/* * 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 Max Maischein of App-VideoMixer: // http://cpansearch.perl.org/src/CORION/App-VideoMixer-0.02/filters/scanlines.glsl // 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 TV scanline effect<br/> * <table> * <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr> * </table> */ public class ScanlinesEffect extends PhotoPhaseEffect { private static final String TAG = "ScanlinesEffect"; public static final String STRENGTH_PARAMETER = "strength"; private static final String FRAGMENT_SHADER = "precision mediump float;\n" + "uniform sampler2D tex_sampler;\n" + "uniform float offset;\n" + "uniform float frequency;\n" + "varying vec2 v_texcoord;\n" + "void main(void)\n" + "{\n" + " float global_pos = (v_texcoord.y + offset) * frequency;\n" + " float wave_pos = cos((fract(global_pos) - 0.5)*3.14);\n" + " vec4 pel = texture2D(tex_sampler, v_texcoord);\n" + " gl_FragColor = mix(vec4(0,0,0,0), pel, wave_pos);\n" + "}"; private final int mFrequencyHandle; private final int mOffsetHandle; private float mStrength = 6f; /** * Constructor of <code>ScanlinesEffect</code>. * * @param ctx The effect context * @param name The effect name */ public ScanlinesEffect(EffectContext ctx, String name) { super(ctx, ScanlinesEffect.class.getName()); init(VERTEX_SHADER, FRAGMENT_SHADER); // Parameters mFrequencyHandle = GLES20.glGetUniformLocation(mProgram[0], "frequency"); GLESUtil.glesCheckError("glGetUniformLocation"); mOffsetHandle = GLES20.glGetUniformLocation(mProgram[0], "offset"); GLESUtil.glesCheckError("glGetUniformLocation"); } /** * {@inheritDoc} */ @Override void applyParameters(int width, int height) { float mFrequency = height / mStrength; float mOffset = 0f; // Set parameters GLES20.glUniform1f(mFrequencyHandle, mFrequency); GLESUtil.glesCheckError("glUniform1f"); GLES20.glUniform1f(mOffsetHandle, mOffset); 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 } } } }