Android Open Source - glide-transformations Blur Transformation






From Project

Back to project page glide-transformations.

License

The source code is released under:

Apache License

If you think the Android project glide-transformations listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.

Java Source Code

package jp.wasabeef.glide.transformations;
/*from   w  ww  .  j a  v a 2s.  c o m*/
/**
 * Copyright (C) 2015 Wasabeef
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

import com.bumptech.glide.load.Transformation;
import com.bumptech.glide.load.engine.Resource;
import com.bumptech.glide.load.engine.bitmap_recycle.BitmapPool;
import com.bumptech.glide.load.resource.bitmap.BitmapResource;

import android.content.Context;
import android.graphics.Bitmap;
import android.os.Build;
import android.renderscript.Allocation;
import android.renderscript.Element;
import android.renderscript.RenderScript;
import android.renderscript.ScriptIntrinsicBlur;

public class BlurTransformation implements Transformation<Bitmap> {

    private static int MAX_RADIUS = 25;

    private Context mContext;
    private BitmapPool mBitmapPool;

    private int mRadius;

    public BlurTransformation(Context context, BitmapPool pool) {
        this(context, pool, MAX_RADIUS);
    }

    public BlurTransformation(Context context, BitmapPool pool, int radius) {
        mContext = context;
        mBitmapPool = pool;
        this.mRadius = radius;
    }

    @Override
    public Resource<Bitmap> transform(Resource<Bitmap> resource, int outWidth, int outHeight) {
        Bitmap source = resource.get();

        if (Build.VERSION.SDK_INT > 16) {
            Bitmap bitmap = source.copy(source.getConfig(), true);

            final RenderScript rs = RenderScript.create(mContext);
            final Allocation input = Allocation.createFromBitmap(rs, source,
                    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(mRadius /* e.g. 3.f */);
            script.setInput(input);
            script.forEach(output);
            output.copyTo(bitmap);

            source.recycle();
            return BitmapResource.obtain(bitmap, mBitmapPool);
        }

        // 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 = source.copy(source.getConfig(), true);

        if (mRadius < 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 = mRadius + mRadius + 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 = mRadius + 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 = -mRadius; i <= mRadius; i++) {
                p = pix[yi + Math.min(wm, Math.max(i, 0))];
                sir = stack[i + mRadius];
                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 = mRadius;

            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 - mRadius + div;
                sir = stack[stackstart % div];

                routsum -= sir[0];
                goutsum -= sir[1];
                boutsum -= sir[2];

                if (y == 0) {
                    vmin[x] = Math.min(x + mRadius + 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 = -mRadius * w;
            for (i = -mRadius; i <= mRadius; i++) {
                yi = Math.max(0, yp) + x;

                sir = stack[i + mRadius];

                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 = mRadius;
            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 - mRadius + 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);
        source.recycle();

        return BitmapResource.obtain(bitmap, mBitmapPool);
    }

    @Override
    public String getId() {
        return "BlurTransformation(radius=" + mRadius + ")";
    }
}




Java Source Code List

jp.wasabeef.example.glide.MainActivity.java
jp.wasabeef.example.glide.MainAdapter.java
jp.wasabeef.glide.transformations.ApplicationTest.java
jp.wasabeef.glide.transformations.BlurTransformation.java
jp.wasabeef.glide.transformations.ColorFilterTransformation.java
jp.wasabeef.glide.transformations.CropCircleTransformation.java
jp.wasabeef.glide.transformations.CropSquareTransformation.java
jp.wasabeef.glide.transformations.CropTransformation.java
jp.wasabeef.glide.transformations.GrayscaleTransformation.java
jp.wasabeef.glide.transformations.RoundedCornersTransformation.java
jp.wasabeef.glide.transformations.gpu.BrightnessFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.ContrastFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.InvertFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.KuwaharaFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.PixelationFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.SepiaFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.SketchFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.SwirlFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.ToonFilterTransformation.java
jp.wasabeef.glide.transformations.gpu.VignetteFilterTransformation.java