Android camera app that applies a real-time tilt-shift (miniature/diorama) blur effect to the camera preview and to imported gallery images. Built with Kotlin, Jetpack Compose, CameraX, and OpenGL ES 2.0.
## What it does
- Live camera preview with GPU-accelerated tilt-shift blur via GLSL fragment shader
- Gallery import with CPU-based preview that updates in real time as you adjust parameters
- Supports both **linear** (band) and **radial** (elliptical) blur modes
- Gesture controls: drag to position, pinch to resize, two-finger rotate
- Slider panel for precise control of blur, falloff, size, angle, aspect ratio
- Multi-lens support on devices with multiple back cameras
LocationProvider.kt # FusedLocationProvider flow (accepts coarse or fine)
OrientationDetector.kt # Device rotation for EXIF
HapticFeedback.kt # Null-safe vibration wrapper
```
### Rendering pipeline
- **Camera preview**: OpenGL ES 2.0 via `GLSurfaceView` + `TiltShiftRenderer`. Camera frames arrive as `GL_TEXTURE_EXTERNAL_OES` from a `SurfaceTexture`. The fragment shader (`tiltshift_fragment.glsl`) applies blur per-fragment using precomputed `uCosAngle`/`uSinAngle` uniforms and an unrolled 9-tap Gaussian kernel.
- **Gallery preview**: CPU-based. A 1024px-max downscaled source is kept in `galleryPreviewSource`. `CameraViewModel.startPreviewLoop()` uses `collectLatest` on blur params (with 80ms debounce) to reactively recompute the preview via `ImageCaptureHandler.applyTiltShiftPreview()`.
- **Final save**: Full-resolution CPU pipeline — stack blur at 1/4 scale, gradient mask at 1/4 scale with bilinear upscale, per-pixel compositing. Camera captures save both original + processed; gallery imports save only the processed version (original already on device).
**IMPORTANT:** Always run `./bump-version.sh [major|minor|patch]` before `assembleRelease`. The version is tracked in `version.properties` and read by `build.gradle.kts`. Commit the bumped `version.properties` before or with the release.
Signing config is loaded from `local.properties` (not committed).
## Key design decisions and patterns
### Bitmap lifecycle (important!)
Bitmaps emitted to `StateFlow`s are **never eagerly recycled** immediately after replacement. Compose may still be drawing the old bitmap in the current frame. Instead:
- A `pendingRecyclePreview` / `pendingRecycleThumbnail` field holds the bitmap from the *previous* update
- On the *next* update, the pending bitmap is recycled (Compose has had a full frame to finish)
- Final cleanup happens in `cancelGalleryPreview()` (which `join()`s the preview job first) and `onCleared()`
### Thread safety
-`galleryPreviewSource` is `@Volatile` (accessed from Main thread, IO dispatcher, and cancel path)
-`TiltShiftRenderer.currentTexCoords` is `@Volatile` (written by UI thread, read by GL thread)
-`cancelGalleryPreview()` cancels + `join()`s the preview job before recycling the source bitmap, because `applyTiltShiftEffect` is a long CPU loop with no suspension points
- GL resources are released via `glSurfaceView.queueEvent {}` (must run on GL thread)
-`CameraManager.captureExecutor` is shut down in `release()` to prevent thread leaks
### Error handling
-`bitmap.compress()` return value is checked; failure reported to user
-`loadBitmapFromUri()` logs all null-return paths (stream open, dimensions, decode)
- Error/success dismiss indicators use cancellable `Job` tracking to prevent race conditions
-`writeExifToUri()` returns boolean and logs at ERROR level on failure
## Permissions
| Permission | Purpose | Notes |
|-----------|---------|-------|
| `CAMERA` | Camera preview and capture | Required |
| `ACCESS_FINE_LOCATION` | GPS EXIF tagging | Optional; coarse-only grant also works |
| `ACCESS_COARSE_LOCATION` | GPS EXIF tagging | Fallback if fine denied |
| `ACCESS_MEDIA_LOCATION` | Read GPS from gallery images | Required on Android 10+ |
| `VIBRATE` | Haptic feedback | Always granted |
## Known limitations / future work
-`minSdk = 35` (Android 15) — intentional for personal use. Lower to 26-29 if distributing.
- Dependencies are pinned to late-2024 versions; periodic bumps recommended.
- Fragment shader uses `int` uniform branching in GLSL ES 1.00 — works but could be cleaner with ES 3.00.