实例介绍
【实例简介】图片的模糊处理,工具类是核心,其他请看具体用法
【实例截图】
【核心代码】
【实例截图】
【核心代码】
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
// 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>
// 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 (canReuseInBitmap) {
bitmap = sentBitmap;
} else {
bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
}
if (radius < 1) {
return (null);
}
return (null);
}
int w = bitmap.getWidth();
int h = bitmap.getHeight();
int h = bitmap.getHeight();
int[] pix = new int[w * h];
bitmap.getPixels(pix, 0, w, 0, 0, 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 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 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);
}
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;
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;
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];
g[yi] = dv[gsum];
b[yi] = dv[bsum];
rsum -= routsum;
gsum -= goutsum;
bsum -= boutsum;
gsum -= goutsum;
bsum -= boutsum;
stackstart = stackpointer - radius div;
sir = stack[stackstart % div];
sir = stack[stackstart % div];
routsum -= sir[0];
goutsum -= sir[1];
boutsum -= sir[2];
goutsum -= sir[1];
boutsum -= sir[2];
if (y == 0) {
vmin[x] = Math.min(x radius 1, wm);
}
p = pix[yw vmin[x]];
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);
sir[1] = (p & 0x00ff00) >> 8;
sir[2] = (p & 0x0000ff);
rinsum = sir[0];
ginsum = sir[1];
binsum = sir[2];
ginsum = sir[1];
binsum = sir[2];
rsum = rinsum;
gsum = ginsum;
bsum = binsum;
gsum = ginsum;
bsum = binsum;
stackpointer = (stackpointer 1) % div;
sir = stack[(stackpointer) % div];
sir = stack[(stackpointer) % div];
routsum = sir[0];
goutsum = sir[1];
boutsum = sir[2];
goutsum = sir[1];
boutsum = sir[2];
rinsum -= sir[0];
ginsum -= sir[1];
binsum -= sir[2];
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;
}
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];
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;
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];
}
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];
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;
gsum -= goutsum;
bsum -= boutsum;
stackstart = stackpointer - radius div;
sir = stack[stackstart % div];
sir = stack[stackstart % div];
routsum -= sir[0];
goutsum -= sir[1];
boutsum -= sir[2];
goutsum -= sir[1];
boutsum -= sir[2];
if (x == 0) {
vmin[y] = Math.min(y r1, hm) * w;
}
p = x vmin[y];
vmin[y] = Math.min(y r1, hm) * w;
}
p = x vmin[y];
sir[0] = r[p];
sir[1] = g[p];
sir[2] = b[p];
sir[1] = g[p];
sir[2] = b[p];
rinsum = sir[0];
ginsum = sir[1];
binsum = sir[2];
ginsum = sir[1];
binsum = sir[2];
rsum = rinsum;
gsum = ginsum;
bsum = binsum;
gsum = ginsum;
bsum = binsum;
stackpointer = (stackpointer 1) % div;
sir = stack[stackpointer];
sir = stack[stackpointer];
routsum = sir[0];
goutsum = sir[1];
boutsum = sir[2];
goutsum = sir[1];
boutsum = sir[2];
rinsum -= sir[0];
ginsum -= sir[1];
binsum -= sir[2];
ginsum -= sir[1];
binsum -= sir[2];
yi = w;
}
}
}
}
bitmap.setPixels(pix, 0, w, 0, 0, w, h);
return (bitmap);
}
}
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