From d321f079732580e88594a5215fa41a44a81a8de3 Mon Sep 17 00:00:00 2001 From: Ole-Morten Duesund Date: Thu, 7 May 2026 16:31:43 +0200 Subject: [PATCH] Support landscape orientation Replace hardcoded portrait-only texture coordinate rotation with SurfaceTexture.getTransformMatrix(), so the camera preview and capture re-orient correctly when the device rotates. Also drive Preview/ImageCapture targetRotation from the live display rotation, fix the crop-to-fill aspect math to swap effective camera dimensions between portrait and landscape, and make the slider control panel scroll if it doesn't fit the shorter landscape height. Bump to 1.1.6. Co-Authored-By: Claude Opus 4.7 (1M context) --- .../no/naiv/tiltshift/camera/CameraManager.kt | 32 +++++++ .../tiltshift/effect/TiltShiftRenderer.kt | 91 ++++++++----------- .../naiv/tiltshift/effect/TiltShiftShader.kt | 30 +++++- .../java/no/naiv/tiltshift/ui/CameraScreen.kt | 8 ++ .../java/no/naiv/tiltshift/ui/ControlPanel.kt | 5 + app/src/main/res/raw/tiltshift_vertex.glsl | 16 +++- version.properties | 4 +- 7 files changed, 129 insertions(+), 57 deletions(-) diff --git a/app/src/main/java/no/naiv/tiltshift/camera/CameraManager.kt b/app/src/main/java/no/naiv/tiltshift/camera/CameraManager.kt index 51d42ed..b6f659d 100644 --- a/app/src/main/java/no/naiv/tiltshift/camera/CameraManager.kt +++ b/app/src/main/java/no/naiv/tiltshift/camera/CameraManager.kt @@ -2,8 +2,10 @@ package no.naiv.tiltshift.camera import android.content.Context import android.graphics.SurfaceTexture +import android.hardware.display.DisplayManager import android.util.Log import android.util.Size +import android.view.Display import android.view.Surface import androidx.camera.core.Camera import androidx.camera.core.CameraSelector @@ -70,6 +72,14 @@ class CameraManager(private val context: Context) { /** Weak reference to avoid preventing Activity GC across config changes. */ private var lifecycleOwnerRef: WeakReference? = null + /** + * Target rotation passed to CameraX use cases. Drives the SurfaceTexture + * transform matrix and the rotation metadata on captured images. + * Initialized to the display rotation when the camera binds; updated by + * [setTargetRotation] when the device orientation changes. + */ + private var targetRotation: Int = Surface.ROTATION_0 + /** * Starts the camera with the given lifecycle owner. * The surfaceTextureProvider should return the SurfaceTexture from the GL renderer. @@ -80,6 +90,13 @@ class CameraManager(private val context: Context) { ) { this.surfaceTextureProvider = surfaceTextureProvider this.lifecycleOwnerRef = WeakReference(lifecycleOwner) + // Capture initial display rotation so the very first frame is oriented correctly, + // before the OrientationEventListener has had a chance to fire. + // Note: Context.getDisplay() throws on Application contexts; DisplayManager works + // for any context type and returns the default display. + targetRotation = (context.getSystemService(Context.DISPLAY_SERVICE) as? DisplayManager) + ?.getDisplay(Display.DEFAULT_DISPLAY)?.rotation + ?: Surface.ROTATION_0 val cameraProviderFuture = ProcessCameraProvider.getInstance(context) cameraProviderFuture.addListener({ @@ -110,11 +127,13 @@ class CameraManager(private val context: Context) { preview = Preview.Builder() .setResolutionSelector(resolutionSelector) + .setTargetRotation(targetRotation) .build() // Image capture use case val captureBuilder = ImageCapture.Builder() .setCaptureMode(ImageCapture.CAPTURE_MODE_MAXIMIZE_QUALITY) + .setTargetRotation(targetRotation) imageCapture = captureBuilder.build() @@ -173,6 +192,19 @@ class CameraManager(private val context: Context) { } } + /** + * Updates the target rotation for Preview and ImageCapture use cases. + * Call when the device rotates: this rotates the SurfaceTexture transform matrix + * (so the GL preview stays upright) and tags captures with the right orientation. + * Safe to call on the main thread; CameraX permits live target-rotation updates. + */ + fun setTargetRotation(rotation: Int) { + if (targetRotation == rotation) return + targetRotation = rotation + preview?.targetRotation = rotation + imageCapture?.targetRotation = rotation + } + /** * Sets the zoom ratio. Updates UI state immediately so that rapid pinch-to-zoom * gestures accumulate correctly (each frame uses the latest ratio as its base). diff --git a/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftRenderer.kt b/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftRenderer.kt index d170d58..98c640f 100644 --- a/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftRenderer.kt +++ b/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftRenderer.kt @@ -6,6 +6,7 @@ import android.opengl.GLES11Ext import android.opengl.GLES20 import android.opengl.GLSurfaceView import android.util.Log +import android.view.Surface import java.nio.ByteBuffer import java.nio.ByteOrder import java.nio.FloatBuffer @@ -38,9 +39,8 @@ class TiltShiftRenderer( private var surfaceTexture: SurfaceTexture? = null private var cameraTextureId: Int = 0 - // Camera quad: crop-to-fill vertices + rotated texcoords (pass 1 only) + // Camera quad: crop-to-fill vertices, standard texcoords (rotation comes from texMatrix) private lateinit var cameraVertexBuffer: FloatBuffer - private lateinit var cameraTexCoordBuffer: FloatBuffer // Fullscreen quad for blur passes (no crop, standard texcoords) private lateinit var fullscreenVertexBuffer: FloatBuffer @@ -54,6 +54,9 @@ class TiltShiftRenderer( private var fboTexA: Int = 0 private var fboTexB: Int = 0 + // SurfaceTexture transform matrix, refreshed each frame on the GL thread. + private val texMatrix = FloatArray(16) + // Current effect parameters (updated from UI thread) @Volatile var blurParameters: BlurParameters = BlurParameters.DEFAULT @@ -66,33 +69,14 @@ class TiltShiftRenderer( private var cameraWidth: Int = 0 @Volatile private var cameraHeight: Int = 0 + + /** Display rotation as a Surface.ROTATION_* constant; affects effective aspect. */ + @Volatile + private var displayRotation: Int = Surface.ROTATION_0 + @Volatile private var vertexBufferDirty: Boolean = false - // Texture coordinates rotated 90° for portrait mode (back camera) - // (Camera sensors are landscape-oriented, we rotate to portrait) - private val texCoordsBack = floatArrayOf( - 1f, 1f, // Bottom left of screen -> bottom right of texture - 1f, 0f, // Bottom right of screen -> top right of texture - 0f, 1f, // Top left of screen -> bottom left of texture - 0f, 0f // Top right of screen -> top left of texture - ) - - // Texture coordinates for front camera (mirrored + rotated) - // Front camera needs horizontal mirror for natural selfie view - private val texCoordsFront = floatArrayOf( - 0f, 1f, // Bottom left of screen - 0f, 0f, // Bottom right of screen - 1f, 1f, // Top left of screen - 1f, 0f // Top right of screen - ) - - @Volatile - private var currentTexCoords = texCoordsBack - - @Volatile - private var updateTexCoordBuffer = false - override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) { GLES20.glClearColor(0f, 0f, 0f, 1f) @@ -104,12 +88,8 @@ class TiltShiftRenderer( cameraVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f)) cameraVertexBuffer.position(0) - // Camera texcoord buffer (rotated for portrait) - cameraTexCoordBuffer = allocateFloatBuffer(8) - cameraTexCoordBuffer.put(currentTexCoords) - cameraTexCoordBuffer.position(0) - - // Fullscreen quad for blur passes (standard coords) + // Fullscreen quad for blur passes (standard coords). The same buffer is reused + // for the camera passthrough texcoords — rotation is applied via uTexMatrix. fullscreenVertexBuffer = allocateFloatBuffer(8) fullscreenVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f)) fullscreenVertexBuffer.position(0) @@ -145,20 +125,17 @@ class TiltShiftRenderer( } override fun onDrawFrame(gl: GL10?) { - surfaceTexture?.updateTexImage() + val st = surfaceTexture + st?.updateTexImage() + // Pull the latest sensor-to-display transform; updated by SurfaceTexture each frame + // and reflects whatever rotation CameraX requested via Preview.targetRotation. + st?.getTransformMatrix(texMatrix) if (vertexBufferDirty) { recomputeVertices() vertexBufferDirty = false } - if (updateTexCoordBuffer) { - cameraTexCoordBuffer.clear() - cameraTexCoordBuffer.put(currentTexCoords) - cameraTexCoordBuffer.position(0) - updateTexCoordBuffer = false - } - val params = blurParameters // --- Pass 1: Camera → FBO-A (passthrough with crop-to-fill) --- @@ -169,10 +146,10 @@ class TiltShiftRenderer( ) GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight) GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT) - shader.usePassthrough(cameraTextureId) + shader.usePassthrough(cameraTextureId, texMatrix, isFrontCamera) drawQuad( shader.passthroughPositionLoc, shader.passthroughTexCoordLoc, - cameraVertexBuffer, cameraTexCoordBuffer + cameraVertexBuffer, fullscreenTexCoordBuffer ) // --- Pass 2: FBO-A → FBO-B (horizontal blur) --- @@ -203,11 +180,7 @@ class TiltShiftRenderer( } fun setFrontCamera(front: Boolean) { - if (isFrontCamera != front) { - isFrontCamera = front - currentTexCoords = if (front) texCoordsFront else texCoordsBack - updateTexCoordBuffer = true - } + isFrontCamera = front } fun setCameraResolution(width: Int, height: Int) { @@ -218,6 +191,14 @@ class TiltShiftRenderer( } } + /** Updates the display rotation so crop-to-fill picks the right effective aspect. */ + fun setDisplayRotation(rotation: Int) { + if (displayRotation != rotation) { + displayRotation = rotation + vertexBufferDirty = true + } + } + fun release() { shader.release() surfaceTexture?.release() @@ -254,16 +235,24 @@ class TiltShiftRenderer( /** * Recomputes camera vertex positions to achieve crop-to-fill. * - * The camera sensor is landscape; after the 90° rotation applied via texture coordinates, - * the effective portrait dimensions are (cameraHeight × cameraWidth). We scale the vertex - * quad so the camera frame fills the surface without stretching — the GPU clips the overflow. + * The camera buffer is the sensor's native landscape resolution. The texMatrix + * rotates it to match the display, so the *effective* displayed dimensions + * depend on the display rotation: in portrait the buffer is rotated 90° + * (effective width = cameraHeight), in landscape it is unrotated. + * We scale the vertex quad so the frame fills the surface without stretching — + * the GPU clips the overflow. */ private fun recomputeVertices() { var scaleX = 1f var scaleY = 1f if (cameraWidth > 0 && cameraHeight > 0 && surfaceWidth > 0 && surfaceHeight > 0) { - val cameraRatio = cameraHeight.toFloat() / cameraWidth + val isPortrait = displayRotation == Surface.ROTATION_0 || + displayRotation == Surface.ROTATION_180 + val effectiveW = if (isPortrait) cameraHeight else cameraWidth + val effectiveH = if (isPortrait) cameraWidth else cameraHeight + + val cameraRatio = effectiveW.toFloat() / effectiveH val screenRatio = surfaceWidth.toFloat() / surfaceHeight if (cameraRatio > screenRatio) { diff --git a/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt b/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt index cdafd8f..ebbfb18 100644 --- a/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt +++ b/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt @@ -20,6 +20,15 @@ import kotlin.math.sin */ class TiltShiftShader(private val context: Context) { + private companion object { + val IDENTITY_MATRIX = floatArrayOf( + 1f, 0f, 0f, 0f, + 0f, 1f, 0f, 0f, + 0f, 0f, 1f, 0f, + 0f, 0f, 0f, 1f + ) + } + // --- Passthrough program (camera → FBO) --- private var passthroughProgramId: Int = 0 @@ -29,6 +38,8 @@ class TiltShiftShader(private val context: Context) { var passthroughTexCoordLoc: Int = 0 private set private var passthroughTextureLoc: Int = 0 + private var passthroughTexMatrixLoc: Int = 0 + private var passthroughMirrorLoc: Int = 0 // --- Blur program (FBO → FBO/screen) --- @@ -39,6 +50,8 @@ class TiltShiftShader(private val context: Context) { var blurTexCoordLoc: Int = 0 private set private var blurTextureLoc: Int = 0 + private var blurTexMatrixLoc: Int = 0 + private var blurMirrorLoc: Int = 0 private var blurModeLoc: Int = 0 private var blurPositionXLoc: Int = 0 private var blurPositionYLoc: Int = 0 @@ -68,6 +81,8 @@ class TiltShiftShader(private val context: Context) { passthroughPositionLoc = GLES20.glGetAttribLocation(passthroughProgramId, "aPosition") passthroughTexCoordLoc = GLES20.glGetAttribLocation(passthroughProgramId, "aTexCoord") passthroughTextureLoc = GLES20.glGetUniformLocation(passthroughProgramId, "uTexture") + passthroughTexMatrixLoc = GLES20.glGetUniformLocation(passthroughProgramId, "uTexMatrix") + passthroughMirrorLoc = GLES20.glGetUniformLocation(passthroughProgramId, "uMirrorX") // Blur program val blurFragSource = loadShaderSource(R.raw.tiltshift_fragment) @@ -78,6 +93,8 @@ class TiltShiftShader(private val context: Context) { blurPositionLoc = GLES20.glGetAttribLocation(blurProgramId, "aPosition") blurTexCoordLoc = GLES20.glGetAttribLocation(blurProgramId, "aTexCoord") blurTextureLoc = GLES20.glGetUniformLocation(blurProgramId, "uTexture") + blurTexMatrixLoc = GLES20.glGetUniformLocation(blurProgramId, "uTexMatrix") + blurMirrorLoc = GLES20.glGetUniformLocation(blurProgramId, "uMirrorX") blurModeLoc = GLES20.glGetUniformLocation(blurProgramId, "uMode") blurPositionXLoc = GLES20.glGetUniformLocation(blurProgramId, "uPositionX") blurPositionYLoc = GLES20.glGetUniformLocation(blurProgramId, "uPositionY") @@ -96,12 +113,19 @@ class TiltShiftShader(private val context: Context) { /** * Activates the passthrough program and binds the camera texture. + * + * @param cameraTextureId The OES texture receiving camera frames. + * @param texMatrix 4x4 transform from SurfaceTexture.getTransformMatrix() — + * encodes sensor-to-display rotation and Y-flip. + * @param mirrorX true to horizontally mirror (front camera selfie view). */ - fun usePassthrough(cameraTextureId: Int) { + fun usePassthrough(cameraTextureId: Int, texMatrix: FloatArray, mirrorX: Boolean) { GLES20.glUseProgram(passthroughProgramId) GLES20.glActiveTexture(GLES20.GL_TEXTURE0) GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, cameraTextureId) GLES20.glUniform1i(passthroughTextureLoc, 0) + GLES20.glUniformMatrix4fv(passthroughTexMatrixLoc, 1, false, texMatrix, 0) + GLES20.glUniform1f(passthroughMirrorLoc, if (mirrorX) 1f else 0f) } /** @@ -128,6 +152,10 @@ class TiltShiftShader(private val context: Context) { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fboTextureId) GLES20.glUniform1i(blurTextureLoc, 0) + // FBO content is already in display orientation — pass identity matrix and no mirror. + GLES20.glUniformMatrix4fv(blurTexMatrixLoc, 1, false, IDENTITY_MATRIX, 0) + GLES20.glUniform1f(blurMirrorLoc, 0f) + GLES20.glUniform1i(blurModeLoc, if (params.mode == BlurMode.RADIAL) 1 else 0) GLES20.glUniform1f(blurPositionXLoc, params.positionX) GLES20.glUniform1f(blurPositionYLoc, params.positionY) diff --git a/app/src/main/java/no/naiv/tiltshift/ui/CameraScreen.kt b/app/src/main/java/no/naiv/tiltshift/ui/CameraScreen.kt index bbb706d..167b376 100644 --- a/app/src/main/java/no/naiv/tiltshift/ui/CameraScreen.kt +++ b/app/src/main/java/no/naiv/tiltshift/ui/CameraScreen.kt @@ -112,6 +112,7 @@ fun CameraScreen( val isFrontCamera by viewModel.cameraManager.isFrontCamera.collectAsState() val previewResolution by viewModel.cameraManager.previewResolution.collectAsState() val cameraError by viewModel.cameraManager.error.collectAsState() + val currentRotation by viewModel.currentRotation.collectAsState() // Gallery picker val galleryLauncher = rememberLauncherForActivityResult( @@ -164,6 +165,13 @@ fun CameraScreen( } } + // Forward device rotation to renderer (aspect math) and CameraX (target rotation) + LaunchedEffect(currentRotation, renderer) { + renderer?.setDisplayRotation(currentRotation) + viewModel.cameraManager.setTargetRotation(currentRotation) + glSurfaceView?.requestRender() + } + // Start camera when surface texture is available LaunchedEffect(surfaceTexture) { surfaceTexture?.let { diff --git a/app/src/main/java/no/naiv/tiltshift/ui/ControlPanel.kt b/app/src/main/java/no/naiv/tiltshift/ui/ControlPanel.kt index ad94ad0..dbc5112 100644 --- a/app/src/main/java/no/naiv/tiltshift/ui/ControlPanel.kt +++ b/app/src/main/java/no/naiv/tiltshift/ui/ControlPanel.kt @@ -12,7 +12,10 @@ import androidx.compose.foundation.layout.height import androidx.compose.foundation.layout.padding import androidx.compose.foundation.layout.size import androidx.compose.foundation.layout.width +import androidx.compose.foundation.layout.wrapContentHeight +import androidx.compose.foundation.rememberScrollState import androidx.compose.foundation.shape.RoundedCornerShape +import androidx.compose.foundation.verticalScroll import androidx.compose.material.icons.Icons import androidx.compose.material.icons.filled.RestartAlt import androidx.compose.material3.Icon @@ -110,8 +113,10 @@ fun ControlPanel( Column( modifier = modifier .width(200.dp) + .wrapContentHeight() .clip(RoundedCornerShape(16.dp)) .background(AppColors.OverlayDarker) + .verticalScroll(rememberScrollState()) .padding(16.dp), verticalArrangement = Arrangement.spacedBy(12.dp) ) { diff --git a/app/src/main/res/raw/tiltshift_vertex.glsl b/app/src/main/res/raw/tiltshift_vertex.glsl index e009424..ca79319 100644 --- a/app/src/main/res/raw/tiltshift_vertex.glsl +++ b/app/src/main/res/raw/tiltshift_vertex.glsl @@ -1,12 +1,22 @@ -// Vertex shader for tilt-shift effect -// Passes through position and calculates texture coordinates +// Vertex shader for tilt-shift effect. +// +// uTexMatrix: applied to texcoords. For the passthrough pass it carries the +// SurfaceTexture transform (sensor → display rotation, plus Y-flip). For the +// blur passes it is identity. +// uMirrorX: 1.0 to horizontally mirror texcoords (front-camera selfie view), +// 0.0 otherwise. Applied AFTER uTexMatrix. attribute vec4 aPosition; attribute vec2 aTexCoord; +uniform mat4 uTexMatrix; +uniform float uMirrorX; + varying vec2 vTexCoord; void main() { gl_Position = aPosition; - vTexCoord = aTexCoord; + vec2 tc = (uTexMatrix * vec4(aTexCoord, 0.0, 1.0)).xy; + if (uMirrorX > 0.5) tc.x = 1.0 - tc.x; + vTexCoord = tc; } diff --git a/version.properties b/version.properties index 5091055..7f96eb7 100644 --- a/version.properties +++ b/version.properties @@ -1,4 +1,4 @@ versionMajor=1 versionMinor=1 -versionPatch=5 -versionCode=7 +versionPatch=6 +versionCode=8