package com.marshalchen.common.uimodule.imageprocessing.filter.effect; import com.marshalchen.common.uimodule.imageprocessing.filter.BasicFilter; import android.graphics.PointF; import android.opengl.GLES20; /** * Creates a bulge distortion on the image * radius: The radius from the center to apply the distortion (in normalized coordinates from 0 - 1.0) * center: The center of the image (in normalized coordinates from 0 - 1.0) about which to distort * scale: The amount of distortion to apply, from -1.0 to 1.0 * @author Chris Batt */ public class BulgeDistortionFilter extends BasicFilter { protected static final String UNIFORM_CENTER = "u_Center"; protected static final String UNIFORM_RADIUS = "u_Radius"; protected static final String UNIFORM_DISTORTION_AMOUNT = "u_DistortionAmount"; protected static final String UNIFORM_ASPECT_RATIO = "u_AspectRatio"; private int centerHandle; private int radiusHandle; private int distortionAmountHandle; private int aspectRatioHandle; private float radius; private PointF center; private float distortionAmount; private float aspectRatio; public BulgeDistortionFilter(PointF center, float radius, float distortionAmount, float aspectRatio) { this.center = center; this.radius = radius; this.distortionAmount = distortionAmount; this.aspectRatio = aspectRatio; } @Override protected String getFragmentShader() { return "precision mediump float;\n" +"uniform sampler2D "+UNIFORM_TEXTURE0+";\n" +"varying vec2 "+VARYING_TEXCOORD+";\n" +"uniform vec2 "+UNIFORM_CENTER+";\n" +"uniform float "+UNIFORM_RADIUS+";\n" +"uniform float "+UNIFORM_DISTORTION_AMOUNT+";\n" +"uniform float "+UNIFORM_ASPECT_RATIO+";\n" +"void main(){\n" +" highp vec2 textureCoordinateToUse = vec2("+VARYING_TEXCOORD+".x, ("+VARYING_TEXCOORD+".y * "+UNIFORM_ASPECT_RATIO+" + 0.5 - 0.5 * "+UNIFORM_ASPECT_RATIO+"));\n" +" highp float dist = distance("+UNIFORM_CENTER+", textureCoordinateToUse);\n" +" textureCoordinateToUse = "+VARYING_TEXCOORD+";\n" +" if (dist < "+UNIFORM_RADIUS+") {\n" +" textureCoordinateToUse -= "+UNIFORM_CENTER+";\n" +" highp float percent = 1.0 - ("+UNIFORM_RADIUS+" - dist) / "+UNIFORM_RADIUS+" * "+UNIFORM_DISTORTION_AMOUNT+";\n" +" percent = percent * percent;\n" +" textureCoordinateToUse = textureCoordinateToUse * percent;\n" +" textureCoordinateToUse += "+UNIFORM_CENTER+";\n" +" }\n" +" gl_FragColor = texture2D("+UNIFORM_TEXTURE0+", textureCoordinateToUse);\n" +"}\n"; } @Override protected void initShaderHandles() { super.initShaderHandles(); centerHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_CENTER); radiusHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_RADIUS); distortionAmountHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_DISTORTION_AMOUNT); aspectRatioHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_ASPECT_RATIO); } @Override protected void passShaderValues() { super.passShaderValues(); GLES20.glUniform2f(centerHandle, center.x, center.y); GLES20.glUniform1f(radiusHandle, radius); GLES20.glUniform1f(distortionAmountHandle, distortionAmount); GLES20.glUniform1f(aspectRatioHandle, aspectRatio); } }