/*
* Copyright (C) 2015 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.
*/
//
// Based on the shaders of kodemongki:
// http://kodemongki.blogspot.com.es/2011/06/kameraku-custom-shader-effects-example.html
//
package com.ruesga.android.wallpapers.photophase.effects;
import android.media.effect.EffectContext;
import android.opengl.GLES20;
import android.util.Log;
import com.ruesga.android.wallpapers.photophase.utils.GLESUtil;
/**
* A blur effect<br/>
* <table>
* <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr>
* <tr>
* <td><code>strength</code></td>
* <td>The blur strength.</td>
* <td>Positive float (>0). Higher numbers produce more blur.</td>
* </tr>
* </table>
*/
//
// Based on the shaders library of Geeks3d:
// http://www.geeks3d.com/shader-library
//
public class BlurEffect extends PhotoPhaseEffect {
private static final String TAG = "BlurEffect";
public static final String STRENGTH_PARAMETER = "strength";
private static final String H_VERTEX_SHADER =
"attribute vec4 a_position;\n" +
"attribute vec2 a_texcoord;\n" +
"varying vec2 v_texcoord;\n" +
"varying vec2 v_blurTexCoords[14];\n" +
"uniform float strength;\n" +
"void main()\n" +
"{\n" +
" gl_Position = a_position;\n" +
" v_texcoord = a_texcoord;\n" +
" v_blurTexCoords[ 0] = v_texcoord + vec2(-0.028 * strength, 0.0);\n" +
" v_blurTexCoords[ 1] = v_texcoord + vec2(-0.024 * strength, 0.0);\n" +
" v_blurTexCoords[ 2] = v_texcoord + vec2(-0.020 * strength, 0.0);\n" +
" v_blurTexCoords[ 3] = v_texcoord + vec2(-0.016 * strength, 0.0);\n" +
" v_blurTexCoords[ 4] = v_texcoord + vec2(-0.012 * strength, 0.0);\n" +
" v_blurTexCoords[ 5] = v_texcoord + vec2(-0.008 * strength, 0.0);\n" +
" v_blurTexCoords[ 6] = v_texcoord + vec2(-0.004 * strength, 0.0);\n" +
" v_blurTexCoords[ 7] = v_texcoord + vec2( 0.004 * strength, 0.0);\n" +
" v_blurTexCoords[ 8] = v_texcoord + vec2( 0.008 * strength, 0.0);\n" +
" v_blurTexCoords[ 9] = v_texcoord + vec2( 0.012 * strength, 0.0);\n" +
" v_blurTexCoords[10] = v_texcoord + vec2( 0.016 * strength, 0.0);\n" +
" v_blurTexCoords[11] = v_texcoord + vec2( 0.020 * strength, 0.0);\n" +
" v_blurTexCoords[12] = v_texcoord + vec2( 0.024 * strength, 0.0);\n" +
" v_blurTexCoords[13] = v_texcoord + vec2( 0.028 * strength, 0.0);\n" +
"}\n";
private static final String V_VERTEX_SHADER =
"attribute vec4 a_position;\n" +
"attribute vec2 a_texcoord;\n" +
"varying vec2 v_texcoord;\n" +
"varying vec2 v_blurTexCoords[14];\n" +
"uniform float strength;\n" +
"void main()\n" +
"{\n" +
" gl_Position = a_position;\n" +
" v_texcoord = a_texcoord;\n" +
" v_blurTexCoords[ 0] = v_texcoord + vec2(0.0, -0.028 * strength);\n" +
" v_blurTexCoords[ 1] = v_texcoord + vec2(0.0, -0.024 * strength);\n" +
" v_blurTexCoords[ 2] = v_texcoord + vec2(0.0, -0.020 * strength);\n" +
" v_blurTexCoords[ 3] = v_texcoord + vec2(0.0, -0.016 * strength);\n" +
" v_blurTexCoords[ 4] = v_texcoord + vec2(0.0, -0.012 * strength);\n" +
" v_blurTexCoords[ 5] = v_texcoord + vec2(0.0, -0.008 * strength);\n" +
" v_blurTexCoords[ 6] = v_texcoord + vec2(0.0, -0.004 * strength);\n" +
" v_blurTexCoords[ 7] = v_texcoord + vec2(0.0, 0.004 * strength);\n" +
" v_blurTexCoords[ 8] = v_texcoord + vec2(0.0, 0.008 * strength);\n" +
" v_blurTexCoords[ 9] = v_texcoord + vec2(0.0, 0.012 * strength);\n" +
" v_blurTexCoords[10] = v_texcoord + vec2(0.0, 0.016 * strength);\n" +
" v_blurTexCoords[11] = v_texcoord + vec2(0.0, 0.020 * strength);\n" +
" v_blurTexCoords[12] = v_texcoord + vec2(0.0, 0.024 * strength);\n" +
" v_blurTexCoords[13] = v_texcoord + vec2(0.0, 0.028 * strength);\n" +
"}\n";
private static final String FRAGMENT_SHADER =
"precision mediump float;\n" +
"uniform sampler2D tex_sampler;\n" +
"varying vec2 v_texcoord;\n" +
"varying vec2 v_blurTexCoords[14];\n" +
"void main()\n" +
"{\n" +
" gl_FragColor = vec4(0.0);\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 0]) * 0.0044299121055113265;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 1]) * 0.00895781211794;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 2]) * 0.0215963866053;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 3]) * 0.0443683338718;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 4]) * 0.0776744219933;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 5]) * 0.115876621105;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 6]) * 0.147308056121;\n" +
" gl_FragColor += texture2D(tex_sampler, v_texcoord ) * 0.159576912161;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 7]) * 0.147308056121;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 8]) * 0.115876621105;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[ 9]) * 0.0776744219933;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[10]) * 0.0443683338718;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[11]) * 0.0215963866053;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[12]) * 0.00895781211794;\n" +
" gl_FragColor += texture2D(tex_sampler, v_blurTexCoords[13]) * 0.0044299121055113265;\n" +
"}\n";
private float mStrength = 2.0f;
private final int mStrengthHandle;
/**
* Constructor of <code>BlurEffect</code>.
*
* @param ctx The effect context
* @param name The effect name
*/
public BlurEffect(EffectContext ctx, String name) {
super(ctx, BlurEffect.class.getName());
init(new String[]{H_VERTEX_SHADER, V_VERTEX_SHADER},
new String[]{FRAGMENT_SHADER, FRAGMENT_SHADER});
// Parameters
mStrengthHandle = GLES20.glGetUniformLocation(mProgram[0], "strength");
GLESUtil.glesCheckError("glGetUniformLocation");
}
/**
* {@inheritDoc}
*/
@Override
void applyParameters(int width, int height) {
// Set parameters
GLES20.glUniform1f(mStrengthHandle, mStrength);
GLESUtil.glesCheckError("glUniform1f");
}
/**
* {@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
}
}
}
}