package com.marshalchen.common.uimodule.imageprocessing.filter.colour;
import com.marshalchen.common.uimodule.imageprocessing.filter.BasicFilter;
import android.opengl.GLES20;
/**
* A hue adjusting filter implementation of BasicFilter.
* This filter rotates the hue, in radians, by a set amount.
* Value should be in [0,6.28]; however, all values should produce acceptable results.
* @author Chris Batt
*/
public class HueFilter extends BasicFilter {
private static final String UNIFORM_HUEADJUST = "u_HueAdjust";
private float hueAdjust;
private int hueAdjustHandle;
/**
* Creates a HueFilter that adjusts the hue of input image by a given number of radians.
* @param hueAdjust
* The amount the hue should be adjusted in radians.
*/
public HueFilter(float hueAdjust) {
this.hueAdjust = hueAdjust;
}
// Adapted from http://stackoverflow.com/questions/9234724/how-to-change-hue-of-a-texture-with-glsl - see for code and discussion
@Override
protected String getFragmentShader() {
return
"precision mediump float;\n"
+"uniform sampler2D "+UNIFORM_TEXTURE0+";\n"
+"varying vec2 "+VARYING_TEXCOORD+";\n"
+"uniform float "+UNIFORM_HUEADJUST+";\n"
+"const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);\n"
+"const vec4 kRGBToI = vec4 (0.595716, -0.274453, -0.321263, 0.0);\n"
+"const vec4 kRGBToQ = vec4 (0.211456, -0.522591, 0.31135, 0.0);\n"
+"const vec4 kYIQToR = vec4 (1.0, 0.9563, 0.6210, 0.0);\n"
+"const vec4 kYIQToG = vec4 (1.0, -0.2721, -0.6474, 0.0);\n"
+"const vec4 kYIQToB = vec4 (1.0, -1.1070, 1.7046, 0.0);\n"
+"void main() {\n"
+" vec4 color = texture2D("+UNIFORM_TEXTURE0+","+VARYING_TEXCOORD+");\n"
+" float YPrime = dot(color, kRGBToYPrime);\n"
+" float I = dot(color, kRGBToI);\n"
+" float Q = dot(color, kRGBToQ);\n"
+" float hue = atan(Q, I);\n"
+" float chroma = sqrt(I * I + Q * Q);\n"
+" hue += (-"+UNIFORM_HUEADJUST+");\n"
+" Q = chroma * sin(hue);"
+" I = chroma * cos(hue);"
+" vec4 yIQ = vec4(YPrime, I, Q, 0.0);\n"
+" color.r = dot(yIQ, kYIQToR);\n"
+" color.g = dot(yIQ, kYIQToG);\n"
+" color.b = dot(yIQ, kYIQToB);\n"
+" gl_FragColor = color;\n"
+"}\n";
}
@Override
protected void initShaderHandles() {
super.initShaderHandles();
hueAdjustHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_HUEADJUST);
}
@Override
protected void passShaderValues() {
super.passShaderValues();
GLES20.glUniform1f(hueAdjustHandle, hueAdjust);
}
}