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:
@Override
public void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
Uri imageUri = ...;
mGPUImage = new GPUImage(this);
mGPUImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
mGPUImage.setImage(imageUri); // this loads image on the current thread, should be run in a thread
mGPUImage.setFilter(new GPUImageSepiaFilter());
// Later when image should be saved saved:
mGPUImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}
Without preview:
Uri imageUri = ...;
mGPUImage = new GPUImage(context);
mGPUImage.setFilter(new GPUImageSobelEdgeDetection());
mGPUImage.setImage(imageUri);
mGPUImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
Make sure that you run the clean target when using maven.
gradle clean assemble
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