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Add SDK Dependency

Add the Maven repository address to your project’s root build.gradle or settings.gradle:
Add the dependency in your module’s build.gradle:
Alternatively, if you use the modern Version Catalog (libs.versions.toml) to manage dependencies (recommended, as used in the Demo):
  1. Add the following to gradle/libs.versions.toml:
  1. Use it in your module’s build.gradle:

Method B: Manual AAR Integration

Go to the Download page to get the latest SDK, then extract it. Copy the facebetter.aar library from the SDK package to your project path, such as the libs directory. Modify the project’s build.gradle and add the facebetter.aar dependency in the dependencies section:

Permission Configuration

Add necessary permissions in AndroidManifest.xml:
Permission Descriptions:
  • Network Permission: Required. SDK needs network connection to verify appId and appKey to ensure the app runs normally.
  • Storage Permission: Optional. Only needed when file logging is configured (logConfig.fileEnabled = true).
  • Camera Permission: Optional. Only needed when using camera capture for beauty processing in the app. Not required if only processing existing images.

Import Classes

Facebetter engine mainly has four classes that need to be imported into the files where they are used:

Log Configuration

Logging is disabled by default and can be enabled as needed. Both console logging and file logging switches are supported.
Logging should be enabled before creating the beauty engine, otherwise you may not see initialization logs.

Create Configuration Engine

Follow the instructions on this page to get your appid and appkey. Verification Priority:
  • If licenseJson is provided, use license data verification (supports online response and offline license)
  • Otherwise, use appId and appKey for automatic online verification

Error Handling

After creating the engine, it’s recommended to check if it was successful:

Adjust Beauty Parameters

All beauty parameters range from [0.0, 1.0]. Set to 0 to disable the effect.

Set Skin Beauty Parameters

Use the setBeautyParam interface to set skin beauty parameters. Parameter range [0.0, 1.0].
Supported skin beauty parameters:

Set Skin-Only Beauty

Use the setSkinOnlyBeauty interface to set whether beauty effects are applied only to skin regions. When enabled, beauty effects (smoothing, whitening, etc.) will only be applied to detected skin areas, leaving non-skin areas unchanged.
After enabling skin-only beauty, even with high beauty parameter values, non-skin areas (such as background, clothing, etc.) will not be affected.

Set Face Reshape Parameters

Use the setBeautyParam interface to set face reshape parameters. Parameter range [0.0, 1.0].
Supported face reshape parameters:

Set Makeup Parameters

Supported makeup parameters:

Set Virtual Background

Enable virtual background through the setVirtualBackground interface:

Using Filters and Stickers

Filter Functionality

Filters are set through the setFilter interface. Filter resource files (.fbd) must be registered via registerFilter first.

Sticker Functionality

Stickers are set through the setSticker interface and also need to be registered first.

Set Callbacks

Monitor engine events (license validation and engine initialization status):
Event codes:
  • EngineEventCode.LICENSE_VALIDATION_SUCCESS (0): License validation succeeded
  • EngineEventCode.LICENSE_VALIDATION_FAILED (1): License validation failed
  • EngineEventCode.INITIALIZATION_COMPLETE (100): Engine initialization completed
  • EngineEventCode.INITIALIZATION_FAILED (101): Engine initialization failed

Process Images

ImageFrame objects must call release() after use, otherwise it will cause memory leaks.

Create Images

Image data is encapsulated through ImageFrame, supporting formats: I420, NV12, NV21, RGB, RGBA, BGR, BGRA. Create ImageFrame with RGBA
Create ImageFrame with image file

Rotate Images

ImageFrame has built-in image rotation methods that can be used as needed.
Rotation angles

Process Images

processMode includes VIDEO and IMAGE modes. VIDEO mode is suitable for live streaming and video scenarios with higher efficiency. IMAGE mode is suitable for image processing scenarios.
The engine automatically maintains input/output format consistency. If input is NV21 format, output is NV21 format; if input is RGBA format, output is RGBA format.

Get Processed Image Data

Get I420 data
ImageFrame can be converted to various formats through built-in toXXX methods: I420, NV12, NV21, RGB, RGBA, BGR, BGRA. These methods can be used for format conversion.

External Texture Processing

When using external texture processing, you must ensure the OpenGL context is on the main thread and pass externalContext = true during engine initialization.

Use Cases

External texture processing is suitable for the following scenarios:
  • OpenGL/OpenGL ES Rendering Pipeline Integration: When your application already uses OpenGL for rendering, you can directly use textures as input and output, avoiding CPU-GPU data copying
  • Real-time Video Processing: Process textures directly in video rendering callbacks to reduce memory copy overhead
  • Performance Optimization: Avoid downloading texture data to CPU memory and uploading back to GPU, improving processing efficiency

Configure External Context

When using external texture processing, you need to enable the externalContext option when creating the engine:
Important Notes:
  • When externalContext = true, the engine will not create its own OpenGL context, but use the current thread’s OpenGL context
  • The engine must be created in a valid OpenGL context
  • Input and output textures must be in the same OpenGL context

Create Texture Frame

Use the ImageFrame.createWithTexture() method to create an image frame from an OpenGL texture:
Parameter Description:
  • textureId: OpenGL texture ID (type GL_TEXTURE_2D)
  • width: Texture width (pixels)
  • height: Texture height (pixels)
  • stride: Row stride (bytes), usually width * 4 (RGBA format)

Get Output Texture

After processing the image, you can get the output texture through ImageBuffer.getTexture():

Complete Example

Important Notes

1. Context Requirements

  • Engine must be created in a valid OpenGL context: When externalContext = true, the engine uses the current thread’s OpenGL context, so the engine must be created in the OpenGL rendering thread
  • Context consistency: Input texture, engine processing, and output texture must be in the same OpenGL context
  • Thread safety: OpenGL operations must be executed in the same thread

2. Texture Format Requirements

  • Input texture format: Supports GL_RGBA format GL_TEXTURE_2D textures
  • Texture parameters: It is recommended to set the following texture parameters for best results:

3. Performance Optimization

  • Lazy initialization: Initialize the engine in the first rendering callback to ensure it is created in the correct OpenGL context
  • Reuse ImageFrame: If possible, reuse ImageFrame objects to reduce object creation overhead
  • Process mode selection:
    • ProcessMode.VIDEO: Suitable for real-time video stream processing, higher performance
    • ProcessMode.IMAGE: Suitable for single frame image processing, better quality

4. Memory Management

  • Release resources timely: Release ImageFrame and ImageBuffer objects after use
  • Texture lifecycle: Output textures are managed by the engine and do not need manual deletion, but input textures need to be managed by the caller

5. Error Handling

  • Check return values: All API calls should check return values
  • Null pointer checks: Check if return values of createWithTexture() and processImage() are null
  • Texture validity: Ensure input texture ID is valid and bound to the current OpenGL context

6. Common Issues

  • Engine creation failure: Check if it is created in an OpenGL context and if externalContext is correctly set
  • Texture processing failure: Check if texture format is RGBA and texture parameters are correctly set
  • Context loss: If the OpenGL context is destroyed, the engine needs to be recreated

Lifecycle Management

You must call release() to release engine resources when Activity/Fragment is destroyed, otherwise it will cause memory leaks.

Release Resources

When Activity or Fragment is destroyed, be sure to release engine resources:

Memory Management

  • Release ImageFrame and ImageBuffer objects timely
  • Avoid repeatedly creating large numbers of image objects in loops
  • Recommend reusing ImageFrame objects