1 /*
2 * Copyright (c) 2022 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "contrast_filter.h"
17
18 namespace OHOS {
19 namespace Rosen {
ContrastFilter()20 ContrastFilter::ContrastFilter()
21 {
22 CreateProgram(GetVertexShader(), GetFragmentShader());
23 }
24
SetValue(const std::string & key,std::shared_ptr<void> value,int size)25 void ContrastFilter::SetValue(const std::string& key, std::shared_ptr<void> value, int size)
26 {
27 if (key == "contrast" && size > 0) {
28 std::shared_ptr<float> contrast = std::static_pointer_cast<float>(value);
29 contrast_ = *(contrast.get());
30 }
31 LOGD("The contrast is %{public}f.", contrast_);
32 }
33
LoadFilterParams()34 void ContrastFilter::LoadFilterParams()
35 {
36 Use();
37 contrastID_ = glGetUniformLocation(program_->programID_, "contrast");
38 glUniform1f(contrastID_, contrast_);
39 }
40
GetVertexShader()41 std::string ContrastFilter::GetVertexShader()
42 {
43 return R"SHADER(#version 320 es
44 precision mediump float;
45
46 layout (location = 0) in vec3 vertexCoord;
47 layout (location = 1) in vec2 inputTexCoord;
48 out vec2 texCoord;
49
50 void main()
51 {
52 gl_Position = vec4(vertexCoord, 1.0);
53 texCoord = inputTexCoord;
54 }
55 )SHADER";
56 }
57
GetFragmentShader()58 std::string ContrastFilter::GetFragmentShader()
59 {
60 return R"SHADER(#version 320 es
61 precision mediump float;
62 in vec2 texCoord;
63 out vec4 fragColor;
64 uniform sampler2D uTexture;
65 uniform float contrast;
66 void main()
67 {
68 vec4 textureColor = texture(uTexture, texCoord);
69 fragColor = vec4(((textureColor.rgb - 0.5) * contrast + 0.5), textureColor.a);
70 }
71 )SHADER";
72 }
73 } // namespcae Rosen
74 } // namespace OHOS