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Example 21 with RenderScript

use of android.renderscript.RenderScript 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 22 with RenderScript

use of android.renderscript.RenderScript in project JamsMusicPlayer by psaravan.

the class GaussianBlur method fastblur.

@SuppressLint("NewApi")
public static Bitmap fastblur(Context context, Bitmap sentBitmap, int radius) {
    try {
        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);
    } catch (Exception e) {
        e.printStackTrace();
        return null;
    }
}
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 23 with RenderScript

use of android.renderscript.RenderScript in project BlurEffectForAndroidDesign by PomepuyN.

the class Blur method fastblur.

@SuppressLint("NewApi")
public static Bitmap fastblur(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];
    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 24 with RenderScript

use of android.renderscript.RenderScript in project vlc-android by videolan.

the class UiTools method blurBitmap.

@RequiresApi(api = Build.VERSION_CODES.JELLY_BEAN_MR1)
public static Bitmap blurBitmap(Bitmap bitmap, float radius) {
    if (bitmap == null || bitmap.getConfig() == null)
        return null;
    // 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(), Bitmap.Config.ARGB_8888);
    // Instantiate a new Renderscript
    RenderScript rs = RenderScript.create(VLCApplication.getAppContext());
    // Create an Intrinsic Blur Script using the Renderscript
    ScriptIntrinsicBlur blurScript = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
    // Create the Allocations (in/out) 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(radius);
    // Perform the Renderscript
    blurScript.setInput(allIn);
    blurScript.forEach(allOut);
    // Copy the final bitmap created by the out Allocation to the outBitmap
    allOut.copyTo(outBitmap);
    // After finishing everything, we destroy the Renderscript.
    rs.destroy();
    return outBitmap;
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur) Allocation(android.renderscript.Allocation) RequiresApi(android.support.annotation.RequiresApi)

Example 25 with RenderScript

use of android.renderscript.RenderScript in project SmartMesh_Android by SmartMeshFoundation.

the class BitmapUtils method blurBitmap.

public static Bitmap blurBitmap(Context context, Bitmap sentBitmap) {
    if (Build.VERSION.SDK_INT > 16) {
        try {
            Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), false);
            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(12.0f);
            script.setInput(input);
            script.forEach(output);
            output.copyTo(bitmap);
            return bitmap;
        } catch (Exception e) {
            return sentBitmap;
        } catch (OutOfMemoryError err) {
            return sentBitmap;
        }
    } else {
        return sentBitmap;
    }
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur) IOException(java.io.IOException)

Aggregations

RenderScript (android.renderscript.RenderScript)51 Allocation (android.renderscript.Allocation)44 ScriptIntrinsicBlur (android.renderscript.ScriptIntrinsicBlur)41 Bitmap (android.graphics.Bitmap)37 SuppressLint (android.annotation.SuppressLint)12 TargetApi (android.annotation.TargetApi)10 BitmapDrawable (android.graphics.drawable.BitmapDrawable)4 Type (android.renderscript.Type)4 BitmapFactory (android.graphics.BitmapFactory)3 Paint (android.graphics.Paint)3 RequiresApi (android.support.annotation.RequiresApi)3 ByteArrayInputStream (java.io.ByteArrayInputStream)3 ByteArrayOutputStream (java.io.ByteArrayOutputStream)3 Canvas (android.graphics.Canvas)2 ScriptIntrinsicYuvToRGB (android.renderscript.ScriptIntrinsicYuvToRGB)2 Point (android.graphics.Point)1 RSRuntimeException (android.renderscript.RSRuntimeException)1 Script (android.renderscript.Script)1 NonNull (androidx.annotation.NonNull)1 RequiresApi (androidx.annotation.RequiresApi)1