透明的模糊视图,模糊下面的布局

Jak*_*kob 40 java android

我有一个我已经透明的Linearlayout,现在我正在寻找一种方法来赋予它一个模糊效果,所以它下面的东西变得模糊.就像Windows 7 Aero外观一样(见截图).

我知道你可以做这样的模糊效果:

getWindow().addFlags(WindowManager.LayoutParams.FLAG_BLUR_BEHIND);
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但这仅适用于在出现对话框时模糊背景.

我一直在谷歌搜索近一个小时,我找不到任何东西.有没有人对如何做到这一点有任何建议?

谢谢

Windows 7 Aero效果

Vik*_*ram 51

在Android上实时模糊仍然是一个障碍.以下是一些可行机制的综合比较:

StackBlur(已经在Onur绰号下面的答案中列出fastBlur):

看起来如何(半径20):

在此输入图像描述

记录时间(ms)生成每个BitmapDrawable:

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
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平均值=> ~44.1 ms =>每秒22个drawables

RenderScript:

ScriptIntrinsicBlur提供始终如一的快速模糊.使用支持库可以使用api 8.

看起来像什么(半径20):

在此输入图像描述

记录时间(ms)生成每个BitmapDrawable:

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
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平均=> ~15.6 ms =>每秒64个drawable

RenderScript(半径= 3)+缩放(20%):

这是获得体面(?)但快速模糊的另一种方式.我们所做的是将位图缩放到其大小的一小部分 - 比如20% - 并在缩小版本上应用模糊算法.完成后,我们将位图缩放到原始大小.结果不如在原始图像上使用模糊算法那么好,但它们是可以通过的.另请注意,半径值不应太高,否则生成的位图将难以辨认.

它看起来像什么:

在此输入图像描述

记录时间(ms)生成每个BitmapDrawable:

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
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平均值=> ~7.9 ms =>每秒126个drawables

StackBlur(半径= 3)+缩放(20%):

与上面#3相同的概念.将大小缩小到20%并在缩放的位图上应用stackblur.

在此输入图像描述

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
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平均值=> ~7.4 ms =>每秒135个drawables

在Nex4上进行的测试.位图大小 - 200px x 200px

另一个提示:方法buildDrawingCache()getDrawingCache()自己需要很长时间.另一种方法是使用模糊所需的视图尺寸创建一个位图:

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);
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现在toDrawOn可以使用该视图,您可以随意使用它.

根据我的经验,这比生成和访问视图的绘图缓存要快得多.

如果您需要帮助实施上面列出的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已缩小尺寸等等.如果您想查看原始屏幕捕获(mp4)文件 - 请检查此链接.

  • +1.这是一个很棒的答案,维克拉姆!你确实走得更远,不仅提供答案,而且还执行和分享相当复杂的实验结果.上帝保佑! (13认同)
  • 如果有源码示例就更好了。 (2认同)

Onu*_*nur 32

这在我的脑海中已有一段时间了,我刚刚通过你的问题实现了它.

为了能够做到这一点,我们需要将模糊布局下面的布局绘制到位图中.与使用模糊算法相比,我们需要模糊该位图,最后绘制模糊位图作为模糊布局的背景.

幸运的是android已经缓存了绘图机制,所以第一部分很容易.我们可以简单地为我们的下层布局启用缓存绘图,并使用它getDrawingCache()从中获取位图.

现在我们需要快速模糊算法.我使用了这个/sf/answers/701978721/

这里是.

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);
    }

}
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用法:

View beneathView = //the view that beneath blur view
View blurView= //blur View

BlurDrawable blurDrawable = new BlurDrawable(beneathView, radius);

blurView.setBackgroundDrawable(blurDrawable);
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以及我的测试应用程序如何:

测试应用

我决定不使用这个,因为它太过于hacky而且看起来并不像我想象的那样酷.


Ass*_*iel 14

是GDE Mario Viviani "使用Renderscript有效模糊图像"的好方法.

这是复制/粘贴:

模糊图像是许多开发人员需要实现的效果,并且可能需要一些时间和精力来实现.此外,由于需要进行大量的图像处理,如果没有进行适当的编码,就CPU和内存使用而言,这真的很麻烦.

有一种快速有效的模糊图像解决方案,即Renderscript.

API 11(Honeycomb)起可用,Renderscript允许利用GPU加速,并针对高性能3D渲染和计算操作. Renderscript是一个非常复杂和清晰的产品,允许使用本机C99语言进行深度配置和编码,从而实现可移植性,性能和可用性.

但是,由于API 17(4.2.2)Renderscript提供了一些执行定义明确的操作的内置函数,称为内在函数.内在函数是预先编写的脚本,允许执行Blur,Blen,Matrix Convolution等操作,而无需编写Renderscript代码.

这是我编写的一个简单方法,可以轻松地将Blur过滤器有效地应用于Bitmap:

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;
}
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RenderScript模糊图像

还有......瞧!模糊的位图!:-)

请记住,要运行以前的代码,您需要最低限度的API 17(4.2.2).

以下是此方法的要点:https: //gist.github.com/Mariuxtheone/903c35b4927c0df18cf8

如果您想了解有关Intrinsics的更多信息,请查看Android开发人员博客上的这篇文章:http: //android-developers.blogspot.it/2013/08/renderscript-intrinsics.html

如果您有兴趣了解有关Renderscript的更多信息,请查看以下链接:http : //android-developers.blogspot.it/2011/02/introducing-renderscript.html http://android-developers.blogspot.it/2011 /03/renderscript.html

  • 关于它需要最低api级别17,有一个用于api级别8+的RenderScript支持库http://android-developers.blogspot.com.tr/2013/09/renderscript-in-android-support-library.html."RenderScript.create"也需要花费一些时间,而不是每次都在`blurBitmap`方法中创建它,你应该创建一次脚本并每次通过更改输入和输出参数来使用它. (4认同)
  • 这可以用于仅模糊图像的一部分,例如示例图像吗? (2认同)