Provides classes that allow you to apply a variety of visual effects to images and videos. For example, you can easily fix red-eye, convert an image to grayscale, adjust brightness, adjust saturation, rotate an image, apply a fisheye effect, and much more. The system performs all effects processing on the GPU to obtain maximum performance.
For maximum performance, effects are applied directly to OpenGL textures, so your application must have a valid OpenGL context before it can use the effects APIs. The textures to which you apply effects may be from bitmaps, videos or even the camera. However, there are certain restrictions that textures must meet:
EffectContext.createWithCurrentGlContext()from your OpenGL ES 2.0 context.
EffectContext.getFactory(), which returns an instance of
createEffect(), passing it an effect name from @link android.media.effect.EffectFactory}, such as
You can adjust an effect’s parameters by calling
setParameter() and passing a parameter name and parameter value. Each type of effect accepts
different parameters, which are documented with the effect name. For example,
EFFECT_FISHEYE has one parameter for the
scale of the
To apply an effect on a texture, call
apply() on the
Effect and pass in the input texture, its width and height, and the output
texture. The input texture must be bound to a
image (usually done by calling the
function). You may provide multiple mipmap levels. If the output texture has not been bound to a
texture image, it will be automatically bound by the effect as a
GL_TEXTURE_2D and with one mipmap level (0), which will have the same
size as the input.
Note: All effects listed in
EffectFactory are guaranteed to be supported. However, some additional effects
available from external libraries are not supported by all devices, so you must first check if the
desired effect from the external library is supported by calling
|EffectUpdateListener||Some effects may issue callbacks to inform the host of changes to the effect state.|
Effects are high-performance transformations that can be applied to image frames.
An EffectContext keeps all necessary state information to run Effects within a Open GL ES 2.0 context.
The EffectFactory class defines the list of available Effects, and provides functionality to inspect and instantiate them.