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Android filters based on OpenGL (idea from GPUImage for iOS)
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README.md

GPUImage for Android

Build Status

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.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
    mavenCentral()
}

dependencies {
    compile 'jp.co.cyberagent.android.gpuimage:gpuimage-library:1.2.3'
}

Sample Code

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);

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 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.
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