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.
repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}
Java:
@Override
public void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
Uri imageUri = ...;
gpuImage = new GPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(new GPUImageSepiaFilter());
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}
Kotlin:
public override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri: Uri = ...
gpuImage = GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}
<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"
android:layout_width="match_parent"
android:layout_height="match_parent"
app:gpuimage_show_loading="false"
app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->
Java:
@Override
public void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
Uri imageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(new GPUImageSepiaFilter());
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}
Kotlin:
public override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri: Uri = ...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}
Java:
public void onCreate(final Bundle savedInstanceState) {
public void onCreate(final Bundle savedInstanceState) {
Uri imageUri = ...;
gpuImage = new GPUImage(context);
gpuImage.setFilter(new GPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}
Kotlin:
public override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri: Uri = ...
gpuImage = GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}
Make sure that you run the clean target when using maven.
gradle clean assemble
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