package com.marshalchen.common.uimodule.imageprocessing.filter.effect;
import com.marshalchen.common.uimodule.imageprocessing.filter.BasicFilter;
import android.graphics.PointF;
import android.opengl.GLES20;
/**
* Applies a pixellation effect on an image or video in a spiral
* fractionalWidthOfAPixel: How large the pixels are, as a fraction of the width and height of the image (0.0 - 1.0)
* center: The point that the polar pixellization will begin at and spiral around.
* @author Chris Batt
*/
public class PolarPixellateFilter extends BasicFilter {
private static final String UNIFORM_CENTER = "u_Center";
private static final String UNIFORM_FRACTIONAL_SIZE = "u_FractionalSize";
private int fractionalSizeHandle;
private int centerHandle;
private PointF fractionalSize;
private PointF center;
public PolarPixellateFilter(PointF center, PointF fractionalSize) {
this.center = center;
this.fractionalSize = fractionalSize;
}
@Override
protected String getFragmentShader() {
return
"precision mediump float;\n"
+"uniform sampler2D "+UNIFORM_TEXTURE0+";\n"
+"varying vec2 "+VARYING_TEXCOORD+";\n"
+"uniform vec2 "+UNIFORM_FRACTIONAL_SIZE+";\n"
+"uniform vec2 "+UNIFORM_CENTER+";\n"
+"void main(){\n"
+" highp vec2 normCoord = 2.0 * "+VARYING_TEXCOORD+" - 1.0;\n"
+" highp vec2 normCenter = 2.0 * "+UNIFORM_CENTER+" - 1.0;\n"
+" normCoord -= normCenter;\n"
+" highp float r = length(normCoord);\n" // to polar coords
+" highp float phi = atan(normCoord.y, normCoord.x);\n" // to polar coords
+" r = r - mod(r, "+UNIFORM_FRACTIONAL_SIZE+".x) + 0.03;\n"
+" phi = phi - mod(phi, "+UNIFORM_FRACTIONAL_SIZE+".y);\n"
+" normCoord.x = r * cos(phi);\n"
+" normCoord.y = r * sin(phi);\n"
+" normCoord += normCenter;\n"
+" mediump vec2 textureCoordinateToUse = normCoord / 2.0 + 0.5;\n"
+" gl_FragColor = texture2D("+UNIFORM_TEXTURE0+", textureCoordinateToUse);\n"
+"}\n";
}
@Override
protected void initShaderHandles() {
super.initShaderHandles();
fractionalSizeHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_FRACTIONAL_SIZE);
centerHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_CENTER);
}
@Override
protected void passShaderValues() {
super.passShaderValues();
GLES20.glUniform2f(fractionalSizeHandle, fractionalSize.x, fractionalSize.y);
GLES20.glUniform2f(centerHandle, center.x, center.y);
}
}