/* * Copyright (C) 2012 CyberAgent * * 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. */ package jp.co.cyberagent.android.gpuimage; import android.opengl.GLES20; /** * Selectively replaces a color in the first image with the second image */ public class GPUImageChromaKeyBlendFilter extends GPUImageTwoInputFilter { public static final String CHROMA_KEY_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" + " varying highp vec2 textureCoordinate2;\n" + " \n" + " uniform sampler2D inputImageTexture;\n" + " uniform sampler2D inputImageTexture2;\n" + " \n" + " highp float lum(lowp vec3 c) {\n" + " return dot(c, vec3(0.3, 0.59, 0.11));\n" + " }\n" + " \n" + " lowp vec3 clipcolor(lowp vec3 c) {\n" + " highp float l = lum(c);\n" + " lowp float n = min(min(c.r, c.g), c.b);\n" + " lowp float x = max(max(c.r, c.g), c.b);\n" + " \n" + " if (n < 0.0) {\n" + " c.r = l + ((c.r - l) * l) / (l - n);\n" + " c.g = l + ((c.g - l) * l) / (l - n);\n" + " c.b = l + ((c.b - l) * l) / (l - n);\n" + " }\n" + " if (x > 1.0) {\n" + " c.r = l + ((c.r - l) * (1.0 - l)) / (x - l);\n" + " c.g = l + ((c.g - l) * (1.0 - l)) / (x - l);\n" + " c.b = l + ((c.b - l) * (1.0 - l)) / (x - l);\n" + " }\n" + " \n" + " return c;\n" + " }\n" + "\n" + " lowp vec3 setlum(lowp vec3 c, highp float l) {\n" + " highp float d = l - lum(c);\n" + " c = c + vec3(d);\n" + " return clipcolor(c);\n" + " }\n" + " \n" + " void main()\n" + " {\n" + " highp vec4 baseColor = texture2D(inputImageTexture, textureCoordinate);\n" + " highp vec4 overlayColor = texture2D(inputImageTexture2, textureCoordinate2);\n" + "\n" + " gl_FragColor = vec4(baseColor.rgb * (1.0 - overlayColor.a) + setlum(overlayColor.rgb, lum(baseColor.rgb)) * overlayColor.a, baseColor.a);\n" + " }"; private int mThresholdSensitivityLocation; private int mSmoothingLocation; private int mColorToReplaceLocation; private float mSmoothing = 0.1f; private float mThresholdSensitivity = 0.3f; private float[] mColorToReplace = new float[]{0.0f, 1.0f, 0.0f}; public GPUImageChromaKeyBlendFilter() { super(CHROMA_KEY_BLEND_FRAGMENT_SHADER); } @Override public void onInit() { super.onInit(); mThresholdSensitivityLocation = GLES20.glGetUniformLocation(getProgram(), "thresholdSensitivity"); mSmoothingLocation = GLES20.glGetUniformLocation(getProgram(), "smoothing"); mColorToReplaceLocation = GLES20.glGetUniformLocation(getProgram(), "colorToReplace"); } @Override public void onInitialized() { super.onInitialized(); setSmoothing(mSmoothing); setThresholdSensitivity(mThresholdSensitivity); setColorToReplace(mColorToReplace[0], mColorToReplace[1], mColorToReplace[2]); } /** * The degree of smoothing controls how gradually similar colors are replaced in the image * The default value is 0.1 */ public void setSmoothing(final float smoothing) { mSmoothing = smoothing; setFloat(mSmoothingLocation, mSmoothing); } /** * The threshold sensitivity controls how similar pixels need to be colored to be replaced * The default value is 0.3 */ public void setThresholdSensitivity(final float thresholdSensitivity) { mThresholdSensitivity = thresholdSensitivity; setFloat(mThresholdSensitivityLocation, mThresholdSensitivity); } /** The color to be replaced is specified using individual red, green, and blue components (normalized to 1.0). * The default is green: (0.0, 1.0, 0.0). * * @param redComponent Red component of color to be replaced * @param greenComponent Green component of color to be replaced * @param blueComponent Blue component of color to be replaced */ public void setColorToReplace(float redComponent, float greenComponent, float blueComponent) { mColorToReplace = new float[]{redComponent, greenComponent, blueComponent}; setFloatVec3(mColorToReplaceLocation, mColorToReplace); } }