/*
* 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);
}
}