/*
* 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:
// http://www.derivative.ca/forum/viewtopic.php?f=27&t=4245
//
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 halftone effect<br/>
* <table>
* <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr>
* <tr>
* <td><code>strength</code></td>
* <td>The halftone strength.</td>
* <td>Positive float (>0). Higher numbers produce smallest points.</td>
* </tr>
* </table>
*/
public class HalftoneEffect extends PhotoPhaseEffect {
private static final String TAG = "HalftoneEffect";
public static final String STRENGTH_PARAMETER = "strength";
private static final String FRAGMENT_SHADER =
"#ifdef GL_OES_standard_derivatives\n" +
"#extension GL_OES_standard_derivatives : enable\n" +
"#endif\n" +
"precision highp float;\n" +
"uniform float strength;\n" +
"const float uScale = 1.0;\n" +
"const float uYrot = 0.0;\n" +
"uniform sampler2D tex_sampler;\n" +
"varying vec2 v_texcoord;\n" +
"float aastep(float threshold, float value) {\n" +
" float afwidth = strength * (1.0/200.0) / uScale / cos(uYrot);\n" +
" return smoothstep(threshold-afwidth, threshold+afwidth, value);\n" +
"}\n" +
"void main() {\n" +
" vec2 st2 = mat2(0.707, -0.707, 0.707, 0.707) * v_texcoord;\n" +
" vec2 nearest = 2.0*fract(strength * st2) - 1.0;\n" +
" float dist = length(nearest);\n" +
" // Use a texture to modulate the size of the dots\n" +
" vec3 texcolor = texture2D(tex_sampler, v_texcoord).rgb;\n" +
" float radius = sqrt(1.0-texcolor.g);\n" +
" vec3 white = vec3(1.0, 1.0, 1.0);\n" +
" vec3 black = vec3(0.0, 0.0, 0.0);\n" +
" vec3 fragcolor = mix(black, white, aastep(radius, dist));\n" +
" gl_FragColor = vec4(fragcolor, 1.0);\n" +
"}";
private float mStrength = 80.0f;
private int mStepsHandle;
/**
* Constructor of <code>HalftoneEffect</code>.
*
* @param ctx The effect context
* @param name The effect name
*/
public HalftoneEffect(EffectContext ctx, String name) {
super(ctx, HalftoneEffect.class.getName());
init(VERTEX_SHADER, FRAGMENT_SHADER);
}
/**
* {@inheritDoc}
*/
@Override
void init(String vertexShader, String fragmentShader) {
super.init(vertexShader, fragmentShader);
// Parameters
mStepsHandle = GLES20.glGetUniformLocation(mProgram[0], "strength");
GLESUtil.glesCheckError("glGetUniformLocation");
}
/**
* {@inheritDoc}
*/
@Override
void applyParameters(int width, int height) {
// Set parameters
GLES20.glUniform1f(mStepsHandle, 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
}
}
}
}