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Example 6 with Allocation

use of android.renderscript.Allocation in project bilibili-android-client by HotBitmapGG.

the class ImageBlurUtil method blur.

/**
   * 图片高斯模糊具体实现方法
   */
public static Bitmap blur(Context context, Bitmap image, float radius) {
    // 计算图片缩小后的长宽
    int width = Math.round(image.getWidth() * BITMAP_SCALE);
    int height = Math.round(image.getHeight() * BITMAP_SCALE);
    // 将缩小后的图片做为预渲染的图片。
    Bitmap inputBitmap = Bitmap.createScaledBitmap(image, width, height, false);
    // 创建一张渲染后的输出图片。
    Bitmap outputBitmap = Bitmap.createBitmap(inputBitmap);
    // 创建RenderScript内核对象
    RenderScript rs = RenderScript.create(context);
    // 创建一个模糊效果的RenderScript的工具对象
    ScriptIntrinsicBlur blurScript = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
    // 由于RenderScript并没有使用VM来分配内存,所以需要使用Allocation类来创建和分配内存空间。
    // 创建Allocation对象的时候其实内存是空的,需要使用copyTo()将数据填充进去。
    Allocation tmpIn = Allocation.createFromBitmap(rs, inputBitmap);
    Allocation tmpOut = Allocation.createFromBitmap(rs, outputBitmap);
    // 设置渲染的模糊程度, 25f是最大模糊度
    blurScript.setRadius(radius);
    // 设置blurScript对象的输入内存
    blurScript.setInput(tmpIn);
    // 将输出数据保存到输出内存中
    blurScript.forEach(tmpOut);
    // 将数据填充到Allocation中
    tmpOut.copyTo(outputBitmap);
    return outputBitmap;
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur) Allocation(android.renderscript.Allocation)

Example 7 with Allocation

use of android.renderscript.Allocation in project UltimateAndroid by cymcsg.

the class Blur method apply.

public static Bitmap apply(Context context, Bitmap sentBitmap, int radius) {
    final Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
    final RenderScript rs = RenderScript.create(context);
    final Allocation input = Allocation.createFromBitmap(rs, sentBitmap, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
    final Allocation output = Allocation.createTyped(rs, input.getType());
    final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
    script.setRadius(radius);
    script.setInput(input);
    script.forEach(output);
    output.copyTo(bitmap);
    sentBitmap.recycle();
    rs.destroy();
    input.destroy();
    output.destroy();
    script.destroy();
    return bitmap;
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur)

Example 8 with Allocation

use of android.renderscript.Allocation in project UltimateAndroid by cymcsg.

the class Blur method fastblur.

@SuppressLint("NewApi")
public static Bitmap fastblur(Context context, Bitmap sentBitmap, int radius, boolean canReuseInBitmap) {
    if (VERSION.SDK_INT > 16) {
        Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
        final RenderScript rs = RenderScript.create(context);
        final Allocation input = Allocation.createFromBitmap(rs, sentBitmap, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
        final Allocation output = Allocation.createTyped(rs, input.getType());
        final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
        script.setRadius(radius);
        script.setInput(input);
        script.forEach(output);
        output.copyTo(bitmap);
        return bitmap;
    }
    // Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>
    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);
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur) SuppressLint(android.annotation.SuppressLint) SuppressLint(android.annotation.SuppressLint)

Example 9 with Allocation

use of android.renderscript.Allocation in project UltimateAndroid by cymcsg.

the class Blur method fastblur.

@SuppressLint("NewApi")
public static Bitmap fastblur(Context context, Bitmap sentBitmap, int radius) throws Exception {
    if (VERSION.SDK_INT > 16) {
        Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
        final RenderScript rs = RenderScript.create(context);
        final Allocation input = Allocation.createFromBitmap(rs, sentBitmap, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
        final Allocation output = Allocation.createTyped(rs, input.getType());
        final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
        script.setRadius(radius);
        script.setInput(input);
        script.forEach(output);
        output.copyTo(bitmap);
        return bitmap;
    }
    // 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 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 = 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);
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur) SuppressLint(android.annotation.SuppressLint) SuppressLint(android.annotation.SuppressLint)

Example 10 with Allocation

use of android.renderscript.Allocation in project android_frameworks_base by AOSPA.

the class Camera method createPreviewAllocation.

/**
     * <p>Create a {@link android.renderscript RenderScript}
     * {@link android.renderscript.Allocation Allocation} to use as a
     * destination of preview callback frames. Use
     * {@link #setPreviewCallbackAllocation setPreviewCallbackAllocation} to use
     * the created Allocation as a destination for camera preview frames.</p>
     *
     * <p>The Allocation will be created with a YUV type, and its contents must
     * be accessed within Renderscript with the {@code rsGetElementAtYuv_*}
     * accessor methods. Its size will be based on the current
     * {@link Parameters#getPreviewSize preview size} configured for this
     * camera.</p>
     *
     * @param rs the RenderScript context for this Allocation.
     * @param usage additional usage flags to set for the Allocation. The usage
     *   flag {@link android.renderscript.Allocation#USAGE_IO_INPUT} will always
     *   be set on the created Allocation, but additional flags may be provided
     *   here.
     * @return a new YUV-type Allocation with dimensions equal to the current
     *   preview size.
     * @throws RSIllegalArgumentException if the usage flags are not compatible
     *   with an YUV Allocation.
     * @see #setPreviewCallbackAllocation
     * @hide
     */
public final Allocation createPreviewAllocation(RenderScript rs, int usage) throws RSIllegalArgumentException {
    Parameters p = getParameters();
    Size previewSize = p.getPreviewSize();
    Type.Builder yuvBuilder = new Type.Builder(rs, Element.createPixel(rs, Element.DataType.UNSIGNED_8, Element.DataKind.PIXEL_YUV));
    // Use YV12 for wide compatibility. Changing this requires also
    // adjusting camera service's format selection.
    yuvBuilder.setYuvFormat(ImageFormat.YV12);
    yuvBuilder.setX(previewSize.width);
    yuvBuilder.setY(previewSize.height);
    Allocation a = Allocation.createTyped(rs, yuvBuilder.create(), usage | Allocation.USAGE_IO_INPUT);
    return a;
}
Also used : Type(android.renderscript.Type) SdkConstantType(android.annotation.SdkConstant.SdkConstantType) Allocation(android.renderscript.Allocation)

Aggregations

Allocation (android.renderscript.Allocation)71 Bitmap (android.graphics.Bitmap)42 RenderScript (android.renderscript.RenderScript)42 ScriptIntrinsicBlur (android.renderscript.ScriptIntrinsicBlur)41 SuppressLint (android.annotation.SuppressLint)14 RequiresApi (android.support.annotation.RequiresApi)14 TargetApi (android.annotation.TargetApi)10 Type (android.renderscript.Type)6 SdkConstantType (android.annotation.SdkConstant.SdkConstantType)5 Paint (android.graphics.Paint)4 BitmapDrawable (android.graphics.drawable.BitmapDrawable)4 BitmapFactory (android.graphics.BitmapFactory)3 ByteArrayInputStream (java.io.ByteArrayInputStream)3 ByteArrayOutputStream (java.io.ByteArrayOutputStream)3 Canvas (android.graphics.Canvas)2 Point (android.graphics.Point)2 Element (android.renderscript.Element)2 Script (android.renderscript.Script)2 RequiresApi (androidx.annotation.RequiresApi)2 ArrayList (java.util.ArrayList)2