/* * 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; /** * Kuwahara image abstraction, drawn from the work of Kyprianidis, et. al. in their publication * "Anisotropic Kuwahara Filtering on the GPU" within the GPU Pro collection. This produces an oil-painting-like * image, but it is extremely computationally expensive, so it can take seconds to render a frame on an iPad 2. * This might be best used for still images. */ public class GPUImageKuwaharaFilter extends GPUImageFilter { public static final String KUWAHARA_FRAGMENT_SHADER = "" + "varying highp vec2 textureCoordinate;\n" + "uniform sampler2D inputImageTexture;\n" + "uniform int radius;\n" + "\n" + "precision highp float;\n" + "\n" + "const vec2 src_size = vec2 (1.0 / 768.0, 1.0 / 1024.0);\n" + "\n" + "void main (void) \n" + "{\n" + "vec2 uv = textureCoordinate;\n" + "float n = float((radius + 1) * (radius + 1));\n" + "int i; int j;\n" + "vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);\n" + "vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);\n" + "vec3 c;\n" + "\n" + "for (j = -radius; j <= 0; ++j) {\n" + "for (i = -radius; i <= 0; ++i) {\n" + "c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;\n" + "m0 += c;\n" + "s0 += c * c;\n" + "}\n" + "}\n" + "\n" + "for (j = -radius; j <= 0; ++j) {\n" + "for (i = 0; i <= radius; ++i) {\n" + "c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;\n" + "m1 += c;\n" + "s1 += c * c;\n" + "}\n" + "}\n" + "\n" + "for (j = 0; j <= radius; ++j) {\n" + "for (i = 0; i <= radius; ++i) {\n" + "c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;\n" + "m2 += c;\n" + "s2 += c * c;\n" + "}\n" + "}\n" + "\n" + "for (j = 0; j <= radius; ++j) {\n" + "for (i = -radius; i <= 0; ++i) {\n" + "c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;\n" + "m3 += c;\n" + "s3 += c * c;\n" + "}\n" + "}\n" + "\n" + "\n" + "float min_sigma2 = 1e+2;\n" + "m0 /= n;\n" + "s0 = abs(s0 / n - m0 * m0);\n" + "\n" + "float sigma2 = s0.r + s0.g + s0.b;\n" + "if (sigma2 < min_sigma2) {\n" + "min_sigma2 = sigma2;\n" + "gl_FragColor = vec4(m0, 1.0);\n" + "}\n" + "\n" + "m1 /= n;\n" + "s1 = abs(s1 / n - m1 * m1);\n" + "\n" + "sigma2 = s1.r + s1.g + s1.b;\n" + "if (sigma2 < min_sigma2) {\n" + "min_sigma2 = sigma2;\n" + "gl_FragColor = vec4(m1, 1.0);\n" + "}\n" + "\n" + "m2 /= n;\n" + "s2 = abs(s2 / n - m2 * m2);\n" + "\n" + "sigma2 = s2.r + s2.g + s2.b;\n" + "if (sigma2 < min_sigma2) {\n" + "min_sigma2 = sigma2;\n" + "gl_FragColor = vec4(m2, 1.0);\n" + "}\n" + "\n" + "m3 /= n;\n" + "s3 = abs(s3 / n - m3 * m3);\n" + "\n" + "sigma2 = s3.r + s3.g + s3.b;\n" + "if (sigma2 < min_sigma2) {\n" + "min_sigma2 = sigma2;\n" + "gl_FragColor = vec4(m3, 1.0);\n" + "}\n" + "}\n"; private int mRadius; private int mRadiusLocation; public GPUImageKuwaharaFilter() { this(3); } public GPUImageKuwaharaFilter(int radius) { super(NO_FILTER_VERTEX_SHADER, KUWAHARA_FRAGMENT_SHADER); mRadius = radius; } @Override public void onInit() { super.onInit(); mRadiusLocation = GLES20.glGetUniformLocation(getProgram(), "radius"); } @Override public void onInitialized() { super.onInitialized(); setRadius(mRadius); } /** * The radius to sample from when creating the brush-stroke effect, with a default of 3. * The larger the radius, the slower the filter. * * @param radius default 3 */ public void setRadius(final int radius) { mRadius = radius; setInteger(mRadiusLocation, radius); } }