/* * 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 library of Geeks3d: // http://www.geeks3d.com/shader-library // 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 pixelate effect<br/> * <table> * <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr> * <tr> * <td><code>pixel_w</code></td> * <td>The pixel width strength.</td> * <td>Positive float (>0). Higher numbers produce more pixelation.</td> * </tr> * <tr> * <td><code>pixel_h</code></td> * <td>The pixel height strength.</td> * <td>Positive float (>0). Higher numbers produce more pixelation.</td> * </tr> * </table> */ public class PixelateEffect extends PhotoPhaseEffect { private static final String TAG = "PixelateEffect"; public static final String STRENGTH_PARAMETER = "strength"; private static final String FRAGMENT_SHADER = "precision mediump float;\n" + "uniform sampler2D tex_sampler;\n" + "varying vec2 v_texcoord;\n" + "uniform float w;\n" + "uniform float h;\n" + "uniform float pixel_w;\n" + "uniform float pixel_h;\n" + "void main() \n" + "{\n" + " vec2 uv = v_texcoord;\n" + " float dx = pixel_w*(1./w);\n" + " float dy = pixel_h*(1./h);\n" + " vec2 coord = vec2(dx*floor(uv.x/dx),\n" + " dy*floor(uv.y/dy));\n" + " vec3 tc = texture2D(tex_sampler, coord).rgb;\n" + " gl_FragColor = vec4(tc, 1.0);\n" + "}"; private float mPixelW = 15.0f; private float mPixelH = 10.0f; private int mWidthHandle; private int mHeightHandle; private int mPixelWidthHandle; private int mPixelHeightHandle; /** * Constructor of <code>PixelateEffect</code>. * * @param ctx The effect context * @param name The effect name */ public PixelateEffect(EffectContext ctx, String name) { super(ctx, PixelateEffect.class.getName()); init(VERTEX_SHADER, FRAGMENT_SHADER); } /** * {@inheritDoc} */ @Override void init(String vertexShader, String fragmentShader) { super.init(vertexShader, fragmentShader); // Parameters mWidthHandle = GLES20.glGetUniformLocation(mProgram[0], "w"); GLESUtil.glesCheckError("glGetUniformLocation"); mHeightHandle = GLES20.glGetUniformLocation(mProgram[0], "h"); GLESUtil.glesCheckError("glGetUniformLocation"); mPixelWidthHandle = GLES20.glGetUniformLocation(mProgram[0], "pixel_w"); GLESUtil.glesCheckError("glGetUniformLocation"); mPixelHeightHandle = GLES20.glGetUniformLocation(mProgram[0], "pixel_h"); 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(mPixelWidthHandle, mPixelW); GLESUtil.glesCheckError("glUniform1f"); GLES20.glUniform1f(mPixelHeightHandle, mPixelH); 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; } mPixelW = 15.0f * strength; mPixelH = 10.0f * strength; } catch (NumberFormatException ex) { // Ignore } } } }