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技术点一:何时访问能获取到底层view的完整Bitmap?

ViewTreeObserver里面有一个监听器为OnPreDrawListener

// 当一个视图树将要绘制时,所要调用的回调函数的接口类
public interface OnPreDrawListener {
    boolean onPreDraw();

当它执行时,布局文件经过了measuredlaid outdisplayed,即将被绘制到屏幕,此时调用它的getDrawingCache()方法可以获得其Bitmap。完整方法如下:

lowerView.getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
    @Override
    public boolean onPreDraw() {
        lowerView.getViewTreeObserver().removeOnPreDrawListener(this);
        lowerView.buildDrawingCache();
        Bitmap bmp = lowerView.getDrawingCache();
        return true;

技术点二:如何模糊化,该采用什么算法?

方案有两种:

  • 借助Renderscript做高斯模糊,本质上是做卷积计算。
  • 采用StackBlur算法对图片进行模糊处理,相较于高斯模糊,计算量小了很多。
  • 两种方案都可以进行对Bitmap对象的模糊处理,但当模糊半径增大时,StackBlur能够保持较好的性能,且不受Renderscript半径25px的限制。

    在GitHub项目有一个项目blurring,其实现了StackBlur算法的Java实现版FastBlur,并给出两种方案效率对比demo。经过测试,

  • 在Mac上Genymotion模拟器下运行Android4.4.4,Renderscript耗时42ms,FastBlur耗时82ms
  • 在小米4真机上运行Android6.0.1,Renderscript耗时124ms,FastBlur耗时271ms
  • 看起来,Renderscript的性能更好,应该是Android上对Renderscript做了优化。尽管如此,考虑到Android中渲染一帧的时间应该不超过16ms(60fps),这样的性能并不友好。blurring作者想出了另外一种思路:

    把bitmap的尺寸先降低然后进行模糊处理,然后再放大尺寸

    这时候,效率提升非常明显:

  • 在Mac上Genymotion模拟器下运行Android4.4.4,Renderscript耗时5ms,FastBlur耗时1ms
  • 在小米4真机上运行Android6.0.1,Renderscript耗时16ms,FastBlur耗时7ms。
  • 生成的模糊图片当然有所不同,但是都是模糊背景,所以对用户而言没有太大差别。

    好了,至此Android上制作毛玻璃背景模糊效果的技术都确定了。

    我在blurring基础上做了封装,接口如下:

    * @param context 上下文 * @param lowerView 底层view控件 * @param upperView 需要模糊背景的控件 public static void doBlur(final Context context, final View lowerView, final View upperView) { lowerView.getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() { @Override public boolean onPreDraw() { lowerView.getViewTreeObserver().removeOnPreDrawListener(this); lowerView.buildDrawingCache(); Bitmap bmp = lowerView.getDrawingCache(); doBlur(context, bmp, upperView, true); return true;

    相对应类有两个:

  • RSBlur
  • package com.paveldudka.util;
    import android.annotation.TargetApi;
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.Canvas;
    import android.graphics.Paint;
    import android.graphics.drawable.BitmapDrawable;
    import android.os.Build;
    import android.renderscript.Allocation;
    import android.renderscript.RenderScript;
    import android.renderscript.ScriptIntrinsicBlur;
    import android.support.v4.app.FragmentActivity;
    import android.view.View;
    import android.view.ViewTreeObserver;
     * Created by shitianci on 16/8/8.
    public class RSBlur {
         * @param context 上下文
         * @param lowerView 底层view控件
         * @param upperView 需要模糊背景的控件
        public static void doBlur(final Context context, final View lowerView, final View upperView) {
            lowerView.getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
                @Override
                public boolean onPreDraw() {
                    lowerView.getViewTreeObserver().removeOnPreDrawListener(this);
                    lowerView.buildDrawingCache();
                    Bitmap bmp = lowerView.getDrawingCache();
                    doBlur(context, bmp, upperView, true);
                    return true;
         * @param context 上下文
         * @param bkg 原图
         * @param view 需要模糊背景的控件
         * @param isDownScale 是否降低等级,优化效率(建议开启)
        @TargetApi(Build.VERSION_CODES.JELLY_BEAN_MR1)
        public static void doBlur(Context context, Bitmap bkg, View view, boolean isDownScale) {
            float scaleFactor = 1;
            float radius = 20;
            if (isDownScale) {
                scaleFactor = 8;
                radius = 2;
            Bitmap overlay = Bitmap.createBitmap((int) (view.getMeasuredWidth() / scaleFactor),
                    (int) (view.getMeasuredHeight() / scaleFactor), Bitmap.Config.ARGB_8888);
            Canvas canvas = new Canvas(overlay);
            canvas.translate(-view.getLeft() / scaleFactor, -view.getTop() / scaleFactor);
            canvas.scale(1 / scaleFactor, 1 / scaleFactor);
            Paint paint = new Paint();
            paint.setFlags(Paint.FILTER_BITMAP_FLAG);
            canvas.drawBitmap(bkg, 0, 0, paint);
            RenderScript rs = RenderScript.create(context);
            Allocation overlayAlloc = Allocation.createFromBitmap(
                    rs, overlay);
            ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(
                    rs, overlayAlloc.getElement());
            blur.setInput(overlayAlloc);
            blur.setRadius(radius);
            blur.forEach(overlayAlloc);
            overlayAlloc.copyTo(overlay);
            view.setBackground(new BitmapDrawable(context.getResources(), overlay));
            rs.destroy();
    
  • FastBlur
  • package com.paveldudka.util;
    import android.annotation.TargetApi;
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.Canvas;
    import android.graphics.Paint;
    import android.graphics.drawable.BitmapDrawable;
    import android.os.Build;
    import android.view.View;
    import android.view.ViewTreeObserver;
     * Created by paveld on 3/6/14.
    public class FastBlur {
         * @param context 上下文
         * @param lowerView 底层view控件
         * @param upperView 需要模糊背景的控件
        public static void doBlur(final Context context, final View lowerView, final View upperView) {
            lowerView.getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
                @Override
                public boolean onPreDraw() {
                    lowerView.getViewTreeObserver().removeOnPreDrawListener(this);
                    lowerView.buildDrawingCache();
                    Bitmap bmp = lowerView.getDrawingCache();
                    doBlur(context, bmp, upperView, true);
                    return true;
         * @param context 上下文
         * @param bkg 原图
         * @param view 需要模糊背景的控件
         * @param isDownScale 是否降低等级,优化效率(建议开启)
        @TargetApi(Build.VERSION_CODES.JELLY_BEAN)
        public static void doBlur(Context context, Bitmap bkg, View view, boolean isDownScale) {
            float scaleFactor = 1;
            float radius = 20;
            if (isDownScale) {
                scaleFactor = 8; //bitmap的尺寸缩小到原图的1/8
                radius = 2;
            Bitmap overlay = Bitmap.createBitmap((int) (view.getMeasuredWidth()/scaleFactor),
                    (int) (view.getMeasuredHeight()/scaleFactor), Bitmap.Config.ARGB_8888);
            Canvas canvas = new Canvas(overlay);
            canvas.translate(-view.getLeft()/scaleFactor, -view.getTop()/scaleFactor);
            canvas.scale(1 / scaleFactor, 1 / scaleFactor);
            Paint paint = new Paint();
            paint.setFlags(Paint.FILTER_BITMAP_FLAG);
            canvas.drawBitmap(bkg, 0, 0, paint);
            overlay = FastBlur.doBlur(overlay, (int)radius, true);
            view.setBackground(new BitmapDrawable(context.getResources(), overlay));
        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
            // 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 lowerView. 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 <[email protected]>
            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);
            return (bitmap);