/*
* 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
}
}
}
}