package com.marshalchen.common.uimodule.imageprocessing.filter.colour;
import com.marshalchen.common.uimodule.imageprocessing.filter.MultiInputFilter;
import com.marshalchen.common.uimodule.imageprocessing.helper.ImageHelper;
import com.marshalchen.common.uimodule.imageprocessing.input.GLTextureOutputRenderer;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
/**
* Uses an RGB color lookup image to remap the colors in an image. First, use your favourite photo editing application to apply a filter to lookup.png from AndroidFastImageProcessing/res/drawable. For this to work properly each pixel color must not depend on other pixels (e.g. blur will not work). If you need a more complex filter you can create as many lookup tables as required. Once ready, use your new lookup.png file as the resource input for LookupFilter.
* @author Chris Batt
*/
public class LookupFilter extends MultiInputFilter {
private int lookup_texture;
private Bitmap lookupBitmap;
public LookupFilter(Context context, int id) {
super(2);
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
lookupBitmap = BitmapFactory.decodeResource(context.getResources(), id, options);
}
@Override
public void destroy() {
super.destroy();
if(lookup_texture != 0) {
int[] tex = new int[1];
tex[0] = lookup_texture;
GLES20.glDeleteTextures(1, tex, 0);
lookup_texture = 0;
}
}
@Override
protected String getFragmentShader() {
return
"precision mediump float;\n"
+"uniform sampler2D "+UNIFORM_TEXTURE0+";\n"
+"uniform sampler2D "+UNIFORM_TEXTUREBASE+1+";\n"
+"varying vec2 "+VARYING_TEXCOORD+";\n"
+ "void main(){\n"
+ " vec4 texColour = texture2D("+UNIFORM_TEXTURE0+","+VARYING_TEXCOORD+");\n"
+ " float blueColor = texColour.b * 63.0;\n"
+ " vec2 quad1;\n"
+ " quad1.y = floor(floor(blueColor) / 8.0);\n"
+ " quad1.x = floor(blueColor) - (quad1.y * 8.0);\n"
+ " vec2 quad2;\n"
+ " quad2.y = floor(ceil(blueColor) / 8.0);\n"
+ " quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n"
+ " vec2 texPos1;\n"
+ " texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * texColour.r);\n"
+ " texPos1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * texColour.g);\n"
+ " vec2 texPos2;\n"
+ " texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * texColour.r);\n"
+ " texPos2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * texColour.g);\n"
+ " vec4 newColor1 = texture2D("+UNIFORM_TEXTUREBASE+1+", texPos1);\n"
+ " vec4 newColor2 = texture2D("+UNIFORM_TEXTUREBASE+1+", texPos2);\n"
+ " vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n"
+ " gl_FragColor = vec4(newColor.rgb, texColour.a);\n"
+ "}\n";
}
@Override
public void newTextureReady(int texture, GLTextureOutputRenderer source, boolean newData) {
if(filterLocations.size() < 2 || !source.equals(filterLocations.get(0))) {
clearRegisteredFilterLocations();
registerFilterLocation(source, 0);
registerFilterLocation(this, 1);
}
if(lookup_texture == 0) {
lookup_texture = ImageHelper.bitmapToTexture(lookupBitmap);
}
super.newTextureReady(lookup_texture, this, newData);
super.newTextureReady(texture, source, newData);
}
}