Java 透明模糊视图,模糊下方的布局

Java 透明模糊视图,模糊下方的布局,java,android,Java,Android,我有一个线性布局,我已经使其透明,现在我正在寻找一种方法来给它一个模糊的效果,所以它下面的东西变得模糊。就像Windows7的Aero外观一样(参见屏幕截图) 我知道你可以做这样的模糊效果: getWindow().addFlags(WindowManager.LayoutParams.FLAG_BLUR_BEHIND); 但这只适用于出现对话框时模糊背景的情况 我在谷歌上搜索了将近一个小时,什么也找不到。有人对此有什么建议吗 谢谢 使用布局功能不可能轻松完成 我建议将父视图绘制到画布,如下所

我有一个线性布局,我已经使其透明,现在我正在寻找一种方法来给它一个模糊的效果,所以它下面的东西变得模糊。就像Windows7的Aero外观一样(参见屏幕截图)

我知道你可以做这样的模糊效果:

getWindow().addFlags(WindowManager.LayoutParams.FLAG_BLUR_BEHIND);
但这只适用于出现对话框时模糊背景的情况

我在谷歌上搜索了将近一个小时,什么也找不到。有人对此有什么建议吗

谢谢


使用布局功能不可能轻松完成

我建议将父视图绘制到画布,如下所述:隐藏前景视图。然后,模糊画布并使用此数据作为背景或其一部分绘制前景视图


这将是非常资源密集型的操作,如果你想这个效果是活的。您至少应该尝试缓存模糊结果

这在我脑子里想了一段时间,多亏了你的提问,我才实现了它

要做到这一点,我们需要将模糊布局下方的布局绘制成位图。与使用模糊算法相比,我们需要模糊位图,最后绘制模糊位图作为模糊布局的背景

幸运的是android有缓存的绘图机制,所以第一部分很简单。我们可以简单地为下面的布局启用缓存的绘图,并使用
getDrawingCache()
从中获取位图

现在我们需要一个快速模糊算法。我用过这个

给你

import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.ColorFilter;
import android.graphics.Paint;
import android.graphics.PixelFormat;
import android.graphics.drawable.Drawable;
import android.util.Log;
import android.view.View;

import java.lang.ref.WeakReference;
import java.util.InputMismatchException;

/**
 * A drawable that draws the target view as blurred using fast blur
 * <p/>
 * <p/>
 * TODO:we might use setBounds() to draw only part a of the target view
 * <p/>
 * Created by 10uR on 24.5.2014.
 */
public class BlurDrawable extends Drawable {

    private WeakReference<View> targetRef;
    private Bitmap blurred;
    private Paint paint;
    private int radius;


    public BlurDrawable(View target) {
        this(target, 10);
    }

    public BlurDrawable(View target, int radius) {
        this.targetRef = new WeakReference<View>(target);
        setRadius(radius);
        target.setDrawingCacheEnabled(true);
        target.setDrawingCacheQuality(View.DRAWING_CACHE_QUALITY_AUTO);
        paint = new Paint();
        paint.setAntiAlias(true);
        paint.setFilterBitmap(true);
    }

    @Override
    public void draw(Canvas canvas) {
        if (blurred == null) {
            View target = targetRef.get();
            if (target != null) {
                Bitmap bitmap = target.getDrawingCache(true);
                if (bitmap == null) return;
                blurred = fastBlur(bitmap, radius);
            }
        }
        if (blurred != null && !blurred.isRecycled())
            canvas.drawBitmap(blurred, 0, 0, paint);
    }

    /**
     * Set the bluring radius that will be applied to target view's bitmap
     *
     * @param radius should be 0-100
     */
    public void setRadius(int radius) {
        if (radius < 0 || radius > 100)
            throw new InputMismatchException("Radius must be 0 <= radius <= 100 !");
        this.radius = radius;
        if (blurred != null) {
            blurred.recycle();
            blurred = null;
        }
        invalidateSelf();
    }


    public int getRadius() {
        return radius;
    }

    @Override
    public void setAlpha(int alpha) {
    }


    @Override
    public void setColorFilter(ColorFilter cf) {

    }

    @Override
    public int getOpacity() {
        return PixelFormat.TRANSLUCENT;
    }

    /**
     * from https://stackoverflow.com/a/10028267/3133545
     * <p/>
     * <p/>
     * <p/>
     * Stack Blur v1.0 from
     * http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html
     * <p/>
     * 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
     * <p/>
     * 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.
     * <p/>
     * 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.
     * <p/>
     * If you are using this algorithm in your code please add
     * the following line:
     * <p/>
     * Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>
     */
    private static Bitmap fastBlur(Bitmap sentBitmap, int radius) {


        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++) {
                // 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);
    }

}
以及我的测试应用程序的外观:


我决定不使用这个tho,因为它太粗糙了,而且看起来不像我最初认为的那么酷。

在android上实时模糊仍然是一个障碍。以下是一些可行机制之间的综合比较:

StackBlur(已在名为
fastBlur
的答案中列出):

外观(半径为20):

生成每个
位图可绘制文件的记录时间(ms):

I/(10266): Total time taken: 35
I/(10266): Total time taken: 54
I/(10266): Total time taken: 48
I/(10266): Total time taken: 36
I/(10266): Total time taken: 48
I/(10266): Total time taken: 39
I/(10266): Total time taken: 49
I/(10266): Total time taken: 50
I/(10266): Total time taken: 35
I/(10266): Total time taken: 47
I/(9342): Total time taken: 14
I/(9342): Total time taken: 16
I/(9342): Total time taken: 13
I/(9342): Total time taken: 28
I/(9342): Total time taken: 14
I/(9342): Total time taken: 12
I/(9342): Total time taken: 14
I/(9342): Total time taken: 19
I/(9342): Total time taken: 13
I/(9342): Total time taken: 13
I/(11631): Total time taken: 5
I/(11631): Total time taken: 19
I/(11631): Total time taken: 3
I/(11631): Total time taken: 7
I/(11631): Total time taken: 7
I/(11631): Total time taken: 5
I/(11631): Total time taken: 7
I/(11631): Total time taken: 17
I/(11631): Total time taken: 5
I/(11631): Total time taken: 4
平均=>~44.1毫秒=>每秒22个抽绳

渲染脚本

ScriptIntrinsicBlur
提供一致的快速模糊。使用支持库提供api 8以后的版本

它看起来像什么(半径为20):

生成每个
位图可绘制文件的记录时间(ms):

I/(10266): Total time taken: 35
I/(10266): Total time taken: 54
I/(10266): Total time taken: 48
I/(10266): Total time taken: 36
I/(10266): Total time taken: 48
I/(10266): Total time taken: 39
I/(10266): Total time taken: 49
I/(10266): Total time taken: 50
I/(10266): Total time taken: 35
I/(10266): Total time taken: 47
I/(9342): Total time taken: 14
I/(9342): Total time taken: 16
I/(9342): Total time taken: 13
I/(9342): Total time taken: 28
I/(9342): Total time taken: 14
I/(9342): Total time taken: 12
I/(9342): Total time taken: 14
I/(9342): Total time taken: 19
I/(9342): Total time taken: 13
I/(9342): Total time taken: 13
I/(11631): Total time taken: 5
I/(11631): Total time taken: 19
I/(11631): Total time taken: 3
I/(11631): Total time taken: 7
I/(11631): Total time taken: 7
I/(11631): Total time taken: 5
I/(11631): Total time taken: 7
I/(11631): Total time taken: 17
I/(11631): Total time taken: 5
I/(11631): Total time taken: 4
平均=>~15.6毫秒=>每秒64个可抽出电缆

渲染脚本(半径=3)+缩放(20%)

这是另一种获得像样(?)但快速模糊的方法。我们所做的是将位图缩放到其大小的一小部分(比如20%),然后在缩小的版本上应用模糊算法。完成后,我们将位图缩放到其原始大小。结果不如在原始图像上使用模糊算法,但还可以。还请注意,半径值不应太高,否则生成的位图将无法辨认

它看起来像什么:

生成每个
位图可绘制文件的记录时间(ms):

I/(10266): Total time taken: 35
I/(10266): Total time taken: 54
I/(10266): Total time taken: 48
I/(10266): Total time taken: 36
I/(10266): Total time taken: 48
I/(10266): Total time taken: 39
I/(10266): Total time taken: 49
I/(10266): Total time taken: 50
I/(10266): Total time taken: 35
I/(10266): Total time taken: 47
I/(9342): Total time taken: 14
I/(9342): Total time taken: 16
I/(9342): Total time taken: 13
I/(9342): Total time taken: 28
I/(9342): Total time taken: 14
I/(9342): Total time taken: 12
I/(9342): Total time taken: 14
I/(9342): Total time taken: 19
I/(9342): Total time taken: 13
I/(9342): Total time taken: 13
I/(11631): Total time taken: 5
I/(11631): Total time taken: 19
I/(11631): Total time taken: 3
I/(11631): Total time taken: 7
I/(11631): Total time taken: 7
I/(11631): Total time taken: 5
I/(11631): Total time taken: 7
I/(11631): Total time taken: 17
I/(11631): Total time taken: 5
I/(11631): Total time taken: 4
平均=>~7.9毫秒=>每秒126个可抽出电缆

堆叠模糊(半径=3)+缩放(20%)

与上文第3条的概念相同。将大小减小到20%,并在缩放的位图上应用stackblur

I/(12690): Total time taken: 4
I/(12690): Total time taken: 20
I/(12690): Total time taken: 4
I/(12690): Total time taken: 4
I/(12690): Total time taken: 5
I/(12690): Total time taken: 5
I/(12690): Total time taken: 4
I/(12690): Total time taken: 21
I/(12690): Total time taken: 3
I/(12690): Total time taken: 4

平均=>~7.4毫秒=>每秒135个可抽出电缆

在Nex4上进行的测试。 位图大小-200px 200px

另一个技巧:方法
buildDrawingCache()
getDrawingCache()
本身需要很长时间。另一种方法是使用需要模糊的视图尺寸创建位图:

Bitmap toDrawOn = Bitmap.createBitmap(viewWidth, viewHeight, Bitmap.Config.ARGB_8888);

// Create a canvas - assign `toDrawOn` as an offscreen bitmap to it
Canvas holdingCanvas = new Canvas(toDrawOn);

// Now, let the view draw itself on this canvas
yourView.draw(holdingCanvas);
视图现在绘制在
toDrawOn
上,您可以随意使用它

根据我的经验,这比生成和访问视图的图形缓存快得多

如果您需要帮助实现上述4种方法中的任何一种,请在评论中告诉我

请记住,上面的GIF已经缩小了规模等等。如果您想查看原始屏幕捕获(mp4)文件,请选中此项。

是GDE“使用Renderscript高效地模糊图像”的一个好方法

以下是复制/粘贴:

模糊图像是许多开发人员需要实现的一种效果,它可能需要一些时间和努力才能实现。此外,由于需要进行大量的图像处理,如果没有正确编码,就CPU和内存使用而言,这可能是一件非常痛苦的事情

有一种快速有效的模糊图像解决方案,这就是

自(
Honeycomb
)推出以来,
Renderscript
允许利用GPU加速,并针对高性能3D渲染和计算操作。
Renderscript
是一款非常复杂且清晰的产品,允许使用本机C99语言进行深入配置和编码,从而实现可移植性、性能和可用性

但是,由于(4.2.2)
Renderscript
提供了一些内置函数,这些函数执行定义良好的操作,称为intrinsic。 intrinsic是预先编写的脚本,允许执行模糊、Blen、矩阵卷积等操作,而无需编写
Renderscript
code

下面是我编写的一个简单方法,可以轻松有效地将模糊过滤器应用于位图:

public Bitmap blurBitmap(Bitmap bitmap) {

    //Let's create an empty bitmap with the same size of the bitmap we want to blur
    Bitmap outBitmap = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(), Config.ARGB_8888);

    //Instantiate a new Renderscript
    RenderScript rs = RenderScript.create(getApplicationContext());

    //Create an Intrinsic Blur Script using the Renderscript
    ScriptIntrinsicBlur blurScript = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));

    //Create the in/out Allocations with the Renderscript and the in/out bitmaps
    Allocation allIn = Allocation.createFromBitmap(rs, bitmap);
    Allocation allOut = Allocation.createFromBitmap(rs, outBitmap);

    //Set the radius of the blur
    blurScript.setRadius(25.f);

    //Perform the Renderscript
    blurScript.setInput(allIn);
    blurScript.forEach(allOut);

    //Copy the final bitmap created by the out Allocation to the outBitmap
    allOut.copyTo(outBitmap);

    //recycle the original bitmap
    bitmap.recycle();

    //After finishing everything, we destroy the Renderscript.
    rs.destroy();

    return outBitmap;
}

还有…瞧!模糊位图!:-)

请记住,要运行前面的代码,您至少需要API 17(4.2.2)

以下是该方法的要点:

如果您想了解更多关于Intrinsic的信息,请查看Android开发者博客上的这篇文章:

如果您有兴趣了解有关Renderscript的更多信息,请查看以下链接:
第1步。剪切位图中要模糊的背景图像部分

第二步。模糊位图的那个部分

第三步。将位图设置为背景

java方法 ... 现在调用此函数:

呼叫冰毒