        release {
            minifyEnabled false
            proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
        }
    }
}

接下来简单说说 ScriptIntrinsicBlur,使用它虽然很方便,但是也是有弊端的,模糊radius不能超过25.0f,不过我们可以通过缩小原图抽样的方式变相的进行扩大半径。

Glide是一个优秀的图片加载缓存处理等一系列功能的框架,它优雅而且使用渐变,扩展也很容易,Glide就提供了自定义Transformation的方式进行扩展图片的处理

到了这里就是通过自定义Transformation的方式,详细的这里就不赘述了,感兴趣可以查看Glide官方文档:Transformation。需要特别提到的是,每个Transformation都有一个String getId()的回调,该ID用于在对处理后的图片进行缓存时的文件命名,这样当下次相同图片使用相同Transformation时,则无需任何实际处理,直接读取缓存文件,所以我们实现时的ID需要同时关联所有的调整参数,参数改变的ID也应该相应改变。下面就是我自定义的BlurTransformation

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.PorterDuff;
import android.graphics.PorterDuffColorFilter;
import android.support.annotation.FloatRange;
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 com.bumptech.glide.load.engine.bitmap_recycle.BitmapPool;
import com.bumptech.glide.load.resource.bitmap.BitmapTransformation;
import com.bumptech.glide.request.target.Target;

/**
 * Georgia Blur Transformation
 * 

* @author Ligboy.Liu [email protected]. */ public class BlurTransformation extends BitmapTransformation { private static final String ID = "org.ligboy.glide.BlurTransformation"; public static final float DEFAULT_RADIUS = 25.0f; public static final float MAX_RADIUS = 25.0f; private static final float DEFAULT_SAMPLING = 1.0f; private Context mContext; private float mSampling = DEFAULT_SAMPLING; private float mRadius; private int mColor; public static class Builder { private Context mContext; private float mRadius = DEFAULT_RADIUS; private int mColor = Color.TRANSPARENT; public Builder(Context mContext) { this.mContext = mContext; } public float getRadius() { return mRadius; } public Builder setRadius(float radius) { mRadius = radius; return this; } public int getColor() { return mColor; } public Builder setColor(int color) { mColor = color; return this; } public BlurTransformation build() { return new BlurTransformation(mContext, mRadius, mColor); } } /** * * @param context Context * @param radius The blur's radius. * @param color The color filter for blurring. */ public BlurTransformation(Context context, @FloatRange(from = 0.0f) float radius, int color) { super(context); mContext = context; if (radius > MAX_RADIUS) { mSampling = radius / 25.0f; mRadius = MAX_RADIUS; } else { mRadius = radius; } mColor = color; } /** * * @param context Context * @param radius The blur's radius. */ public BlurTransformation(Context context, @FloatRange(from = 0.0f) float radius) { this(context, radius, Color.TRANSPARENT); } public BlurTransformation(Context context) { this(context, DEFAULT_RADIUS); } /** * Transforms the given {@link Bitmap} based on the given dimensions and returns the transformed * result. *

*

* The provided Bitmap, toTransform, should not be recycled or returned to the pool. Glide will automatically * recycle and/or reuse toTransform if the transformation returns a different Bitmap. Similarly implementations * should never recycle or return Bitmaps that are returned as the result of this method. Recycling or returning * the provided and/or the returned Bitmap to the pool will lead to a variety of runtime exceptions and drawing * errors. See #408 for an example. If the implementation obtains and discards intermediate Bitmaps, they may * safely be returned to the BitmapPool and/or recycled. *

*

*

* outWidth and outHeight will never be {@link Target#SIZE_ORIGINAL}, this * class converts them to be the size of the Bitmap we're going to transform before calling this method. *

* * @param pool A {@link BitmapPool} that can be used to obtain and * return intermediate {@link Bitmap}s used in this transformation. For every * {@link Bitmap} obtained from the pool during this transformation, a * {@link Bitmap} must also be returned. * @param toTransform The {@link Bitmap} to transform. * @param outWidth The ideal width of the transformed bitmap (the transformed width does not need to match exactly). * @param outHeight The ideal height of the transformed bitmap (the transformed heightdoes not need to match */ @Override protected Bitmap transform(BitmapPool pool, Bitmap toTransform, int outWidth, int outHeight) { boolean needScaled = mSampling == DEFAULT_SAMPLING; int originWidth = toTransform.getWidth(); int originHeight = toTransform.getHeight(); int width, height; if (needScaled) { width = originWidth; height = originHeight; } else { width = (int) (originWidth / mSampling); height = (int) (originHeight / mSampling); } //find a re-use bitmap Bitmap bitmap = pool.get(width, height, Bitmap.Config.ARGB_8888); if (bitmap == null) { bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888); } Canvas canvas = new Canvas(bitmap); if (mSampling != DEFAULT_SAMPLING) { canvas.scale(1 / mSampling, 1 / mSampling); } Paint paint = new Paint(); paint.setFlags(Paint.FILTER_BITMAP_FLAG | Paint.ANTI_ALIAS_FLAG); PorterDuffColorFilter filter = new PorterDuffColorFilter(mColor, PorterDuff.Mode.SRC_ATOP); paint.setColorFilter(filter); canvas.drawBitmap(toTransform, 0, 0, paint); // TIPS: Glide will take care of returning our original Bitmap to the BitmapPool for us, // we needn't to recycle it. // toTransform.recycle(); <--- Just for tips. by Ligboy RenderScript rs = RenderScript.create(mContext); Allocation input = Allocation.createFromBitmap(rs, bitmap, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT); Allocation output = Allocation.createTyped(rs, input.getType()); ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs)); blur.setInput(input); blur.setRadius(mRadius); blur.forEach(output); output.copyTo(bitmap); rs.destroy(); if (needScaled) { return bitmap; } else { Bitmap scaled = Bitmap.createScaledBitmap(bitmap, originWidth, originHeight, true); bitmap.recycle(); return scaled; } } /** * A method to get a unique identifier for this particular transformation that can be used as part of a cache key. * The fully qualified class name for this class is appropriate if written out, but getClass().getName() is not * because the name may be changed by proguard. *

*

* If this transformation does not affect the data that will be stored in cache, returning an empty string here * is acceptable. *

* * @return A string that uniquely identifies this transformation. */ @Override public String getId() { StringBuilder sb = new StringBuilder(ID); sb .append('-').append(mRadius) .append('-').append(mColor); return sb.toString(); } }

使用起来也是非常简单:

Glide.with(MainActivity.this).load(imageFile.getUrl())
         .transform(new BlurTransformation(MainActivity.this, 100))
         .crossFade()
         .into(mBackgroundImageView);
Gist:  https://gist.github.com/ligboy/eee784aa57f40a615179

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