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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);
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55 changes: 55 additions & 0 deletions
55
library/src/jp/co/cyberagent/android/gpuimage/GPUImageMultiplyColorBlendFilter.java
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/* | ||
* 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. | ||
*/ | ||
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package jp.co.cyberagent.android.gpuimage; | ||
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import android.opengl.GLES20; | ||
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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; | ||
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public GPUImageMultiplyColorBlendFilter(final float[] mColor) { | ||
super(NO_FILTER_VERTEX_SHADER, MULTIPLY_COLOR_BLEND_FRAGMENT_SHADER); | ||
this.mColor = mColor; | ||
} | ||
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public GPUImageMultiplyColorBlendFilter() { | ||
this(new float[]{0.0f, 0.0f, 0.0f, 0.0f}); | ||
} | ||
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@Override | ||
public void onInit() { | ||
super.onInit(); | ||
mColorLocation = GLES20.glGetUniformLocation(getProgram(), "mColor"); | ||
setBlendColor(mColor); | ||
} | ||
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public void setBlendColor(final float[] color) { | ||
mColor = color; | ||
setFloatVec4(mColorLocation, mColor); | ||
} | ||
} |
78 changes: 78 additions & 0 deletions
78
library/src/jp/co/cyberagent/android/gpuimage/GPUImageOverlayColorBlendFilter.java
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/* | ||
* 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. | ||
*/ | ||
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package jp.co.cyberagent.android.gpuimage; | ||
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import android.opengl.GLES20; | ||
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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" + | ||
" }"; | ||
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private float[] mVec4Color; | ||
private int mColorLocation; | ||
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public GPUImageOverlayColorBlendFilter(final float[] mColor) { | ||
super(NO_FILTER_VERTEX_SHADER, OVERLAY_COLOR_BLEND_FRAGMENT_SHADER); | ||
this.mVec4Color = mColor; | ||
} | ||
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public GPUImageOverlayColorBlendFilter() { | ||
this(new float[]{0.0f, 0.0f, 0.0f, 0.0f}); | ||
} | ||
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@Override | ||
public void onInit() { | ||
super.onInit(); | ||
mColorLocation = GLES20.glGetUniformLocation(getProgram(), "mVec4Color"); | ||
setBlendColor(mVec4Color); | ||
} | ||
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public void setBlendColor(final float[] color) { | ||
mVec4Color = color; | ||
setFloatVec4(mColorLocation, mVec4Color); | ||
} | ||
} |
59 changes: 59 additions & 0 deletions
59
library/src/jp/co/cyberagent/android/gpuimage/GPUImageScreenColorBlendFilter.java
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Original file line number | Diff line number | Diff line change |
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@@ -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. | ||
*/ | ||
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package jp.co.cyberagent.android.gpuimage; | ||
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import android.opengl.GLES20; | ||
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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" + | ||
" }"; | ||
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private float[] mVec4Color; | ||
private int mColorLocation; | ||
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public GPUImageScreenColorBlendFilter(final float[] mColor) { | ||
super(NO_FILTER_VERTEX_SHADER, SCREEN_COLOR_BLEND_FRAGMENT_SHADER); | ||
this.mVec4Color = mColor; | ||
} | ||
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public GPUImageScreenColorBlendFilter() { | ||
this(new float[]{0.0f, 0.0f, 0.0f, 0.0f}); | ||
} | ||
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@Override | ||
public void onInit() { | ||
super.onInit(); | ||
mColorLocation = GLES20.glGetUniformLocation(getProgram(), "mVec4Color"); | ||
setBlendColor(mVec4Color); | ||
} | ||
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public void setBlendColor(final float[] color) { | ||
mVec4Color = color; | ||
setFloatVec4(mColorLocation, mVec4Color); | ||
} | ||
} |
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