Implement two-pass separable Gaussian blur for camera preview
Replace the single-pass 9-tap directional blur with a three-pass pipeline: passthrough (camera→FBO), horizontal blur (FBO-A→FBO-B), vertical blur (FBO-B→screen). This produces a true 2D Gaussian with a 13-tap kernel per pass, eliminating the visible banding/streaking of the old approach. Key changes: - TiltShiftRenderer: FBO ping-pong with two color textures, separate fullscreen quad for blur passes (no crop-to-fill), drawQuad helper - TiltShiftShader: manages two programs (passthrough + blur), blur program uses raw screen-space angle (no camera rotation adjustment) - tiltshift_fragment.glsl: rewritten for sampler2D in screen space, aspect correction on X axis (height-normalized), uBlurDirection uniform for H/V selection, wider falloff (3x multiplier) - New tiltshift_passthrough_fragment.glsl for camera→FBO copy - TiltShiftOverlay: shrink PINCH_SIZE zone (1.3x, was 2.0x) so pinch-to-zoom is reachable over more of the screen - CameraManager: optimistic zoom update fixes pinch-to-zoom stalling (stale zoomRatio base prevented delta accumulation) Bump version to 1.1.3. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
aab1ff38a4
commit
f3baa723be
7 changed files with 397 additions and 298 deletions
|
|
@ -174,24 +174,14 @@ class CameraManager(private val context: Context) {
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Sets the zoom ratio. Updates UI state only after the camera confirms the change.
|
* 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).
|
||||||
|
* If the camera rejects the value, the next successful set corrects the state.
|
||||||
*/
|
*/
|
||||||
fun setZoom(ratio: Float) {
|
fun setZoom(ratio: Float) {
|
||||||
val clamped = ratio.coerceIn(_minZoomRatio.value, _maxZoomRatio.value)
|
val clamped = ratio.coerceIn(_minZoomRatio.value, _maxZoomRatio.value)
|
||||||
val future = camera?.cameraControl?.setZoomRatio(clamped)
|
_zoomRatio.value = clamped
|
||||||
if (future != null) {
|
camera?.cameraControl?.setZoomRatio(clamped)
|
||||||
future.addListener({
|
|
||||||
try {
|
|
||||||
future.get()
|
|
||||||
_zoomRatio.value = clamped
|
|
||||||
} catch (e: Exception) {
|
|
||||||
Log.w(TAG, "Zoom operation failed", e)
|
|
||||||
}
|
|
||||||
}, ContextCompat.getMainExecutor(context))
|
|
||||||
} else {
|
|
||||||
// Optimistic update when camera not available (e.g. during init)
|
|
||||||
_zoomRatio.value = clamped
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
|
||||||
|
|
@ -5,6 +5,7 @@ import android.graphics.SurfaceTexture
|
||||||
import android.opengl.GLES11Ext
|
import android.opengl.GLES11Ext
|
||||||
import android.opengl.GLES20
|
import android.opengl.GLES20
|
||||||
import android.opengl.GLSurfaceView
|
import android.opengl.GLSurfaceView
|
||||||
|
import android.util.Log
|
||||||
import java.nio.ByteBuffer
|
import java.nio.ByteBuffer
|
||||||
import java.nio.ByteOrder
|
import java.nio.ByteOrder
|
||||||
import java.nio.FloatBuffer
|
import java.nio.FloatBuffer
|
||||||
|
|
@ -12,10 +13,16 @@ import javax.microedition.khronos.egl.EGLConfig
|
||||||
import javax.microedition.khronos.opengles.GL10
|
import javax.microedition.khronos.opengles.GL10
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* OpenGL renderer for applying tilt-shift effect to camera preview.
|
* OpenGL renderer for applying tilt-shift effect to camera preview
|
||||||
|
* using a two-pass separable Gaussian blur.
|
||||||
*
|
*
|
||||||
* This renderer receives camera frames via SurfaceTexture and applies
|
* Rendering pipeline (3 draw calls per frame):
|
||||||
* the tilt-shift blur effect using GLSL shaders.
|
* 1. **Passthrough**: camera texture → FBO-A (handles coordinate transform via vertex/texcoord)
|
||||||
|
* 2. **Horizontal blur**: FBO-A → FBO-B (13-tap Gaussian, tilt-shift mask)
|
||||||
|
* 3. **Vertical blur**: FBO-B → screen (13-tap Gaussian, tilt-shift mask)
|
||||||
|
*
|
||||||
|
* The passthrough decouples the camera's rotated coordinate system from the blur
|
||||||
|
* passes, which work entirely in screen space.
|
||||||
*/
|
*/
|
||||||
class TiltShiftRenderer(
|
class TiltShiftRenderer(
|
||||||
private val context: Context,
|
private val context: Context,
|
||||||
|
|
@ -23,16 +30,30 @@ class TiltShiftRenderer(
|
||||||
private val onFrameAvailable: () -> Unit
|
private val onFrameAvailable: () -> Unit
|
||||||
) : GLSurfaceView.Renderer {
|
) : GLSurfaceView.Renderer {
|
||||||
|
|
||||||
|
companion object {
|
||||||
|
private const val TAG = "TiltShiftRenderer"
|
||||||
|
}
|
||||||
|
|
||||||
private lateinit var shader: TiltShiftShader
|
private lateinit var shader: TiltShiftShader
|
||||||
private var surfaceTexture: SurfaceTexture? = null
|
private var surfaceTexture: SurfaceTexture? = null
|
||||||
private var cameraTextureId: Int = 0
|
private var cameraTextureId: Int = 0
|
||||||
|
|
||||||
private lateinit var vertexBuffer: FloatBuffer
|
// Camera quad: crop-to-fill vertices + rotated texcoords (pass 1 only)
|
||||||
private lateinit var texCoordBuffer: FloatBuffer
|
private lateinit var cameraVertexBuffer: FloatBuffer
|
||||||
|
private lateinit var cameraTexCoordBuffer: FloatBuffer
|
||||||
|
|
||||||
|
// Fullscreen quad for blur passes (no crop, standard texcoords)
|
||||||
|
private lateinit var fullscreenVertexBuffer: FloatBuffer
|
||||||
|
private lateinit var fullscreenTexCoordBuffer: FloatBuffer
|
||||||
|
|
||||||
private var surfaceWidth: Int = 0
|
private var surfaceWidth: Int = 0
|
||||||
private var surfaceHeight: Int = 0
|
private var surfaceHeight: Int = 0
|
||||||
|
|
||||||
|
// FBO resources: one framebuffer, two color textures for ping-pong
|
||||||
|
private var fboId: Int = 0
|
||||||
|
private var fboTexA: Int = 0
|
||||||
|
private var fboTexB: Int = 0
|
||||||
|
|
||||||
// Current effect parameters (updated from UI thread)
|
// Current effect parameters (updated from UI thread)
|
||||||
@Volatile
|
@Volatile
|
||||||
var blurParameters: BlurParameters = BlurParameters.DEFAULT
|
var blurParameters: BlurParameters = BlurParameters.DEFAULT
|
||||||
|
|
@ -69,27 +90,33 @@ class TiltShiftRenderer(
|
||||||
@Volatile
|
@Volatile
|
||||||
private var currentTexCoords = texCoordsBack
|
private var currentTexCoords = texCoordsBack
|
||||||
|
|
||||||
|
@Volatile
|
||||||
|
private var updateTexCoordBuffer = false
|
||||||
|
|
||||||
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
|
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
|
||||||
GLES20.glClearColor(0f, 0f, 0f, 1f)
|
GLES20.glClearColor(0f, 0f, 0f, 1f)
|
||||||
|
|
||||||
// Initialize shader
|
|
||||||
shader = TiltShiftShader(context)
|
shader = TiltShiftShader(context)
|
||||||
shader.initialize()
|
shader.initialize()
|
||||||
|
|
||||||
// Allocate vertex buffer (8 floats = 4 vertices × 2 components)
|
// Camera quad vertex buffer (crop-to-fill, recomputed when resolution is known)
|
||||||
vertexBuffer = ByteBuffer.allocateDirect(8 * 4)
|
cameraVertexBuffer = allocateFloatBuffer(8)
|
||||||
.order(ByteOrder.nativeOrder())
|
cameraVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
|
||||||
.asFloatBuffer()
|
cameraVertexBuffer.position(0)
|
||||||
// Fill with default full-screen quad; will be recomputed when camera resolution is known
|
|
||||||
vertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
|
|
||||||
vertexBuffer.position(0)
|
|
||||||
|
|
||||||
// Create texture coordinate buffer
|
// Camera texcoord buffer (rotated for portrait)
|
||||||
texCoordBuffer = ByteBuffer.allocateDirect(currentTexCoords.size * 4)
|
cameraTexCoordBuffer = allocateFloatBuffer(8)
|
||||||
.order(ByteOrder.nativeOrder())
|
cameraTexCoordBuffer.put(currentTexCoords)
|
||||||
.asFloatBuffer()
|
cameraTexCoordBuffer.position(0)
|
||||||
.put(currentTexCoords)
|
|
||||||
texCoordBuffer.position(0)
|
// Fullscreen quad for blur passes (standard coords)
|
||||||
|
fullscreenVertexBuffer = allocateFloatBuffer(8)
|
||||||
|
fullscreenVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
|
||||||
|
fullscreenVertexBuffer.position(0)
|
||||||
|
|
||||||
|
fullscreenTexCoordBuffer = allocateFloatBuffer(8)
|
||||||
|
fullscreenTexCoordBuffer.put(floatArrayOf(0f, 0f, 1f, 0f, 0f, 1f, 1f, 1f))
|
||||||
|
fullscreenTexCoordBuffer.position(0)
|
||||||
|
|
||||||
// Create camera texture
|
// Create camera texture
|
||||||
val textures = IntArray(1)
|
val textures = IntArray(1)
|
||||||
|
|
@ -114,88 +141,75 @@ class TiltShiftRenderer(
|
||||||
surfaceWidth = width
|
surfaceWidth = width
|
||||||
surfaceHeight = height
|
surfaceHeight = height
|
||||||
vertexBufferDirty = true
|
vertexBufferDirty = true
|
||||||
|
recreateFBOs(width, height)
|
||||||
}
|
}
|
||||||
|
|
||||||
override fun onDrawFrame(gl: GL10?) {
|
override fun onDrawFrame(gl: GL10?) {
|
||||||
// Update texture with latest camera frame
|
|
||||||
surfaceTexture?.updateTexImage()
|
surfaceTexture?.updateTexImage()
|
||||||
|
|
||||||
// Recompute vertex buffer for crop-to-fill when camera or surface dimensions change
|
|
||||||
if (vertexBufferDirty) {
|
if (vertexBufferDirty) {
|
||||||
recomputeVertices()
|
recomputeVertices()
|
||||||
vertexBufferDirty = false
|
vertexBufferDirty = false
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update texture coordinate buffer if camera changed
|
|
||||||
if (updateTexCoordBuffer) {
|
if (updateTexCoordBuffer) {
|
||||||
texCoordBuffer.clear()
|
cameraTexCoordBuffer.clear()
|
||||||
texCoordBuffer.put(currentTexCoords)
|
cameraTexCoordBuffer.put(currentTexCoords)
|
||||||
texCoordBuffer.position(0)
|
cameraTexCoordBuffer.position(0)
|
||||||
updateTexCoordBuffer = false
|
updateTexCoordBuffer = false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
val params = blurParameters
|
||||||
|
|
||||||
|
// --- Pass 1: Camera → FBO-A (passthrough with crop-to-fill) ---
|
||||||
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId)
|
||||||
|
GLES20.glFramebufferTexture2D(
|
||||||
|
GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
|
||||||
|
GLES20.GL_TEXTURE_2D, fboTexA, 0
|
||||||
|
)
|
||||||
|
GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight)
|
||||||
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
|
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
|
||||||
|
shader.usePassthrough(cameraTextureId)
|
||||||
// Use shader and set parameters
|
drawQuad(
|
||||||
shader.use(cameraTextureId, blurParameters, surfaceWidth, surfaceHeight, isFrontCamera)
|
shader.passthroughPositionLoc, shader.passthroughTexCoordLoc,
|
||||||
|
cameraVertexBuffer, cameraTexCoordBuffer
|
||||||
// Set vertex positions
|
|
||||||
GLES20.glEnableVertexAttribArray(shader.aPositionLocation)
|
|
||||||
GLES20.glVertexAttribPointer(
|
|
||||||
shader.aPositionLocation,
|
|
||||||
2,
|
|
||||||
GLES20.GL_FLOAT,
|
|
||||||
false,
|
|
||||||
0,
|
|
||||||
vertexBuffer
|
|
||||||
)
|
)
|
||||||
|
|
||||||
// Set texture coordinates
|
// --- Pass 2: FBO-A → FBO-B (horizontal blur) ---
|
||||||
GLES20.glEnableVertexAttribArray(shader.aTexCoordLocation)
|
GLES20.glFramebufferTexture2D(
|
||||||
GLES20.glVertexAttribPointer(
|
GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
|
||||||
shader.aTexCoordLocation,
|
GLES20.GL_TEXTURE_2D, fboTexB, 0
|
||||||
2,
|
)
|
||||||
GLES20.GL_FLOAT,
|
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
|
||||||
false,
|
shader.useBlurPass(fboTexA, params, surfaceWidth, surfaceHeight, 1f, 0f)
|
||||||
0,
|
drawQuad(
|
||||||
texCoordBuffer
|
shader.blurPositionLoc, shader.blurTexCoordLoc,
|
||||||
|
fullscreenVertexBuffer, fullscreenTexCoordBuffer
|
||||||
)
|
)
|
||||||
|
|
||||||
// Draw quad
|
// --- Pass 3: FBO-B → screen (vertical blur) ---
|
||||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0)
|
||||||
|
GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight)
|
||||||
// Cleanup
|
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
|
||||||
GLES20.glDisableVertexAttribArray(shader.aPositionLocation)
|
shader.useBlurPass(fboTexB, params, surfaceWidth, surfaceHeight, 0f, 1f)
|
||||||
GLES20.glDisableVertexAttribArray(shader.aTexCoordLocation)
|
drawQuad(
|
||||||
|
shader.blurPositionLoc, shader.blurTexCoordLoc,
|
||||||
|
fullscreenVertexBuffer, fullscreenTexCoordBuffer
|
||||||
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Updates blur parameters. Thread-safe.
|
|
||||||
*/
|
|
||||||
fun updateParameters(params: BlurParameters) {
|
fun updateParameters(params: BlurParameters) {
|
||||||
blurParameters = params
|
blurParameters = params
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets whether using front camera. Updates texture coordinates accordingly.
|
|
||||||
* Thread-safe - actual buffer update happens on next frame.
|
|
||||||
*/
|
|
||||||
fun setFrontCamera(front: Boolean) {
|
fun setFrontCamera(front: Boolean) {
|
||||||
if (isFrontCamera != front) {
|
if (isFrontCamera != front) {
|
||||||
isFrontCamera = front
|
isFrontCamera = front
|
||||||
currentTexCoords = if (front) texCoordsFront else texCoordsBack
|
currentTexCoords = if (front) texCoordsFront else texCoordsBack
|
||||||
// Buffer will be updated on next draw
|
|
||||||
updateTexCoordBuffer = true
|
updateTexCoordBuffer = true
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Volatile
|
|
||||||
private var updateTexCoordBuffer = false
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Sets the camera preview resolution for crop-to-fill aspect ratio correction.
|
|
||||||
* Thread-safe — vertex buffer is recomputed on the next frame.
|
|
||||||
*/
|
|
||||||
fun setCameraResolution(width: Int, height: Int) {
|
fun setCameraResolution(width: Int, height: Int) {
|
||||||
if (cameraWidth != width || cameraHeight != height) {
|
if (cameraWidth != width || cameraHeight != height) {
|
||||||
cameraWidth = width
|
cameraWidth = width
|
||||||
|
|
@ -204,45 +218,6 @@ class TiltShiftRenderer(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Recomputes 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 screen 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) {
|
|
||||||
// After 90° rotation: portrait width = cameraHeight, portrait height = cameraWidth
|
|
||||||
val cameraRatio = cameraHeight.toFloat() / cameraWidth
|
|
||||||
val screenRatio = surfaceWidth.toFloat() / surfaceHeight
|
|
||||||
|
|
||||||
if (cameraRatio > screenRatio) {
|
|
||||||
// Camera wider than screen → crop sides
|
|
||||||
scaleX = cameraRatio / screenRatio
|
|
||||||
} else {
|
|
||||||
// Camera taller than screen → crop top/bottom
|
|
||||||
scaleY = screenRatio / cameraRatio
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
vertexBuffer.clear()
|
|
||||||
vertexBuffer.put(floatArrayOf(
|
|
||||||
-scaleX, -scaleY,
|
|
||||||
scaleX, -scaleY,
|
|
||||||
-scaleX, scaleY,
|
|
||||||
scaleX, scaleY
|
|
||||||
))
|
|
||||||
vertexBuffer.position(0)
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Releases OpenGL resources.
|
|
||||||
* Must be called from GL thread.
|
|
||||||
*/
|
|
||||||
fun release() {
|
fun release() {
|
||||||
shader.release()
|
shader.release()
|
||||||
surfaceTexture?.release()
|
surfaceTexture?.release()
|
||||||
|
|
@ -252,5 +227,117 @@ class TiltShiftRenderer(
|
||||||
GLES20.glDeleteTextures(1, intArrayOf(cameraTextureId), 0)
|
GLES20.glDeleteTextures(1, intArrayOf(cameraTextureId), 0)
|
||||||
cameraTextureId = 0
|
cameraTextureId = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
|
deleteFBOs()
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Private helpers ---
|
||||||
|
|
||||||
|
private fun drawQuad(
|
||||||
|
positionLoc: Int,
|
||||||
|
texCoordLoc: Int,
|
||||||
|
vertices: FloatBuffer,
|
||||||
|
texCoords: FloatBuffer
|
||||||
|
) {
|
||||||
|
GLES20.glEnableVertexAttribArray(positionLoc)
|
||||||
|
GLES20.glVertexAttribPointer(positionLoc, 2, GLES20.GL_FLOAT, false, 0, vertices)
|
||||||
|
|
||||||
|
GLES20.glEnableVertexAttribArray(texCoordLoc)
|
||||||
|
GLES20.glVertexAttribPointer(texCoordLoc, 2, GLES20.GL_FLOAT, false, 0, texCoords)
|
||||||
|
|
||||||
|
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)
|
||||||
|
|
||||||
|
GLES20.glDisableVertexAttribArray(positionLoc)
|
||||||
|
GLES20.glDisableVertexAttribArray(texCoordLoc)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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.
|
||||||
|
*/
|
||||||
|
private fun recomputeVertices() {
|
||||||
|
var scaleX = 1f
|
||||||
|
var scaleY = 1f
|
||||||
|
|
||||||
|
if (cameraWidth > 0 && cameraHeight > 0 && surfaceWidth > 0 && surfaceHeight > 0) {
|
||||||
|
val cameraRatio = cameraHeight.toFloat() / cameraWidth
|
||||||
|
val screenRatio = surfaceWidth.toFloat() / surfaceHeight
|
||||||
|
|
||||||
|
if (cameraRatio > screenRatio) {
|
||||||
|
scaleX = cameraRatio / screenRatio
|
||||||
|
} else {
|
||||||
|
scaleY = screenRatio / cameraRatio
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
cameraVertexBuffer.clear()
|
||||||
|
cameraVertexBuffer.put(floatArrayOf(
|
||||||
|
-scaleX, -scaleY,
|
||||||
|
scaleX, -scaleY,
|
||||||
|
-scaleX, scaleY,
|
||||||
|
scaleX, scaleY
|
||||||
|
))
|
||||||
|
cameraVertexBuffer.position(0)
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun recreateFBOs(width: Int, height: Int) {
|
||||||
|
deleteFBOs()
|
||||||
|
|
||||||
|
// Create two color textures for ping-pong
|
||||||
|
val texIds = IntArray(2)
|
||||||
|
GLES20.glGenTextures(2, texIds, 0)
|
||||||
|
fboTexA = texIds[0]
|
||||||
|
fboTexB = texIds[1]
|
||||||
|
|
||||||
|
for (texId in texIds) {
|
||||||
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId)
|
||||||
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR)
|
||||||
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR)
|
||||||
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE)
|
||||||
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE)
|
||||||
|
GLES20.glTexImage2D(
|
||||||
|
GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
|
||||||
|
width, height, 0,
|
||||||
|
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create single FBO (we swap the attached texture for ping-pong)
|
||||||
|
val fbos = IntArray(1)
|
||||||
|
GLES20.glGenFramebuffers(1, fbos, 0)
|
||||||
|
fboId = fbos[0]
|
||||||
|
|
||||||
|
// Verify with texture A
|
||||||
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId)
|
||||||
|
GLES20.glFramebufferTexture2D(
|
||||||
|
GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
|
||||||
|
GLES20.GL_TEXTURE_2D, fboTexA, 0
|
||||||
|
)
|
||||||
|
val status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER)
|
||||||
|
if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
|
||||||
|
Log.e(TAG, "FBO incomplete: $status")
|
||||||
|
}
|
||||||
|
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun deleteFBOs() {
|
||||||
|
if (fboId != 0) {
|
||||||
|
GLES20.glDeleteFramebuffers(1, intArrayOf(fboId), 0)
|
||||||
|
fboId = 0
|
||||||
|
}
|
||||||
|
if (fboTexA != 0 || fboTexB != 0) {
|
||||||
|
GLES20.glDeleteTextures(2, intArrayOf(fboTexA, fboTexB), 0)
|
||||||
|
fboTexA = 0
|
||||||
|
fboTexB = 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun allocateFloatBuffer(floatCount: Int): FloatBuffer {
|
||||||
|
return ByteBuffer.allocateDirect(floatCount * 4)
|
||||||
|
.order(ByteOrder.nativeOrder())
|
||||||
|
.asFloatBuffer()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -4,57 +4,167 @@ import android.content.Context
|
||||||
import android.opengl.GLES11Ext
|
import android.opengl.GLES11Ext
|
||||||
import android.opengl.GLES20
|
import android.opengl.GLES20
|
||||||
import no.naiv.tiltshift.R
|
import no.naiv.tiltshift.R
|
||||||
import kotlin.math.cos
|
|
||||||
import kotlin.math.sin
|
|
||||||
import java.io.BufferedReader
|
import java.io.BufferedReader
|
||||||
import java.io.InputStreamReader
|
import java.io.InputStreamReader
|
||||||
|
import kotlin.math.cos
|
||||||
|
import kotlin.math.sin
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Manages OpenGL shader programs for the tilt-shift effect.
|
* 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) {
|
class TiltShiftShader(private val context: Context) {
|
||||||
|
|
||||||
var programId: Int = 0
|
// --- Passthrough program (camera → FBO) ---
|
||||||
private set
|
|
||||||
|
|
||||||
// Attribute locations
|
private var passthroughProgramId: Int = 0
|
||||||
var aPositionLocation: Int = 0
|
|
||||||
private set
|
|
||||||
var aTexCoordLocation: Int = 0
|
|
||||||
private set
|
|
||||||
|
|
||||||
// Uniform locations
|
var passthroughPositionLoc: Int = 0
|
||||||
private var uTextureLocation: Int = 0
|
private set
|
||||||
private var uModeLocation: Int = 0
|
var passthroughTexCoordLoc: Int = 0
|
||||||
private var uIsFrontCameraLocation: Int = 0
|
private set
|
||||||
private var uAngleLocation: Int = 0
|
private var passthroughTextureLoc: Int = 0
|
||||||
private var uPositionXLocation: Int = 0
|
|
||||||
private var uPositionYLocation: Int = 0
|
// --- Blur program (FBO → FBO/screen) ---
|
||||||
private var uSizeLocation: Int = 0
|
|
||||||
private var uBlurAmountLocation: Int = 0
|
private var blurProgramId: Int = 0
|
||||||
private var uFalloffLocation: Int = 0
|
|
||||||
private var uAspectRatioLocation: Int = 0
|
var blurPositionLoc: Int = 0
|
||||||
private var uResolutionLocation: Int = 0
|
private set
|
||||||
private var uCosAngleLocation: Int = 0
|
var blurTexCoordLoc: Int = 0
|
||||||
private var uSinAngleLocation: 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 the shader program.
|
* Compiles and links both shader programs.
|
||||||
* Must be called from GL thread.
|
* Must be called from GL thread.
|
||||||
*/
|
*/
|
||||||
fun initialize() {
|
fun initialize() {
|
||||||
val vertexSource = loadShaderSource(R.raw.tiltshift_vertex)
|
val vertexSource = loadShaderSource(R.raw.tiltshift_vertex)
|
||||||
val fragmentSource = loadShaderSource(R.raw.tiltshift_fragment)
|
|
||||||
|
|
||||||
val vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource)
|
val vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource)
|
||||||
val fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource)
|
|
||||||
|
|
||||||
programId = GLES20.glCreateProgram()
|
// 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, vertexShader)
|
||||||
GLES20.glAttachShader(programId, fragmentShader)
|
GLES20.glAttachShader(programId, fragmentShader)
|
||||||
GLES20.glLinkProgram(programId)
|
GLES20.glLinkProgram(programId)
|
||||||
|
|
||||||
// Check for link errors
|
|
||||||
val linkStatus = IntArray(1)
|
val linkStatus = IntArray(1)
|
||||||
GLES20.glGetProgramiv(programId, GLES20.GL_LINK_STATUS, linkStatus, 0)
|
GLES20.glGetProgramiv(programId, GLES20.GL_LINK_STATUS, linkStatus, 0)
|
||||||
if (linkStatus[0] == 0) {
|
if (linkStatus[0] == 0) {
|
||||||
|
|
@ -63,72 +173,7 @@ class TiltShiftShader(private val context: Context) {
|
||||||
throw RuntimeException("Shader program link failed: $error")
|
throw RuntimeException("Shader program link failed: $error")
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get attribute locations
|
return programId
|
||||||
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")
|
|
||||||
uCosAngleLocation = GLES20.glGetUniformLocation(programId, "uCosAngle")
|
|
||||||
uSinAngleLocation = GLES20.glGetUniformLocation(programId, "uSinAngle")
|
|
||||||
|
|
||||||
// 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())
|
|
||||||
|
|
||||||
// Precompute angle trig on CPU to avoid per-fragment transcendental calls.
|
|
||||||
// The adjusted angle accounts for the 90deg coordinate transform.
|
|
||||||
val adjustedAngle = if (isFrontCamera) {
|
|
||||||
-params.angle - (Math.PI / 2).toFloat()
|
|
||||||
} else {
|
|
||||||
params.angle + (Math.PI / 2).toFloat()
|
|
||||||
}
|
|
||||||
GLES20.glUniform1f(uCosAngleLocation, cos(adjustedAngle))
|
|
||||||
GLES20.glUniform1f(uSinAngleLocation, sin(adjustedAngle))
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Releases shader resources.
|
|
||||||
*/
|
|
||||||
fun release() {
|
|
||||||
if (programId != 0) {
|
|
||||||
GLES20.glDeleteProgram(programId)
|
|
||||||
programId = 0
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private fun loadShaderSource(resourceId: Int): String {
|
private fun loadShaderSource(resourceId: Int): String {
|
||||||
|
|
@ -142,7 +187,6 @@ class TiltShiftShader(private val context: Context) {
|
||||||
GLES20.glShaderSource(shader, source)
|
GLES20.glShaderSource(shader, source)
|
||||||
GLES20.glCompileShader(shader)
|
GLES20.glCompileShader(shader)
|
||||||
|
|
||||||
// Check for compile errors
|
|
||||||
val compileStatus = IntArray(1)
|
val compileStatus = IntArray(1)
|
||||||
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0)
|
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0)
|
||||||
if (compileStatus[0] == 0) {
|
if (compileStatus[0] == 0) {
|
||||||
|
|
|
||||||
|
|
@ -232,9 +232,9 @@ private fun determineGestureType(
|
||||||
return when {
|
return when {
|
||||||
// Very center of focus zone -> rotation (small area)
|
// Very center of focus zone -> rotation (small area)
|
||||||
distFromCenter < focusSize * 0.3f -> GestureType.ROTATE
|
distFromCenter < focusSize * 0.3f -> GestureType.ROTATE
|
||||||
// Near the blur effect -> size adjustment (large area)
|
// Near the blur boundary -> size adjustment
|
||||||
distFromCenter < focusSize * 2.0f -> GestureType.PINCH_SIZE
|
distFromCenter < focusSize * 1.3f -> GestureType.PINCH_SIZE
|
||||||
// Far outside -> camera zoom
|
// Outside the effect -> camera zoom
|
||||||
else -> GestureType.PINCH_ZOOM
|
else -> GestureType.PINCH_ZOOM
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,71 +1,58 @@
|
||||||
#extension GL_OES_EGL_image_external : require
|
// Fragment shader for tilt-shift blur pass (two-pass separable Gaussian)
|
||||||
|
// Reads from a sampler2D (FBO texture already in screen orientation).
|
||||||
// Fragment shader for tilt-shift effect
|
// Used twice: once for horizontal blur, once for vertical blur.
|
||||||
// Supports both linear and radial blur modes
|
|
||||||
|
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
|
|
||||||
// Camera texture (external texture for camera preview)
|
uniform sampler2D uTexture;
|
||||||
uniform samplerExternalOES uTexture;
|
|
||||||
|
|
||||||
// Effect parameters
|
// Effect parameters
|
||||||
uniform int uMode; // 0 = linear, 1 = radial
|
uniform int uMode; // 0 = linear, 1 = radial
|
||||||
uniform int uIsFrontCamera; // 0 = back camera, 1 = front camera
|
uniform float uPositionX; // Horizontal center of focus (0-1, screen space)
|
||||||
uniform float uAngle; // Rotation angle in radians
|
uniform float uPositionY; // Vertical center of focus (0-1, screen space, 0 = top)
|
||||||
uniform float uPositionX; // Horizontal center of focus (0-1)
|
|
||||||
uniform float uPositionY; // Vertical center of focus (0-1)
|
|
||||||
uniform float uSize; // Size of in-focus region (0-1)
|
uniform float uSize; // Size of in-focus region (0-1)
|
||||||
uniform float uBlurAmount; // Maximum blur intensity (0-1)
|
uniform float uBlurAmount; // Maximum blur intensity (0-1)
|
||||||
uniform float uFalloff; // Transition sharpness (0-1, higher = more gradual)
|
uniform float uFalloff; // Transition sharpness (0-1, higher = more gradual)
|
||||||
uniform float uAspectRatio; // Ellipse aspect ratio for radial mode
|
uniform float uAspectRatio; // Ellipse aspect ratio for radial mode
|
||||||
uniform vec2 uResolution; // Texture resolution for proper sampling
|
uniform vec2 uResolution; // Surface resolution for proper sampling
|
||||||
|
|
||||||
// Precomputed trig for the adjusted angle (avoids per-fragment cos/sin calls)
|
// Precomputed trig for the raw screen-space angle
|
||||||
uniform float uCosAngle;
|
uniform float uCosAngle;
|
||||||
uniform float uSinAngle;
|
uniform float uSinAngle;
|
||||||
|
|
||||||
|
// Blur direction: (1,0) for horizontal pass, (0,1) for vertical pass
|
||||||
|
uniform vec2 uBlurDirection;
|
||||||
|
|
||||||
varying vec2 vTexCoord;
|
varying vec2 vTexCoord;
|
||||||
|
|
||||||
// Calculate signed distance from the focus region for LINEAR mode
|
// Calculate distance from the focus region for LINEAR mode
|
||||||
float linearFocusDistance(vec2 uv) {
|
// Works in screen space: X right (0-1), Y down (0-1)
|
||||||
// Center point of the focus region
|
// Distances are normalized to the Y axis (height) to match the overlay,
|
||||||
// Transform from screen coordinates to texture coordinates
|
// which defines focus size as a fraction of screen height.
|
||||||
// Back camera: Screen (x,y) -> Texture (y, 1-x)
|
float linearFocusDistance(vec2 screenPos) {
|
||||||
// Front camera: Screen (x,y) -> Texture (1-y, 1-x) (additional X flip for mirror)
|
vec2 center = vec2(uPositionX, uPositionY);
|
||||||
vec2 center;
|
vec2 offset = screenPos - center;
|
||||||
if (uIsFrontCamera == 1) {
|
|
||||||
center = vec2(1.0 - uPositionY, 1.0 - uPositionX);
|
|
||||||
} else {
|
|
||||||
center = vec2(uPositionY, 1.0 - uPositionX);
|
|
||||||
}
|
|
||||||
vec2 offset = uv - center;
|
|
||||||
|
|
||||||
// Correct for screen aspect ratio to make coordinate space square
|
// Scale X into the same physical units as Y (height-normalized)
|
||||||
float screenAspect = uResolution.x / uResolution.y;
|
float screenAspect = uResolution.x / uResolution.y;
|
||||||
offset.y *= screenAspect;
|
offset.x *= screenAspect;
|
||||||
|
|
||||||
// Use precomputed cos/sin for the adjusted angle
|
// Perpendicular distance to the rotated focus line
|
||||||
float rotatedY = -offset.x * uSinAngle + offset.y * uCosAngle;
|
float rotatedY = -offset.x * uSinAngle + offset.y * uCosAngle;
|
||||||
|
|
||||||
return abs(rotatedY);
|
return abs(rotatedY);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Calculate signed distance from the focus region for RADIAL mode
|
// Calculate distance from the focus region for RADIAL mode
|
||||||
float radialFocusDistance(vec2 uv) {
|
float radialFocusDistance(vec2 screenPos) {
|
||||||
// Center point of the focus region
|
vec2 center = vec2(uPositionX, uPositionY);
|
||||||
vec2 center;
|
vec2 offset = screenPos - center;
|
||||||
if (uIsFrontCamera == 1) {
|
|
||||||
center = vec2(1.0 - uPositionY, 1.0 - uPositionX);
|
|
||||||
} else {
|
|
||||||
center = vec2(uPositionY, 1.0 - uPositionX);
|
|
||||||
}
|
|
||||||
vec2 offset = uv - center;
|
|
||||||
|
|
||||||
// Correct for screen aspect ratio
|
// Scale X into the same physical units as Y (height-normalized)
|
||||||
float screenAspect = uResolution.x / uResolution.y;
|
float screenAspect = uResolution.x / uResolution.y;
|
||||||
offset.y *= screenAspect;
|
offset.x *= screenAspect;
|
||||||
|
|
||||||
// Use precomputed cos/sin for rotation
|
// Rotate offset
|
||||||
vec2 rotated = vec2(
|
vec2 rotated = vec2(
|
||||||
offset.x * uCosAngle - offset.y * uSinAngle,
|
offset.x * uCosAngle - offset.y * uSinAngle,
|
||||||
offset.x * uSinAngle + offset.y * uCosAngle
|
offset.x * uSinAngle + offset.y * uCosAngle
|
||||||
|
|
@ -74,83 +61,59 @@ float radialFocusDistance(vec2 uv) {
|
||||||
// Apply ellipse aspect ratio
|
// Apply ellipse aspect ratio
|
||||||
rotated.x /= uAspectRatio;
|
rotated.x /= uAspectRatio;
|
||||||
|
|
||||||
// Distance from center (elliptical)
|
|
||||||
return length(rotated);
|
return length(rotated);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Calculate blur factor based on distance from focus
|
// Calculate blur factor based on distance from focus
|
||||||
float blurFactor(float dist) {
|
float blurFactor(float dist) {
|
||||||
float halfSize = uSize * 0.5;
|
float halfSize = uSize * 0.5;
|
||||||
// Falloff range scales with the falloff parameter
|
float transitionSize = halfSize * uFalloff * 3.0;
|
||||||
float transitionSize = halfSize * uFalloff;
|
|
||||||
|
|
||||||
if (dist < halfSize) {
|
if (dist < halfSize) {
|
||||||
return 0.0; // In focus region
|
return 0.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Smooth falloff using smoothstep
|
|
||||||
float normalizedDist = (dist - halfSize) / max(transitionSize, 0.001);
|
float normalizedDist = (dist - halfSize) / max(transitionSize, 0.001);
|
||||||
return smoothstep(0.0, 1.0, normalizedDist) * uBlurAmount;
|
return smoothstep(0.0, 1.0, normalizedDist) * uBlurAmount;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Sample with Gaussian blur (9-tap, sigma ~= 2.0, unrolled for GLSL ES 1.00 compatibility)
|
|
||||||
vec4 sampleBlurred(vec2 uv, float blur) {
|
|
||||||
if (blur < 0.01) {
|
|
||||||
return texture2D(uTexture, uv);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec2 texelSize = 1.0 / uResolution;
|
|
||||||
|
|
||||||
// For radial mode, blur in radial direction from center
|
|
||||||
// For linear mode, blur perpendicular to focus line
|
|
||||||
vec2 blurDir;
|
|
||||||
if (uMode == 1) {
|
|
||||||
// Radial: blur away from center
|
|
||||||
vec2 center;
|
|
||||||
if (uIsFrontCamera == 1) {
|
|
||||||
center = vec2(1.0 - uPositionY, 1.0 - uPositionX);
|
|
||||||
} else {
|
|
||||||
center = vec2(uPositionY, 1.0 - uPositionX);
|
|
||||||
}
|
|
||||||
vec2 toCenter = uv - center;
|
|
||||||
float len = length(toCenter);
|
|
||||||
if (len > 0.001) {
|
|
||||||
blurDir = toCenter / len;
|
|
||||||
} else {
|
|
||||||
blurDir = vec2(1.0, 0.0);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// Linear: blur perpendicular to focus line using precomputed trig
|
|
||||||
blurDir = vec2(uCosAngle, uSinAngle);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Scale blur radius by blur amount
|
|
||||||
float radius = blur * 20.0;
|
|
||||||
vec2 step = blurDir * texelSize * radius;
|
|
||||||
|
|
||||||
// Unrolled 9-tap Gaussian blur (avoids integer-branched weight lookup)
|
|
||||||
vec4 color = vec4(0.0);
|
|
||||||
color += texture2D(uTexture, uv + step * -4.0) * 0.0162;
|
|
||||||
color += texture2D(uTexture, uv + step * -3.0) * 0.0540;
|
|
||||||
color += texture2D(uTexture, uv + step * -2.0) * 0.1216;
|
|
||||||
color += texture2D(uTexture, uv + step * -1.0) * 0.1933;
|
|
||||||
color += texture2D(uTexture, uv) * 0.2258;
|
|
||||||
color += texture2D(uTexture, uv + step * 1.0) * 0.1933;
|
|
||||||
color += texture2D(uTexture, uv + step * 2.0) * 0.1216;
|
|
||||||
color += texture2D(uTexture, uv + step * 3.0) * 0.0540;
|
|
||||||
color += texture2D(uTexture, uv + step * 4.0) * 0.0162;
|
|
||||||
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
// Convert FBO texture coords to screen space (flip Y: GL bottom-up → screen top-down)
|
||||||
|
vec2 screenPos = vec2(vTexCoord.x, 1.0 - vTexCoord.y);
|
||||||
|
|
||||||
float dist;
|
float dist;
|
||||||
if (uMode == 1) {
|
if (uMode == 1) {
|
||||||
dist = radialFocusDistance(vTexCoord);
|
dist = radialFocusDistance(screenPos);
|
||||||
} else {
|
} else {
|
||||||
dist = linearFocusDistance(vTexCoord);
|
dist = linearFocusDistance(screenPos);
|
||||||
}
|
}
|
||||||
float blur = blurFactor(dist);
|
float blur = blurFactor(dist);
|
||||||
|
|
||||||
gl_FragColor = sampleBlurred(vTexCoord, blur);
|
if (blur < 0.01) {
|
||||||
|
gl_FragColor = texture2D(uTexture, vTexCoord);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 13-tap separable Gaussian (sigma ~= 2.5)
|
||||||
|
// Each pass blurs in one direction; combined gives a full 2D Gaussian.
|
||||||
|
vec2 texelSize = 1.0 / uResolution;
|
||||||
|
float radius = blur * 20.0;
|
||||||
|
vec2 step = uBlurDirection * texelSize * radius;
|
||||||
|
|
||||||
|
vec4 color = vec4(0.0);
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * -6.0) * 0.0090;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * -5.0) * 0.0218;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * -4.0) * 0.0448;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * -3.0) * 0.0784;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * -2.0) * 0.1169;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * -1.0) * 0.1486;
|
||||||
|
color += texture2D(uTexture, vTexCoord) * 0.1610;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * 1.0) * 0.1486;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * 2.0) * 0.1169;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * 3.0) * 0.0784;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * 4.0) * 0.0448;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * 5.0) * 0.0218;
|
||||||
|
color += texture2D(uTexture, vTexCoord + step * 6.0) * 0.0090;
|
||||||
|
|
||||||
|
gl_FragColor = color;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
15
app/src/main/res/raw/tiltshift_passthrough_fragment.glsl
Normal file
15
app/src/main/res/raw/tiltshift_passthrough_fragment.glsl
Normal file
|
|
@ -0,0 +1,15 @@
|
||||||
|
#extension GL_OES_EGL_image_external : require
|
||||||
|
|
||||||
|
// Passthrough fragment shader: copies camera texture to FBO
|
||||||
|
// This separates the camera coordinate transform (handled by vertex/texcoord setup)
|
||||||
|
// from the blur passes, which then work entirely in screen space.
|
||||||
|
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
|
uniform samplerExternalOES uTexture;
|
||||||
|
|
||||||
|
varying vec2 vTexCoord;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_FragColor = texture2D(uTexture, vTexCoord);
|
||||||
|
}
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
versionMajor=1
|
versionMajor=1
|
||||||
versionMinor=1
|
versionMinor=1
|
||||||
versionPatch=2
|
versionPatch=3
|
||||||
versionCode=4
|
versionCode=5
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue