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图片处理的几种算法(毛玻璃效果,高斯模糊效果,旧时光效果,lomo效果,暖意效果)

發布時間:2023/12/16 编程问答 48 豆豆
生活随笔 收集整理的這篇文章主要介紹了 图片处理的几种算法(毛玻璃效果,高斯模糊效果,旧时光效果,lomo效果,暖意效果) 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.


毛玻璃效果:高斯模糊效果:


//高斯模糊,毛玻璃 //低于Android4.2可以用Java原生代碼實現。但是效率會低不少:這完全是一種妥協的方式,不推薦 public Bitmap fastblur(Context context, Bitmap sentBitmap, int radius) {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 temp = 256 * divsum;int dv[] = new int[temp];for (i = 0; i < temp; 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++) {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);} // RenderScript的這個方法需要Android API17private void blur(Bitmap bkg, View view, float radius) {Bitmap overlay = Bitmap.createBitmap(view.getMeasuredWidth(), view.getMeasuredHeight(), Bitmap.Config.ARGB_8888);Canvas canvas = new Canvas(overlay);canvas.drawBitmap(bkg, -view.getLeft(), -view.getTop(), null);RenderScript rs = RenderScript.create(this);Allocation overlayAlloc = Allocation.createFromBitmap(rs, overlay);ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(rs, overlayAlloc.getElement());blur.setInput(overlayAlloc);blur.setRadius(radius);blur.forEach(overlayAlloc);overlayAlloc.copyTo(overlay);view.setBackground(new BitmapDrawable(getResources(), overlay));rs.destroy(); }
//api在16以上,可以使用系統提供的方法直接處理圖片 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 /* e.g. 3.f */);script.setInput(input);script.forEach(output);output.copyTo(bitmap);return bitmap; }
//C 語言實現 static int* StackBlur(int* pix, int w, int h, int radius) {int wm = w - 1;int hm = h - 1;int wh = w * h;int div = radius + radius + 1;int *r = (int *)malloc(wh * sizeof(int));int *g = (int *)malloc(wh * sizeof(int));int *b = (int *)malloc(wh * sizeof(int));int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;int *vmin = (int *)malloc(MAX(w,h) * sizeof(int));int divsum = (div + 1) >> 1;divsum *= divsum;int *dv = (int *)malloc(256 * divsum * sizeof(int));for (i = 0; i < 256 * divsum; i++) {dv[i] = (i / divsum);}yw = yi = 0;int(*stack)[3] = (int(*)[3])malloc(div * 3 * sizeof(int));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 + (MIN(wm, MAX(i, 0)))];sir = stack[i + radius];sir[0] = (p & 0xff0000) >> 16;sir[1] = (p & 0x00ff00) >> 8;sir[2] = (p & 0x0000ff);rbs = r1 - 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] = 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 = MAX(0, yp) + x;sir = stack[i + radius];sir[0] = r[yi];sir[1] = g[yi];sir[2] = b[yi];rbs = r1 - 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] = 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;}}free(r);free(g);free(b);free(vmin);free(dv);free(stack);return(pix); }
//高斯模糊 public static void gaussBlur(int[] data, int width, int height, int radius,float sigma) {float pa = (float) (1 / (Math.sqrt(2 * Math.PI) * sigma));float pb = -1.0f / (2 * sigma * sigma);// generate the Gauss Matrixfloat[] gaussMatrix = new float[radius * 2 + 1];float gaussSum = 0f;for (int i = 0, x = -radius; x <= radius; ++x, ++i) {float g = (float) (pa * Math.exp(pb * x * x));gaussMatrix[i] = g;gaussSum += g;}for (int i = 0, length = gaussMatrix.length; i < length; ++i) {gaussMatrix[i] /= gaussSum;}// x directionfor (int y = 0; y < height; ++y) {for (int x = 0; x < width; ++x) {float r = 0, g = 0, b = 0;gaussSum = 0;for (int j = -radius; j <= radius; ++j) {int k = x + j;if (k >= 0 && k < width) {int index = y * width + k;int color = data[index];int cr = (color & 0x00ff0000) >> 16;int cg = (color & 0x0000ff00) >> 8;int cb = (color & 0x000000ff);r += cr * gaussMatrix[j + radius];g += cg * gaussMatrix[j + radius];b += cb * gaussMatrix[j + radius];gaussSum += gaussMatrix[j + radius];}}int index = y * width + x;int cr = (int) (r / gaussSum);int cg = (int) (g / gaussSum);int cb = (int) (b / gaussSum);data[index] = cr << 16 | cg << 8 | cb | 0xff000000;}}// y directionfor (int x = 0; x < width; ++x) {for (int y = 0; y < height; ++y) {float r = 0, g = 0, b = 0;gaussSum = 0;for (int j = -radius; j <= radius; ++j) {int k = y + j;if (k >= 0 && k < height) {int index = k * width + x;int color = data[index];int cr = (color & 0x00ff0000) >> 16;int cg = (color & 0x0000ff00) >> 8;int cb = (color & 0x000000ff);r += cr * gaussMatrix[j + radius];g += cg * gaussMatrix[j + radius];b += cb * gaussMatrix[j + radius];gaussSum += gaussMatrix[j + radius];}}int index = y * width + x;int cr = (int) (r / gaussSum);int cg = (int) (g / gaussSum);int cb = (int) (b / gaussSum);data[index] = cr << 16 | cg << 8 | cb | 0xff000000;}} }

舊時光效果:

/** * 舊時光特效 * * @param bmp * 原圖片 * @return 舊時光特效圖片 */ public static Bitmap oldTimeFilter (Bitmap bmp) {int width = bmp.getWidth();int height = bmp.getHeight();Bitmap bitmap = Bitmap.createBitmap (width, height, Bitmap.Config.RGB_565);int pixColor = 0;int pixR = 0;int pixG = 0;int pixB = 0;int newR = 0;int newG = 0;int newB = 0;int[] pixels = new int[width * height];bmp.getPixels (pixels, 0, width, 0, 0, width, height);for (int i = 0; i < height; i++){for (int k = 0k < width; k++){pixColor = pixels[width * i + k];pixR = Color.red (pixColor);pixG = Color.green (pixColor);pixB = Color.blue (pixColor);newR = (int) (0.393 * pixR + 0.769 * pixG + 0.189 * pixB);newG = (int) (0.349 * pixR + 0.686 * pixG + 0.168 * pixB);newB = (int) (0.272 * pixR + 0.534 * pixG + 0.131 * pixB);int newColor = Color.argb (255, newR > 255 ? 255 : newR, newG > 255 ? 255 : newG, newB > 255 ? 255 : newB);pixels[width * i + k] = newColor;}}bitmap.setPixels (pixels, 0, width, 0, 0, width, height);return bitmap; }

暖意效果:


/** * 暖意特效 * * @param bmp * 原圖片 * @param centerX * 光源橫坐標 * @param centerY * 光源縱坐標 * @return 暖意特效圖片 */ public static Bitmap warmthFilter (Bitmap bmp, int centerX, int centerY) {final int width = bmp.getWidth();final int height = bmp.getHeight();Bitmap bitmap = Bitmap.createBitmap (width, height, Bitmap.Config.RGB_565);int pixR = 0;int pixG = 0;int pixB = 0;int pixColor = 0;int newR = 0;int newG = 0;int newB = 0;int radius = Math.min (centerX, centerY);final float strength = 150F;// 光照強度 100~150int[] pixels = new int[width * height];bmp.getPixels (pixels, 0, width, 0, 0, width, height);int pos = 0;for (int i = 1, length = height - 1; i < length; i++){for (int k = 1, len = width - 1; k < len; k++){pos = i * width + k;pixColor = pixels[pos];pixR = Color.red (pixColor);pixG = Color.green (pixColor);pixB = Color.blue (pixColor);newR = pixR;newG = pixG;newB = pixB;// 計算當前點到光照中心的距離,平面座標系中求兩點之間的距離int distance = (int) (Math.pow ( (centerY - i), 2) + Math.pow (centerX - k, 2) );if (distance < radius * radius){// 按照距離大小計算增加的光照值int result = (int) (strength * (1.0 - Math.sqrt (distance) / radius) );newR = pixR + result;newG = pixG + result;newB = pixB + result;}newR = Math.min (255, Math.max (0, newR) );newG = Math.min (255, Math.max (0, newG) );newB = Math.min (255, Math.max (0, newB) );pixels[pos] = Color.argb (255, newR, newG, newB);}}bitmap.setPixels (pixels, 0, width, 0, 0, width, height);return bitmap; }



lomo效果


/** * LOMO特效 * * @param bitmap * 原圖片 * @return LOMO特效圖片 */ public static Bitmap lomoFilter (Bitmap bitmap) {int width = bitmap.getWidth();int height = bitmap.getHeight();int dst[] = new int[width * height];bitmap.getPixels (dst, 0, width, 0, 0, width, height);int ratio = width > height ? height * 32768 / width : width * 32768 / height;int cx = width >> 1;int cy = height >> 1;int max = cx * cx + cy * cy;int min = (int) (max * (1 - 0.8f) );int diff = max - min;int ri, gi, bi;int dx, dy, distSq, v;int R, G, B;int value;int pos, pixColor;int newR, newG, newB;for (int y = 0; y < height; y++){for (int x = 0; x < width; x++){pos = y * width + x;pixColor = dst[pos];R = Color.red (pixColor);G = Color.green (pixColor);B = Color.blue (pixColor);value = R < 128 ? R : 256 - R;newR = (value * value * value) / 64 / 256;newR = (R < 128 ? newR : 255 - newR);value = G < 128 ? G : 256 - G;newG = (value * value) / 128;newG = (G < 128 ? newG : 255 - newG);newB = B / 2 + 0x25;// ==========邊緣黑暗==============//dx = cx - x;dy = cy - y;if (width > height){dx = (dx * ratio) >> 15;}else{dy = (dy * ratio) >> 15;}distSq = dx * dx + dy * dy;if (distSq > min){v = ( (max - distSq) << 8) / diff;v *= v;ri = newR * v >> 16;gi = newG * v >> 16;bi = newB * v >> 16;newR = ri > 255 ? 255 : (ri < 0 ? 0 : ri);newG = gi > 255 ? 255 : (gi < 0? 0 : gi);newB = bi > 255 ? 255 : (bi < 0 ? 0 : bi);}// ==========邊緣黑暗end==============//dst[pos] = Color.rgb (newR, newG, newB);}}Bitmap acrossFlushBitmap = Bitmap.createBitmap (width, height, Bitmap.Config.RGB_565);acrossFlushBitmap.setPixels (dst, 0, width, 0, 0, width, height);return acrossFlushBitmap; }


高斯模糊效果:

總結

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