Idea from: iOS GPUImage framework
Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.
- Android 2.2 or higher (OpenGL ES 2.0)
repositories{jcenter() } dependencies{compile 'jp.co.cyberagent.android.gpuimage:gpuimage-library:1.4.1' }With preview:
@OverridepublicvoidonCreate(finalBundlesavedInstanceState){super.onCreate(savedInstanceState); setContentView(R.layout.activity); UriimageUri = ...; mGPUImage = newGPUImage(this); mGPUImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView)); mGPUImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadmGPUImage.setFilter(newGPUImageSepiaFilter()); // Later when image should be saved saved:mGPUImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)}Without preview:
UriimageUri = ...; mGPUImage = newGPUImage(context); mGPUImage.setFilter(newGPUImageSobelEdgeDetection()); mGPUImage.setImage(imageUri); mGPUImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);Make sure that you run the clean target when using maven.
gradle clean assembleCopyright 2012 CyberAgent, Inc. 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.