layout: post
title: Android 馬賽克(Mosaics)效果
date: 2015-12-13
categories: blog
tags: [技術(shù),Android]
category: Android
description: 使用兩種不同的方案實現(xiàn)Android平臺下的馬賽克效果
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代碼地址
GitHub
前幾天看見開源項目[ExplosionField]效果好贊,看了下代碼,他的實現(xiàn)大致就是在原界面之上覆蓋一成自定義的View,獲取到點擊的那個View的內(nèi)容(Bitmap),然后在覆蓋的那個自定義View的特定位置畫出來,之后就是對這個Bitmap做一些列拆分,變化重繪的過程.在這里根據(jù)他對bitmap的拆分,感覺用來實現(xiàn)Bitmap的效果也是不錯的,就試著做一做.
在這里介紹使用兩種方式實現(xiàn)馬賽克效果.開始之前先看看效果

Screenshot from 2015-12-13 19-09-50.png
感覺還可以
-
直接繪制
public static Bitmap getMosaicsBitmap(Bitmap bmp, double precent) { long start = System.currentTimeMillis(); int bmpW = bmp.getWidth(); int bmpH = bmp.getHeight(); Bitmap resultBmp = Bitmap.createBitmap(bmpW, bmpH, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(resultBmp); Paint paint = new Paint(); double unit; if (precent == 0) { unit = bmpW; } else { unit = 1 / precent; } double resultBmpW = bmpW / unit; double resultBmpH = bmpH / unit; for (int i = 0; i < resultBmpH; i++) { for (int j = 0; j < resultBmpW; j++) { int pickPointX = (int) (unit * (j + 0.5)); int pickPointY = (int) (unit * (i + 0.5)); int color; if (pickPointX >= bmpW || pickPointY >= bmpH) { color = bmp.getPixel(bmpW / 2, bmpH / 2); } else { color = bmp.getPixel(pickPointX, pickPointY); } paint.setColor(color); canvas.drawRect((int) (unit * j), (int) (unit * i), (int) (unit * (j + 1)), (int) (unit * (i + 1)), paint); } } canvas.setBitmap(null); long end = System.currentTimeMillis(); Log.v(TAG, "DrawTime:" + (end - start)); return resultBmp; }
修改像素點
public static Bitmap getMosaicsBitmaps(Bitmap bmp, double precent) {
long start = System.currentTimeMillis();
int bmpW = bmp.getWidth();
int bmpH = bmp.getHeight();
int[] pixels = new int[bmpH * bmpW];
bmp.getPixels(pixels, 0, bmpW, 0, 0, bmpW, bmpH);
int raw = (int) (bmpW * precent);
int unit;
if (raw == 0) {
unit = bmpW;
} else {
unit = bmpW / raw; //原來的unit*unit像素點合成一個,使用原左上角的值
}
if (unit >= bmpW || unit >= bmpH) {
return getMosaicsBitmap(bmp, precent);
}
for (int i = 0; i < bmpH; ) {
for (int j = 0; j < bmpW; ) {
int leftTopPoint = i * bmpW + j;
for (int k = 0; k < unit; k++) {
for (int m = 0; m < unit; m++) {
int point = (i + k) * bmpW + (j + m);
if (point < pixels.length) {
pixels[point] = pixels[leftTopPoint];
}
}
}
j += unit;
}
i += unit;
}
long end = System.currentTimeMillis();
Log.v(TAG, "DrawTime:" + (end - start));
return Bitmap.createBitmap(pixels, bmpW, bmpH, Bitmap.Config.ARGB_8888);
}
從效率上來看,第二中方式效率會高10倍,只要是因為第一種方式繪制的次數(shù)太多了,而繪制是比較費(fèi)時間的.這里,特別提示,不要在大量的循環(huán)語句內(nèi)部使用Log.v(...)
,這是一個很耗時間的操作.