-
Notifications
You must be signed in to change notification settings - Fork 2.3k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Add filter blend color: Screen, Overlay, Multiply
- Blend photo with custom color without create new solid color bitmap. Ex: float[] mVec4RedColor = new float[]{1f,0f,0f,1f}; GPUImageOverlayColorBlendFilter filter = new GPUImageOverlayColorBlendFilter(mVec4RedColor);
- Loading branch information
Showing
3 changed files
with
192 additions
and
0 deletions.
There are no files selected for viewing
55 changes: 55 additions & 0 deletions
55
.../main/java/jp/co/cyberagent/android/gpuimage/filter/GPUImageMultiplyColorBlendFilter.java
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,55 @@ | ||
/* | ||
* 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; | ||
|
||
public class GPUImageMultiplyColorBlendFilter extends GPUImageFilter { | ||
public static final String MULTIPLY_COLOR_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" + | ||
" uniform sampler2D inputImageTexture;\n" + | ||
" uniform vec4 mColor;\n" + | ||
" \n" + | ||
" void main()\n" + | ||
" {\n" + | ||
" lowp vec4 base = texture2D(inputImageTexture, textureCoordinate);\n" + | ||
" \n" + | ||
" gl_FragColor = mColor * base + mColor * (1.0 - base.a) + base * (1.0 - mColor.a);\n" + | ||
" }"; | ||
private float[] mColor; | ||
private int mColorLocation; | ||
|
||
public GPUImageMultiplyColorBlendFilter(final float[] mColor) { | ||
super(NO_FILTER_VERTEX_SHADER, MULTIPLY_COLOR_BLEND_FRAGMENT_SHADER); | ||
this.mColor = mColor; | ||
} | ||
|
||
public GPUImageMultiplyColorBlendFilter() { | ||
this(new float[]{0.0f, 0.0f, 0.0f, 0.0f}); | ||
} | ||
|
||
@Override | ||
public void onInit() { | ||
super.onInit(); | ||
mColorLocation = GLES20.glGetUniformLocation(getProgram(), "mColor"); | ||
setBlendColor(mColor); | ||
} | ||
|
||
public void setBlendColor(final float[] color) { | ||
mColor = color; | ||
setFloatVec4(mColorLocation, mColor); | ||
} | ||
} |
78 changes: 78 additions & 0 deletions
78
...c/main/java/jp/co/cyberagent/android/gpuimage/filter/GPUImageOverlayColorBlendFilter.java
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,78 @@ | ||
/* | ||
* 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; | ||
|
||
public class GPUImageOverlayColorBlendFilter extends GPUImageFilter { | ||
public static final String OVERLAY_COLOR_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" + | ||
"\n" + | ||
" uniform sampler2D inputImageTexture;\n" + | ||
" uniform vec4 mVec4Color;\n" + | ||
" \n" + | ||
" void main()\n" + | ||
" {\n" + | ||
" mediump vec4 base = texture2D(inputImageTexture, textureCoordinate);\n" + | ||
" \n" + | ||
" mediump float ra;\n" + | ||
" if (2.0 * base.r < base.a) {\n" + | ||
" ra = 2.0 * mVec4Color.r * base.r + mVec4Color.r * (1.0 - base.a) + base.r * (1.0 - mVec4Color.a);\n" + | ||
" } else {\n" + | ||
" ra = mVec4Color.a * base.a - 2.0 * (base.a - base.r) * (mVec4Color.a - mVec4Color.r) + mVec4Color.r * (1.0 - base.a) + base.r * (1.0 - mVec4Color.a);\n" + | ||
" }\n" + | ||
" \n" + | ||
" mediump float ga;\n" + | ||
" if (2.0 * base.g < base.a) {\n" + | ||
" ga = 2.0 * mVec4Color.g * base.g + mVec4Color.g * (1.0 - base.a) + base.g * (1.0 - mVec4Color.a);\n" + | ||
" } else {\n" + | ||
" ga = mVec4Color.a * base.a - 2.0 * (base.a - base.g) * (mVec4Color.a - mVec4Color.g) + mVec4Color.g * (1.0 - base.a) + base.g * (1.0 - mVec4Color.a);\n" + | ||
" }\n" + | ||
" \n" + | ||
" mediump float ba;\n" + | ||
" if (2.0 * base.b < base.a) {\n" + | ||
" ba = 2.0 * mVec4Color.b * base.b + mVec4Color.b * (1.0 - base.a) + base.b * (1.0 - mVec4Color.a);\n" + | ||
" } else {\n" + | ||
" ba = mVec4Color.a * base.a - 2.0 * (base.a - base.b) * (mVec4Color.a - mVec4Color.b) + mVec4Color.b * (1.0 - base.a) + base.b * (1.0 - mVec4Color.a);\n" + | ||
" }\n" + | ||
" \n" + | ||
" gl_FragColor = vec4(ra, ga, ba, 1.0);\n" + | ||
" }"; | ||
|
||
private float[] mVec4Color; | ||
private int mColorLocation; | ||
|
||
public GPUImageOverlayColorBlendFilter(final float[] mColor) { | ||
super(NO_FILTER_VERTEX_SHADER, OVERLAY_COLOR_BLEND_FRAGMENT_SHADER); | ||
this.mVec4Color = mColor; | ||
} | ||
|
||
public GPUImageOverlayColorBlendFilter() { | ||
this(new float[]{0.0f, 0.0f, 0.0f, 0.0f}); | ||
} | ||
|
||
@Override | ||
public void onInit() { | ||
super.onInit(); | ||
mColorLocation = GLES20.glGetUniformLocation(getProgram(), "mVec4Color"); | ||
setBlendColor(mVec4Color); | ||
} | ||
|
||
public void setBlendColor(final float[] color) { | ||
mVec4Color = color; | ||
setFloatVec4(mColorLocation, mVec4Color); | ||
} | ||
} |
59 changes: 59 additions & 0 deletions
59
...rc/main/java/jp/co/cyberagent/android/gpuimage/filter/GPUImageScreenColorBlendFilter.java
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,59 @@ | ||
/* | ||
* 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; | ||
|
||
public class GPUImageScreenColorBlendFilter extends GPUImageFilter { | ||
public static final String SCREEN_COLOR_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" + | ||
" varying highp vec2 textureCoordinate2;\n" + | ||
"\n" + | ||
" uniform sampler2D inputImageTexture;\n" + | ||
" uniform vec4 mVec4Color;\n" + | ||
" \n" + | ||
" void main()\n" + | ||
" {\n" + | ||
" mediump vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);\n" + | ||
" mediump vec4 whiteColor = vec4(1.0);\n" + | ||
" gl_FragColor = whiteColor - ((whiteColor - mVec4Color) * (whiteColor - textureColor));\n" + | ||
" }"; | ||
|
||
|
||
private float[] mVec4Color; | ||
private int mColorLocation; | ||
|
||
public GPUImageScreenColorBlendFilter(final float[] mColor) { | ||
super(NO_FILTER_VERTEX_SHADER, SCREEN_COLOR_BLEND_FRAGMENT_SHADER); | ||
this.mVec4Color = mColor; | ||
} | ||
|
||
public GPUImageScreenColorBlendFilter() { | ||
this(new float[]{0.0f, 0.0f, 0.0f, 0.0f}); | ||
} | ||
|
||
@Override | ||
public void onInit() { | ||
super.onInit(); | ||
mColorLocation = GLES20.glGetUniformLocation(getProgram(), "mVec4Color"); | ||
setBlendColor(mVec4Color); | ||
} | ||
|
||
public void setBlendColor(final float[] color) { | ||
mVec4Color = color; | ||
setFloatVec4(mColorLocation, mVec4Color); | ||
} | ||
} |