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

201 lines
8 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
import kotlin.math.cos
import kotlin.math.sin
/**
* Manages OpenGL shader programs for the two-pass tilt-shift effect.
*
* Two programs:
* - **Passthrough**: copies camera texture (external OES) to an FBO, handling the
* coordinate transform via vertex/texcoord setup.
* - **Blur**: applies a directional Gaussian blur with tilt-shift mask.
* Used twice per frame (horizontal then vertical) via the [uBlurDirection] uniform.
*/
class TiltShiftShader(private val context: Context) {
// --- Passthrough program (camera → FBO) ---
private var passthroughProgramId: Int = 0
var passthroughPositionLoc: Int = 0
private set
var passthroughTexCoordLoc: Int = 0
private set
private var passthroughTextureLoc: Int = 0
// --- Blur program (FBO → FBO/screen) ---
private var blurProgramId: Int = 0
var blurPositionLoc: Int = 0
private set
var blurTexCoordLoc: Int = 0
private set
private var blurTextureLoc: Int = 0
private var blurModeLoc: Int = 0
private var blurPositionXLoc: Int = 0
private var blurPositionYLoc: Int = 0
private var blurSizeLoc: Int = 0
private var blurAmountLoc: Int = 0
private var blurFalloffLoc: Int = 0
private var blurAspectRatioLoc: Int = 0
private var blurResolutionLoc: Int = 0
private var blurCosAngleLoc: Int = 0
private var blurSinAngleLoc: Int = 0
private var blurDirectionLoc: Int = 0
/**
* Compiles and links both shader programs.
* Must be called from GL thread.
*/
fun initialize() {
val vertexSource = loadShaderSource(R.raw.tiltshift_vertex)
val vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource)
// Passthrough program
val passthroughFragSource = loadShaderSource(R.raw.tiltshift_passthrough_fragment)
val passthroughFragShader = compileShader(GLES20.GL_FRAGMENT_SHADER, passthroughFragSource)
passthroughProgramId = linkProgram(vertexShader, passthroughFragShader)
GLES20.glDeleteShader(passthroughFragShader)
passthroughPositionLoc = GLES20.glGetAttribLocation(passthroughProgramId, "aPosition")
passthroughTexCoordLoc = GLES20.glGetAttribLocation(passthroughProgramId, "aTexCoord")
passthroughTextureLoc = GLES20.glGetUniformLocation(passthroughProgramId, "uTexture")
// Blur program
val blurFragSource = loadShaderSource(R.raw.tiltshift_fragment)
val blurFragShader = compileShader(GLES20.GL_FRAGMENT_SHADER, blurFragSource)
blurProgramId = linkProgram(vertexShader, blurFragShader)
GLES20.glDeleteShader(blurFragShader)
blurPositionLoc = GLES20.glGetAttribLocation(blurProgramId, "aPosition")
blurTexCoordLoc = GLES20.glGetAttribLocation(blurProgramId, "aTexCoord")
blurTextureLoc = GLES20.glGetUniformLocation(blurProgramId, "uTexture")
blurModeLoc = GLES20.glGetUniformLocation(blurProgramId, "uMode")
blurPositionXLoc = GLES20.glGetUniformLocation(blurProgramId, "uPositionX")
blurPositionYLoc = GLES20.glGetUniformLocation(blurProgramId, "uPositionY")
blurSizeLoc = GLES20.glGetUniformLocation(blurProgramId, "uSize")
blurAmountLoc = GLES20.glGetUniformLocation(blurProgramId, "uBlurAmount")
blurFalloffLoc = GLES20.glGetUniformLocation(blurProgramId, "uFalloff")
blurAspectRatioLoc = GLES20.glGetUniformLocation(blurProgramId, "uAspectRatio")
blurResolutionLoc = GLES20.glGetUniformLocation(blurProgramId, "uResolution")
blurCosAngleLoc = GLES20.glGetUniformLocation(blurProgramId, "uCosAngle")
blurSinAngleLoc = GLES20.glGetUniformLocation(blurProgramId, "uSinAngle")
blurDirectionLoc = GLES20.glGetUniformLocation(blurProgramId, "uBlurDirection")
// Vertex shader is linked into both programs and can be freed
GLES20.glDeleteShader(vertexShader)
}
/**
* Activates the passthrough program and binds the camera texture.
*/
fun usePassthrough(cameraTextureId: Int) {
GLES20.glUseProgram(passthroughProgramId)
GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, cameraTextureId)
GLES20.glUniform1i(passthroughTextureLoc, 0)
}
/**
* Activates the blur program and sets all uniforms for one blur pass.
*
* @param fboTextureId The FBO color attachment to sample from.
* @param params Current blur parameters.
* @param width Surface width in pixels.
* @param height Surface height in pixels.
* @param dirX Blur direction X component (1 for horizontal pass, 0 for vertical).
* @param dirY Blur direction Y component (0 for horizontal pass, 1 for vertical).
*/
fun useBlurPass(
fboTextureId: Int,
params: BlurParameters,
width: Int,
height: Int,
dirX: Float,
dirY: Float
) {
GLES20.glUseProgram(blurProgramId)
GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fboTextureId)
GLES20.glUniform1i(blurTextureLoc, 0)
GLES20.glUniform1i(blurModeLoc, if (params.mode == BlurMode.RADIAL) 1 else 0)
GLES20.glUniform1f(blurPositionXLoc, params.positionX)
GLES20.glUniform1f(blurPositionYLoc, params.positionY)
GLES20.glUniform1f(blurSizeLoc, params.size)
GLES20.glUniform1f(blurAmountLoc, params.blurAmount)
GLES20.glUniform1f(blurFalloffLoc, params.falloff)
GLES20.glUniform1f(blurAspectRatioLoc, params.aspectRatio)
GLES20.glUniform2f(blurResolutionLoc, width.toFloat(), height.toFloat())
// Raw screen-space angle (no camera rotation adjustment needed — FBO is already
// in screen orientation after the passthrough pass)
GLES20.glUniform1f(blurCosAngleLoc, cos(params.angle))
GLES20.glUniform1f(blurSinAngleLoc, sin(params.angle))
GLES20.glUniform2f(blurDirectionLoc, dirX, dirY)
}
/**
* Releases both shader programs.
*/
fun release() {
if (passthroughProgramId != 0) {
GLES20.glDeleteProgram(passthroughProgramId)
passthroughProgramId = 0
}
if (blurProgramId != 0) {
GLES20.glDeleteProgram(blurProgramId)
blurProgramId = 0
}
}
private fun linkProgram(vertexShader: Int, fragmentShader: Int): Int {
val programId = GLES20.glCreateProgram()
GLES20.glAttachShader(programId, vertexShader)
GLES20.glAttachShader(programId, fragmentShader)
GLES20.glLinkProgram(programId)
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: $error")
}
return programId
}
private fun loadShaderSource(resourceId: Int): String {
val inputStream = context.resources.openRawResource(resourceId)
val reader = BufferedReader(InputStreamReader(inputStream))
return reader.use { it.readText() }
}
private fun compileShader(type: Int, source: String): Int {
val shader = GLES20.glCreateShader(type)
GLES20.glShaderSource(shader, source)
GLES20.glCompileShader(shader)
val compileStatus = IntArray(1)
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0)
if (compileStatus[0] == 0) {
val error = GLES20.glGetShaderInfoLog(shader)
GLES20.glDeleteShader(shader)
val shaderType = if (type == GLES20.GL_VERTEX_SHADER) "vertex" else "fragment"
throw RuntimeException("$shaderType shader compilation failed: $error")
}
return shader
}
}