示例#1
0
  public void setAndConsumeBitmapRegionLoader(final BitmapRegionLoader bitmapRegionLoader) {
    if (!mSurfaceCreated) {
      mQueuedNextBitmapRegionLoader = bitmapRegionLoader;
      return;
    }

    if (mCrossfadeAnimator.isRunning()) {
      if (mQueuedNextBitmapRegionLoader != null) {
        mQueuedNextBitmapRegionLoader.destroy();
      }
      mQueuedNextBitmapRegionLoader = bitmapRegionLoader;
      return;
    }

    mNextGLPictureSet.load(bitmapRegionLoader);

    mCrossfadeAnimator
        .from(0)
        .to(1)
        .withDuration(CROSSFADE_ANIMATION_DURATION)
        .withEndListener(
            new Runnable() {
              @Override
              public void run() {
                // swap current and next picturesets
                final GLPictureSet oldGLPictureSet = mCurrentGLPictureSet;
                mCurrentGLPictureSet = mNextGLPictureSet;
                mNextGLPictureSet = new GLPictureSet(oldGLPictureSet.mId);
                mCallbacks.requestRender();
                oldGLPictureSet.destroyPictures();
                System.gc();
                if (mQueuedNextBitmapRegionLoader != null) {
                  BitmapRegionLoader queuedNextBitmapRegionLoader = mQueuedNextBitmapRegionLoader;
                  mQueuedNextBitmapRegionLoader = null;
                  setAndConsumeBitmapRegionLoader(queuedNextBitmapRegionLoader);
                }
              }
            })
        .start();
    mCallbacks.requestRender();
  }
示例#2
0
    public void load(BitmapRegionLoader bitmapRegionLoader) {
      mHasBitmap = (bitmapRegionLoader != null);
      mBitmapAspectRatio =
          mHasBitmap ? bitmapRegionLoader.getWidth() * 1f / bitmapRegionLoader.getHeight() : 1f;

      mDimAmount = DEFAULT_MAX_DIM;

      destroyPictures();

      if (bitmapRegionLoader != null) {
        BitmapFactory.Options options = new BitmapFactory.Options();
        Rect rect = new Rect();
        int originalWidth = bitmapRegionLoader.getWidth();
        int originalHeight = bitmapRegionLoader.getHeight();

        // Calculate image darkness to determine dim amount
        rect.set(0, 0, originalWidth, originalHeight);
        options.inSampleSize = ImageUtil.calculateSampleSize(originalHeight, 64);
        Bitmap tempBitmap = bitmapRegionLoader.decodeRegion(rect, options);
        float darkness = ImageUtil.calculateDarkness(tempBitmap);
        mDimAmount =
            mDemoMode
                ? DEMO_DIM
                : (int) (mMaxDim * ((1 - DIM_RANGE) + DIM_RANGE * Math.sqrt(darkness)));
        tempBitmap.recycle();

        // Create the GLPicture objects
        mPictures[0] = new GLPicture(bitmapRegionLoader, mHeight);
        if (mMaxPrescaledBlurPixels == 0) {
          for (int f = 1; f <= mBlurKeyframes; f++) {
            mPictures[f] = mPictures[0];
          }
        } else {
          ImageBlurrer blurrer = new ImageBlurrer(mContext);
          // To blur, first load the entire bitmap region, but at a very large
          // sample size that's appropriate for the final blurred image
          options.inSampleSize =
              ImageUtil.calculateSampleSize(originalHeight, mHeight / mBlurredSampleSize);
          rect.set(0, 0, originalWidth, originalHeight);
          tempBitmap = bitmapRegionLoader.decodeRegion(rect, options);

          // Next, create a scaled down version of the bitmap so that the blur radius
          // looks appropriate (tempBitmap will likely be bigger than the final blurred
          // bitmap, and thus the blur may look smaller if we just used tempBitmap as
          // the final blurred bitmap).

          // Note that image width should be a multiple of 4 to avoid
          // issues with RenderScript allocations.
          int scaledHeight = Math.max(2, MathUtil.floorEven(mHeight / mBlurredSampleSize));
          int scaledWidth =
              Math.max(4, MathUtil.roundMult4((int) (scaledHeight * mBitmapAspectRatio)));
          Bitmap scaledBitmap =
              Bitmap.createScaledBitmap(tempBitmap, scaledWidth, scaledHeight, true);

          tempBitmap.recycle();

          // And finally, create a blurred copy for each keyframe.
          for (int f = 1; f <= mBlurKeyframes; f++) {
            float desaturateAmount = mMaxGrey / 500f * f / mBlurKeyframes;
            Bitmap blurredBitmap =
                blurrer.blurBitmap(scaledBitmap, blurRadiusAtFrame(f), desaturateAmount);
            mPictures[f] = new GLPicture(blurredBitmap);
            blurredBitmap.recycle();
          }

          scaledBitmap.recycle();
          blurrer.destroy();
        }
      }

      recomputeTransformMatrices();
      mCallbacks.requestRender();
    }