/* * Copyright (C) 2016 Jorge Ruesga * * * 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. */ package com.ruesga.android.wallpapers.photophase.borders; import android.media.effect.EffectContext; import android.opengl.GLES20; import android.util.Log; import com.ruesga.android.wallpapers.photophase.utils.GLESUtil; /** * This rounded border around the texture.<br/> * <table> * <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr> * </table> */ public class RoundedBorder extends Border { private static final String TAG = "RoundedBorder"; public static final String STRENGTH_PARAMETER = "strength"; public static final String COLOR_PARAMETER = "color"; private static final String FRAGMENT_SHADER = "precision mediump float;\n" + "uniform sampler2D tex_sampler;\n" + "uniform float w;\n" + "uniform float h;\n" + "uniform vec4 color;\n" + "uniform float strength;\n" + "varying vec2 v_texcoord;\n" + "bool is_border(vec2 p, float b) {\n" + " return p.x < (0.0 + b)\n" + " || p.x > (1.0 - b)\n" + " || p.y < (0.0 + b)\n" + " || p.y > (1.0 - b);\n" + "}\n" + "bool is_rounded_border(vec2 p, vec2 c, float r) {\n" + " float dx = (c.x - p.x);\n" + " float dy = (c.y - p.y);\n" + " dx *= dx;\n" + " dy *= dy;\n" + " return (dx + dy) > (r * r) &&\n" + " (\n" + " (c.x < 0.5 && c.y > 0.5 && c.x > p.x && c.y < p.y) ||\n" + " (c.x > 0.5 && c.y > 0.5 && c.x < p.x && c.y < p.y) ||\n" + " (c.x < 0.5 && c.y < 0.5 && c.x > p.x && c.y > p.y) ||\n" + " (c.x > 0.5 && c.y < 0.5 && c.x < p.x && c.y > p.y)\n" + " );\n" + "}\n" + "void main(void)\n" + "{\n" + " float b = min(strength / w, strength / h);\n" + " float r = b / 2.0;\n" + " vec2 clt = vec2(0.0 + b + r, 1.0 - b - r);\n" + " vec2 crt = vec2(1.0 - b - r, 1.0 - b - r);\n" + " vec2 clb = vec2(0.0 + b + r, 0.0 + b + r);\n" + " vec2 crb = vec2(1.0 - b - r, 0.0 + b + r);\n" + " if (is_border(v_texcoord, b)\n" + " || is_rounded_border(v_texcoord, clt, r)\n" + " || is_rounded_border(v_texcoord, crt, r)\n" + " || is_rounded_border(v_texcoord, clb, r)\n" + " || is_rounded_border(v_texcoord, crb, r)) {\n" + " vec4 tex = texture2D (tex_sampler, v_texcoord);\n" + " float r = tex.r + (color.r - tex.r) * color.a;\n" + " float g = tex.g + (color.g - tex.g) * color.a;\n" + " float b = tex.b + (color.b - tex.b) * color.a;\n" + " gl_FragColor = vec4(r, g, b, tex.a);\n" + " } else {\n" + " gl_FragColor = texture2D(tex_sampler, v_texcoord);\n" + " }\n" + "}"; private float mStrength = 25; private final int mColorHandle; private final int mWidthHandle; private final int mHeightHandle; private final int mStrengthHandle; /** * Constructor of <code>RoundedBorder</code>. * * @param ctx The effect context * @param name The effect name */ public RoundedBorder(EffectContext ctx, String name) { super(ctx, RoundedBorder.class.getName()); init(VERTEX_SHADER, FRAGMENT_SHADER); // Parameters mWidthHandle = GLES20.glGetUniformLocation(mProgram[0], "w"); GLESUtil.glesCheckError("glGetUniformLocation"); mHeightHandle = GLES20.glGetUniformLocation(mProgram[0], "h"); GLESUtil.glesCheckError("glGetUniformLocation"); mStrengthHandle = GLES20.glGetUniformLocation(mProgram[0], STRENGTH_PARAMETER); GLESUtil.glesCheckError("glGetUniformLocation"); mColorHandle = GLES20.glGetUniformLocation(mProgram[0], COLOR_PARAMETER); GLESUtil.glesCheckError("glGetUniformLocation"); } /** * {@inheritDoc} */ @Override void applyParameters(int width, int height) { // Set parameters GLES20.glUniform1f(mWidthHandle, (float) width); GLESUtil.glesCheckError("glUniform1f"); GLES20.glUniform1f(mHeightHandle, (float) height); GLESUtil.glesCheckError("glUniform1f"); GLES20.glUniform1f(mStrengthHandle, mStrength); GLESUtil.glesCheckError("glUniform1f"); GLES20.glUniform4fv(mColorHandle, 1, mColor.asVec4(), 0); GLESUtil.glesCheckError("glUniform4fv"); } /** * {@inheritDoc} */ @Override public void setParameter(String parameterKey, Object value) { if (parameterKey.compareTo(STRENGTH_PARAMETER) == 0) { try { float strength = Float.parseFloat(value.toString()); if (strength < 0) { Log.w(TAG, "strength parameter must be > 0"); return; } mStrength = strength; } catch (NumberFormatException ex) { // Ignore } } } }