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Example 31 with Allocation

use of android.renderscript.Allocation in project GlassActionBar by ManuelPeinado.

the class Blur method apply.

@SuppressLint("NewApi")
public static Bitmap apply(Context context, Bitmap sentBitmap, int radius) {
    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];
    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 32 with Allocation

use of android.renderscript.Allocation in project android_packages_apps_Camera by CyanogenMod.

the class HdrSoftwareRS method process.

/**
 * Run the processing
 */
public void process() {
    // We make the output bitmap based on the inputs.
    // We don't really care about the content at this point, we just need the same size
    // and pixel depth.
    mOutBitmapAlloc = Allocation.createTyped(mRS, mInBitmapAlloc[BITMAP_LOW].getType());
    mScript.bind_gOutput(mOutBitmapAlloc);
    // We refer to the row of the images through an alloc to parallelize processing
    int num_rows = mOutBitmap.getHeight();
    int row_width = mOutBitmap.getWidth();
    int[] row_indices = new int[num_rows];
    for (int i = 0; i < num_rows; i++) {
        row_indices[i] = i * row_width;
    }
    Allocation row_indices_alloc = Allocation.createSized(mRS, Element.I32(mRS), num_rows, Allocation.USAGE_SCRIPT);
    row_indices_alloc.copyFrom(row_indices);
    mScript.set_gInIndex(row_indices_alloc);
    mScript.set_gImageWidth(row_width);
    mScript.set_gScript(mScript);
    // We run the script...
    mScript.invoke_performHdrComputation();
    // And we copy the output to a bitmap
    mOutBitmapAlloc.copyTo(mOutBitmap);
}
Also used : Allocation(android.renderscript.Allocation)

Example 33 with Allocation

use of android.renderscript.Allocation in project Signal-Android by WhisperSystems.

the class BlurTransformation method transform.

@Override
protected Bitmap transform(BitmapPool pool, Bitmap toTransform, int outWidth, int outHeight) {
    Matrix scaleMatrix = new Matrix();
    scaleMatrix.setScale(bitmapScaleFactor, bitmapScaleFactor);
    int targetWidth = Math.min(outWidth, toTransform.getWidth());
    int targetHeight = Math.min(outHeight, toTransform.getHeight());
    Bitmap blurredBitmap = Bitmap.createBitmap(toTransform, 0, 0, targetWidth, targetHeight, scaleMatrix, true);
    Allocation input = Allocation.createFromBitmap(rs, blurredBitmap, Allocation.MipmapControl.MIPMAP_FULL, Allocation.USAGE_SHARED);
    Allocation output = Allocation.createTyped(rs, input.getType());
    ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
    script.setInput(input);
    script.setRadius(blurRadius);
    script.forEach(output);
    output.copyTo(blurredBitmap);
    return blurredBitmap;
}
Also used : Bitmap(android.graphics.Bitmap) Matrix(android.graphics.Matrix) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur)

Example 34 with Allocation

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

the class ColorUtils method blurBitmap.

public static Bitmap blurBitmap(Context context, Bitmap bmp, int radius) {
    Bitmap out = Bitmap.createBitmap(bmp);
    RenderScript rs = RenderScript.create(context);
    Allocation input = Allocation.createFromBitmap(rs, bmp, MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
    Allocation output = Allocation.createTyped(rs, input.getType());
    ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
    script.setInput(input);
    script.setRadius(radius);
    script.forEach(output);
    output.copyTo(out);
    rs.destroy();
    return out;
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur)

Example 35 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)

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