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) <noreply@anthropic.com>
This commit is contained in:
Ole-Morten Duesund 2026-05-07 16:31:43 +02:00
commit d321f07973
7 changed files with 127 additions and 55 deletions

View file

@ -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)