Android ImageView模糊动画

Fif*_*eep 6 animation android imageview android-animation

我想添加模糊动画ImageView,但设置持续时间.所以,例如,我希望图像随着时间的推移而模糊.

我已经有了模糊图像的方法,但我需要的是让它从模糊变为无模糊,比如2秒.

有人可以帮帮我吗?

编辑:这是我目前模糊图像的方法.

public Bitmap blur(Bitmap sentBitmap, int radius) {

    // Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>

    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;
        }
    }

    Log.e("pix", w + " " + h + " " + pix.length);
    bitmap.setPixels(pix, 0, w, 0, 0, w, h);

    return (bitmap);
}
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Xav*_*ler 10

Android上的模糊效果总是很难.基本上你必须在外观和性能之间做出决定.模糊看起来越长越好,如果模糊本身不是瞬间的,那么你就无法真正为模糊设置动画.

你原始的模糊算法产生了非常好的结果,但由于这一点,它也很慢,使模糊动画不可能.为了演示如何有效地模糊这个图像,我通过缩放位图来创建一个简单的模糊动画:

public class BlurAnimation extends Animation {

    private final ImageView imageView;
    private final Bitmap bitmap;
    private final float startValue;
    private final float stopValue;
    private final float difValue;

    private BlurAnimation(ImageView imageView, Bitmap bitmap, int startValue, int stopValue) {
        this.imageView = imageView;
        this.bitmap = bitmap;
        this.startValue = startValue;
        this.stopValue = stopValue;
        this.difValue = stopValue - startValue;
    }

    @Override
    protected void applyTransformation(float interpolatedTime, Transformation t) {
        super.applyTransformation(interpolatedTime, t);

        int current = (int)(this.difValue * interpolatedTime + this.startValue + 0.5f);
        Bitmap blurred = quickBlur(this.bitmap, current);
        this.imageView.setImageBitmap(blurred);
    }

    public Bitmap quickBlur(Bitmap bitmap, int factor) {
        if(factor <= 0) {
            return Bitmap.createBitmap(1, 1, Bitmap.Config.ARGB_8888);
        }
        return Bitmap.createScaledBitmap(bitmap, bitmap.getWidth() / factor, bitmap.getHeight() / factor, true);
    }
}
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这很有效(即使仍有一些滞后),但结果无法与您的模糊算法进行比较,它看起来很糟糕:

在此输入图像描述

所以你看,在模糊图像时很难将性能和美观结合起来,但首先有一些选择RenderScript.RenderScript速度非常快,内置高斯模糊滤镜.我从来没有使用它,但从我听到它可能是你的问题的解决方案.

您还可以尝试加载图像的已缩小版本,这将产生与上面的gif相同的效果,但会更快.缺点是在一个Animation问题上使用它是有问题的,但如果你只是需要一个模糊的图像而你真的不关心质量,那么你应该选择这个选项.

您可以在此答案中找到有关RenderScript其他快速模糊选项的更多信息


Bud*_*ius 6

我不会用代码过多地延长我的答案,因为老实说我没有它,但我会试着指出你必须考虑的关键事项和一些有用的链接.

首先,方法:

  • 尽可能快地模糊
  • 缓存模糊的结果
  • 淡入淡出

尽可能快地模糊:

你的算法看起来非常好,我相信它确实产生了很好的效果,但实际情况是它在单个线程中在Java VM中运行.使用RenderScript,您绝对可以获得更好的性能.这是因为RenderScript会自动将渲染过程缩放到多处理器和GPU.

它的基本代码如下,直接取自android-developers.blogspot.com:

RenderScript rs = RenderScript.create(theActivity);
ScriptIntrinsicBlur theIntrinsic = ScriptIntrinsicBlur.create(mRS, Element.U8_4(rs));;
Allocation tmpIn = Allocation.createFromBitmap(rs, inputBitmap);
Allocation tmpOut = Allocation.createFromBitmap(rs, outputBitmap);
theIntrinsic.setRadius(25.f);
theIntrinsic.setInput(tmpIn);
theIntrinsic.forEach(tmpOut);
tmpOut.copyTo(outputBitmap);
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缓存模糊的结果:

那是因为Blur需要时间.此外还会有很多内存含义,你必须仔细观察.你肯定无法在回收视图和内容的滚动列表中做得很好.提示可能是使用Picasso库(LINK)并处理您的线程.像这样的东西:

Picasso
   .with(context)
   .load(/* asset/res/file/url */)
   .transform(new BlurTransformation(value))
   .into(target);

// The transform method is automatically called by Picasso in a background thread
public class BlurTransformation implements com.squareup.picasso.Transformation {
    private final float radius;

    // radius is corner radii in dp
    public BlurTransformation(final float radius) {
        this.radius = radius;
    }

    @Override
    public Bitmap transform(final Bitmap source) {
       // do the transformation and return it here
    }

    @Override
    public String key() {
        return "blur"+Float.toString(radius);
    }
}

// you can also use this to get it instantly
Picasso... all the code... .get();
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淡入淡出:

这里是你在性能和漂亮外观之间取得平衡的地方.现实情况是,如果没有实际渲染每一帧的每一帧,真正的动画是不可能的,但是在几个关键帧之间交叉渐变可以获得很好的效果.

您将使用多少个关键帧取决于您想要的性能,设备上的可用内存量等.

如果你只有2个关键帧(1个不模糊,1个完全模糊)你可以应用TransitionDrawable.如果你想要更精细的效果,你将不得不创建一系列交叉渐变过渡或可能创建自己的自定义drawable.

对于只有2个关键帧你可以在雅虎天气应用程序上看到一个例子,如果你想看一个你想要检查Muzei动态壁纸的几个关键帧的例子.

非常有用的链接*

在下面的链接中,您将看到Muzei创作者(Roman Nurik,也是Google为Android工作的工程师之一)讨论他如何实现关键帧,为什么这是唯一的方法来实现它和为什么,虽然代码更复杂,但它最终会产生更漂亮的结果:(简短版)https://plus.google.com/+RomanNurik/posts/2sTQ1X2Cb2Z(完整版)https://medium.com/@ romannurik /偶然的思路,3a1721a6f716

此链接是Muzei动态壁纸的源代码,您可以在其中查看他如何计算关键帧并为壁纸设置动画:https://github.com/romannurik/muzei

祝你好运,编码愉快!