tilt-shift-camera/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt

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5.5 KiB
Kotlin
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package no.naiv.tiltshift.effect
import android.content.Context
import android.opengl.GLES11Ext
import android.opengl.GLES20
import no.naiv.tiltshift.R
import java.io.BufferedReader
import java.io.InputStreamReader
/**
* Manages OpenGL shader programs for the tilt-shift effect.
*/
class TiltShiftShader(private val context: Context) {
var programId: Int = 0
private set
// Attribute locations
var aPositionLocation: Int = 0
private set
var aTexCoordLocation: Int = 0
private set
// Uniform locations
private var uTextureLocation: Int = 0
private var uModeLocation: Int = 0
private var uIsFrontCameraLocation: Int = 0
private var uAngleLocation: Int = 0
private var uPositionXLocation: Int = 0
private var uPositionYLocation: Int = 0
private var uSizeLocation: Int = 0
private var uBlurAmountLocation: Int = 0
private var uFalloffLocation: Int = 0
private var uAspectRatioLocation: Int = 0
private var uResolutionLocation: Int = 0
/**
* Compiles and links the shader program.
* Must be called from GL thread.
*/
fun initialize() {
val vertexSource = loadShaderSource(R.raw.tiltshift_vertex)
val fragmentSource = loadShaderSource(R.raw.tiltshift_fragment)
val vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource)
val fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource)
programId = GLES20.glCreateProgram()
GLES20.glAttachShader(programId, vertexShader)
GLES20.glAttachShader(programId, fragmentShader)
GLES20.glLinkProgram(programId)
// Check for link errors
val linkStatus = IntArray(1)
GLES20.glGetProgramiv(programId, GLES20.GL_LINK_STATUS, linkStatus, 0)
if (linkStatus[0] == 0) {
val error = GLES20.glGetProgramInfoLog(programId)
GLES20.glDeleteProgram(programId)
throw RuntimeException("Shader program link failed: $error")
}
// Get attribute locations
aPositionLocation = GLES20.glGetAttribLocation(programId, "aPosition")
aTexCoordLocation = GLES20.glGetAttribLocation(programId, "aTexCoord")
// Get uniform locations
uTextureLocation = GLES20.glGetUniformLocation(programId, "uTexture")
uModeLocation = GLES20.glGetUniformLocation(programId, "uMode")
uIsFrontCameraLocation = GLES20.glGetUniformLocation(programId, "uIsFrontCamera")
uAngleLocation = GLES20.glGetUniformLocation(programId, "uAngle")
uPositionXLocation = GLES20.glGetUniformLocation(programId, "uPositionX")
uPositionYLocation = GLES20.glGetUniformLocation(programId, "uPositionY")
uSizeLocation = GLES20.glGetUniformLocation(programId, "uSize")
uBlurAmountLocation = GLES20.glGetUniformLocation(programId, "uBlurAmount")
uFalloffLocation = GLES20.glGetUniformLocation(programId, "uFalloff")
uAspectRatioLocation = GLES20.glGetUniformLocation(programId, "uAspectRatio")
uResolutionLocation = GLES20.glGetUniformLocation(programId, "uResolution")
// Clean up shaders (they're linked into program now)
GLES20.glDeleteShader(vertexShader)
GLES20.glDeleteShader(fragmentShader)
}
/**
* Uses the shader program and sets uniforms.
*/
fun use(textureId: Int, params: BlurParameters, width: Int, height: Int, isFrontCamera: Boolean = false) {
GLES20.glUseProgram(programId)
// Bind camera texture
GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId)
GLES20.glUniform1i(uTextureLocation, 0)
// Set effect parameters
GLES20.glUniform1i(uModeLocation, if (params.mode == BlurMode.RADIAL) 1 else 0)
GLES20.glUniform1i(uIsFrontCameraLocation, if (isFrontCamera) 1 else 0)
GLES20.glUniform1f(uAngleLocation, params.angle)
GLES20.glUniform1f(uPositionXLocation, params.positionX)
GLES20.glUniform1f(uPositionYLocation, params.positionY)
GLES20.glUniform1f(uSizeLocation, params.size)
GLES20.glUniform1f(uBlurAmountLocation, params.blurAmount)
GLES20.glUniform1f(uFalloffLocation, params.falloff)
GLES20.glUniform1f(uAspectRatioLocation, params.aspectRatio)
GLES20.glUniform2f(uResolutionLocation, width.toFloat(), height.toFloat())
}
/**
* Releases shader resources.
*/
fun release() {
if (programId != 0) {
GLES20.glDeleteProgram(programId)
programId = 0
}
}
private fun loadShaderSource(resourceId: Int): String {
val inputStream = context.resources.openRawResource(resourceId)
val reader = BufferedReader(InputStreamReader(inputStream))
return reader.use { it.readText() }
}
private fun compileShader(type: Int, source: String): Int {
val shader = GLES20.glCreateShader(type)
GLES20.glShaderSource(shader, source)
GLES20.glCompileShader(shader)
// Check for compile errors
val compileStatus = IntArray(1)
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0)
if (compileStatus[0] == 0) {
val error = GLES20.glGetShaderInfoLog(shader)
GLES20.glDeleteShader(shader)
val shaderType = if (type == GLES20.GL_VERTEX_SHADER) "vertex" else "fragment"
throw RuntimeException("$shaderType shader compilation failed: $error")
}
return shader
}
}