Android图片加载及虚化效果

IMG_2812.jpg

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Bitmap作为背景图在应用中多采用虚化或者加半透明黑色蒙版为主,特别是针对主题颜色较亮的图片,可以有效避免喧宾夺主。Bitmap作为背景图加载及虚化主要包含如下步骤。

读取Bitmap图片

/**
*以文件流的方式,假设在sdcard下有 test.png图片
*/
FileInputStream fis = new FileInputStream("/sdcard/test.png");Bitmap bitmap  = BitmapFactory.decodeStream(fis);

/**
*以R文件的方式,假设 res/drawable下有 test.jpg文件
*/
Bitmap  bitmap = BitmapFactory.decodeResource(this.getContext().getResources(), R.drawable.test);

/**
*以ResourceStream的方式,但不用到R文件
*/
Bitmap.bitmap = BitmapFactory.decodeStream(getClass.getResourceAsStream(“/res/drawable/test.png”)

使用如下方式加载图片

detailView=(ImageView)findViewById(R.id.detailView);
detailView.setBackgroundResource(R.drawable.more_info); 
detailView.setImageResource(R.drawable.more_info);

会导致OOM,android对于直接通过资源id载入的资源需做cache,下次再需要此资源的时候直接从cache中得到。但这样做也造成了用过的资源都会在内存中,这样的设计不是很适合使用了很多大图片资源的应用,这样累积下来应用的内存峰值是很高的。

当使用诸如
imageView.setBackgroundResource
imageView.setImageResource
BitmapFactory.decodeResource
这样的方法来设置一张大图片时,在完成decode后,最终都是通过java层的createBitmap来完成的,需要消耗更多内存。因此,改用先通过BitmapFactory.decodeStream方法,创建出一个bitmap,再将其设为ImageView的 source,decodeStream最大的秘密在于其直接调用JNI>>nativeDecodeAsset()来完成decode,无需再使用java层的createBitmap,从而节省了java层的空间。如果在读取时加上图片的Config参数,可以有效减少加载的内存,从而有效阻止抛OOM异常。

Bitmap设置虚化效果

实际使用中,可以针对bitmap做如下操作

public static Bitmap rsBlur(Context context, Bitmap source, int radius){
        Bitmap inputBmp = source;
        RenderScript renderScript =  RenderScript.create(context);
        final Allocation input = Allocation.createFromBitmap(renderScript,inputBmp);
        final Allocation output = Allocation.createTyped(renderScript,input.getType());
        ScriptIntrinsicBlur scriptIntrinsicBlur = ScriptIntrinsicBlur.create(renderScript, Element.U8_4(renderScript));
        scriptIntrinsicBlur.setInput(input);
        scriptIntrinsicBlur.setRadius(radius);
        scriptIntrinsicBlur.forEach(output);
        output.copyTo(inputBmp);
        renderScript.destroy();
        return inputBmp;
    }

RenderScript是Google在API11中引入的类,可看作业android内置的图片处理框架(区别于Glide等图片处理框架,RenderScript注重于图片的处理而不是加载)。RenderScript实际操作基于RenderScript Intrinsics,一些可以帮助RenderScript快速实现各种图片处理的操作类。该类包含诸多操作功能,比如利用ScriptIntrinsicBlur,就可以简单高效地实现高斯模糊效果,可通过参数radius设置虚化的程度。

bitmap设置背景虚化

//options 包含新建Bitmap图片资源的相关设置
BitmapFactory.Options options = new BitmapFactory.Options();
//基于options设置新建Bitmap资源
Bitmap bitmap1 = BitmapFactory.decodeResource(MainActivity.this.getResources(), R.drawable.main_bg,options);
//获取经虚化的Bitmap资源
Bitmap rsBitmap = BlurUtil.rsBlur(MainActivity.this,bitmap,25);
BitmapDrawable bitmapDrawable = new BitmapDrawable(getResources(), rsBitmap);
//为目标控件设置虚化背景
ImageView background = findViewById(R.id.main_bg);
background.setBackground(bitmapDrawable);

1920*1080的原始图片未经压缩读取时间可能会超过1s,使用该图片作为背景图片加载时会有明显的卡顿。此时就需要设置BitmapFactory.Options实现对待加载图片的压缩。可参照https://blog.csdn.net/u012124438/article/details/66087785逐步优化Bitmap加载。对于加载图片较多较频繁的功能,建议使用第三方的图片加载框架,如Glide或者Picasso。


仅仅实现设置虚化背景的功能,那么到这里就足够了。更详细的Bitmap虚化算法及原理可以参看下面的代码,该段代码引用自
https://github.com/zuiwuyuan/FastBlur_VoiceChat/blob/master/app/src/main/java/com/lnyp/voicechat/FastBlur.java
和上文提到的scriptIntrinsicBlur方法略有不同,但原理是一致的。

bitmap虚化基本原理

public class BlurUtil {

    private static final String TAG = BlurUtil.class.getSimpleName();

    /**
     * 对图片进行毛玻璃化
     * @param sentBitmap 位图
     * @param radius 虚化程度
     * @param canReuseInBitmap 是否重用
     * @return 位图
     */
    public static Bitmap doBlur(Bitmap sentBitmap, int radius, boolean canReuseInBitmap) {

        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);

//        print("虚化后 ",bitmap);
        return (bitmap);
    }

    /**
     * 对图片进行毛玻璃化
     * @param originBitmap 位图
     * @param scaleRatio 缩放比率
     * @param blurRadius 毛玻璃化比率,虚化程度
     * @return 位图
     */
    public static Bitmap doBlur(Bitmap originBitmap, int scaleRatio, int blurRadius){
//        print("原图::",originBitmap);
        Bitmap scaledBitmap = Bitmap.createScaledBitmap(originBitmap,
                originBitmap.getWidth() / scaleRatio,
                originBitmap.getHeight() / scaleRatio,
                false);
        Bitmap blurBitmap = doBlur(scaledBitmap, blurRadius, false);
        scaledBitmap.recycle();
        return blurBitmap;
    }

    /**
     * 对图片进行 毛玻璃化,虚化
     * @param originBitmap 位图
     * @param width 缩放后的期望宽度
     * @param height 缩放后的期望高度
     * @param blurRadius 虚化程度
     * @return 位图
     */
    public static Bitmap doBlur(Bitmap originBitmap,int width,int height,int blurRadius){
        Bitmap thumbnail = ThumbnailUtils.extractThumbnail(originBitmap, width, height);
        Bitmap blurBitmap = doBlur(thumbnail, blurRadius, true);
        thumbnail.recycle();
        return blurBitmap;
    }
}

//省略布局代码...
//使用时,直接调用BlurUtil中的doBlur方法
Bitmap bgbm = BlurUtil.doBlur(music.thumbBitmap,10,5);

需要注意的是,此处doBlur有两个重载,可根据需要设置图片的缩放比例.这种方式和前文通过BitmapFactory.Options设置Bitmap取样格式的效果是一致的,都是为了减小Bitmap加载的资源消耗,提高加载效率。

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