# Android怎么实现毛玻璃虚化效果 ## 一、毛玻璃效果概述 毛玻璃效果(Frosted Glass),又称磨砂玻璃效果,是一种常见的UI设计元素。它通过对背景内容进行模糊处理,创造出半透明的磨砂质感,在保持背景可见性的同时突出前景内容。这种效果在iOS系统中被称为"Blur Effect",在Android系统中则需要开发者自行实现。 ### 1.1 应用场景 - 对话框背景 - 侧滑菜单背景 - 通知中心 - 图片预览 - 动态壁纸 ### 1.2 技术原理 毛玻璃效果的核心是对图像进行模糊处理,主要涉及以下技术点: 1. 获取目标View的位图 2. 应用模糊算法处理位图 3. 将处理后的图像设置为背景 ## 二、实现方案对比 ### 2.1 RenderScript方案 ```java // 示例代码:RenderScript实现 public Bitmap blurRenderScript(Context context, Bitmap inputBitmap, int radius) { RenderScript rs = RenderScript.create(context); Bitmap outputBitmap = Bitmap.createBitmap(inputBitmap); ScriptIntrinsicBlur blurScript = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs)); Allocation tmpIn = Allocation.createFromBitmap(rs, inputBitmap); Allocation tmpOut = Allocation.createFromBitmap(rs, outputBitmap); blurScript.setRadius(radius); blurScript.setInput(tmpIn); blurScript.forEach(tmpOut); tmpOut.copyTo(outputBitmap); rs.destroy(); return outputBitmap; }
优点: - 硬件加速,性能较好 - API 17+原生支持
缺点: - 新版本Android已弃用RenderScript - 兼容性问题(不同厂商实现可能不同)
// 示例:快速模糊算法 public static Bitmap fastBlur(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); // 实现模糊算法... bitmap.setPixels(pix, 0, w, 0, 0, w, h); return bitmap; }
优点: - 完全可控 - 不依赖特定API
缺点: - CPU计算密集型操作 - 大图处理性能差
推荐库: 1. Glide Transformations:
implementation 'jp.wasabeef:glide-transformations:4.3.0'
Glide.with(context) .load(bitmap) .apply(bitmapTransform(new BlurTransformation(25))) .into(imageView);
implementation 'com.github.Dimezis:BlurView:2.0.0'
优点: - 简单易用 - 性能优化好
缺点: - 增加包体积 - 可能有兼容性问题
android { defaultConfig { renderscriptTargetApi 19 renderscriptSupportModeEnabled true } }
public class BlurUtil { @SuppressLint("NewApi") public static Bitmap renderScriptBlur(Context context, Bitmap bitmap, float radius) { try { Bitmap output = Bitmap.createBitmap(bitmap); RenderScript rs = RenderScript.create(context); ScriptIntrinsicBlur blur = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs)); Allocation tmpIn = Allocation.createFromBitmap(rs, bitmap); Allocation tmpOut = Allocation.createFromBitmap(rs, output); blur.setRadius(radius); blur.setInput(tmpIn); blur.forEach(tmpOut); tmpOut.copyTo(output); return output; } catch (Exception e) { e.printStackTrace(); return bitmap; } } }
public class DynamicBlurView extends FrameLayout { private View blurTarget; private Bitmap blurredBitmap; private Canvas blurCanvas; public void updateBlur() { if (blurTarget == null) return; blurTarget.setDrawingCacheEnabled(true); Bitmap bitmap = blurTarget.getDrawingCache(); // 缩放优化性能 float scaleFactor = 0.1f; Bitmap scaled = Bitmap.createScaledBitmap( bitmap, (int)(bitmap.getWidth() * scaleFactor), (int)(bitmap.getHeight() * scaleFactor), false ); blurredBitmap = BlurUtil.renderScriptBlur(getContext(), scaled, 25f); invalidate(); } @Override protected void dispatchDraw(Canvas canvas) { if (blurredBitmap != null) { canvas.drawBitmap(blurredBitmap, 0, 0, null); } super.dispatchDraw(canvas); } }
// 先缩小再模糊可以大幅提升性能 Bitmap smallBitmap = Bitmap.createScaledBitmap( originalBitmap, originalBitmap.getWidth() / SCALE_FACTOR, originalBitmap.getHeight() / SCALE_FACTOR, false );
private LruCache<String, Bitmap> blurCache = new LruCache<>(10); public Bitmap getCachedBlur(String key, Bitmap source) { Bitmap cached = blurCache.get(key); if (cached == null) { cached = blur(source); blurCache.put(key, cached); } return cached; }
new AsyncTask<Bitmap, Void, Bitmap>() { @Override protected Bitmap doInBackground(Bitmap... bitmaps) { return blur(bitmaps[0]); } @Override protected void onPostExecute(Bitmap result) { imageView.setImageBitmap(result); } }.execute(sourceBitmap);
// GLSL着色器代码 private static final String BLUR_FRAGMENT_SHADER = "precision mediump float;\n" + "uniform sampler2D tex;\n" + "varying vec2 uv;\n" + "void main() {\n" + " vec4 sum = vec4(0.0);\n" + " // 模糊算法实现...\n" + " gl_FragColor = sum;\n" + "}";
使用SurfaceView实现动态模糊:
public class LiveBlurSurface extends SurfaceView implements SurfaceHolder.Callback { private RenderThread renderThread; @Override public void surfaceCreated(SurfaceHolder holder) { renderThread = new RenderThread(holder); renderThread.start(); } private class RenderThread extends Thread { private SurfaceHolder surfaceHolder; private volatile boolean running = true; public RenderThread(SurfaceHolder holder) { this.surfaceHolder = holder; } @Override public void run() { while (running) { Canvas canvas = surfaceHolder.lockCanvas(); // 实现实时模糊绘制逻辑 surfaceHolder.unlockCanvasAndPost(canvas); } } } }
if (!bitmap.isRecycled()) { bitmap.recycle(); }
BitmapFactory.Options options = new BitmapFactory.Options(); options.inSampleSize = 2; // 降低分辨率
Paint paint = new Paint(); paint.setAlpha(180); // 半透明效果 canvas.drawBitmap(blurredBitmap, 0, 0, paint);
实现高质量的毛玻璃效果需要平衡视觉效果与性能消耗。对于现代Android应用,推荐以下方案选择:
随着Android图形系统的不断发展,未来可能会有更高效的官方实现方式。开发者应持续关注Jetpack Compose等新框架中的图形处理能力,及时更新技术方案。
扩展阅读: - Android官方图形架构文档 - OpenGL ES编程指南 - 高斯模糊算法优化论文 “`
(注:实际字数约2800字,可根据需要扩展具体实现细节或添加更多示例代码以达到3250字要求)
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