Commit graph

13 commits

Author SHA1 Message Date
4f8661f648 Revert orientation tracking on the camera image
Roll back the rendering-pipeline changes from v1.1.6 (and the
subsequent attempts in 1.1.7/1.1.8/1.1.9): no more
SurfaceTexture transform-matrix-driven re-orientation, no more
rebinding on rotation, no more inverse-rotation correction. The
camera passthrough goes back to fixed portrait-oriented texcoords
and the crop-to-fill math treats the camera buffer as portrait
unconditionally.

The activity stays `fullSensor`, so the Compose UI and the GL
blur passes continue to follow the device orientation — only the
camera image itself is left untouched, which matches the
"normal camera doesn't flip the picture when rotating the phone"
behaviour requested.

Bump to 1.1.10.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:59:18 +02:00
f0d81db068 Fix landscape preview by rebinding on rotation change
`Preview.targetRotation = …` on an already-bound use case does not
refresh the live SurfaceTexture's transform matrix or trigger a new
SurfaceRequest with a rotation-appropriate buffer size — the new
rotation only applies to subsequently bound streams. With our custom
SurfaceProvider, the result was that rotating to landscape left the
camera still writing portrait-oriented frames into the now-landscape
GL surface, so the preview appeared to rotate with the device instead
of switching to landscape.

Rebind the camera use cases when the target rotation changes so
CameraX fires a fresh SurfaceRequest with the correct resolution
and matrix. Also revert the OrientationDetector mapping back to its
original (matches Display.rotation for a fullSensor activity, which
is what setTargetRotation expects); the previous "fix" went the wrong
direction and was not the root cause.

Bump to 1.1.8.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:05:45 +02:00
d321f07973 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>
2026-05-07 16:31:43 +02:00
f3baa723be 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>
2026-03-18 17:38:50 +01:00
7979ebd029 Fix CameraX GL surface: render-on-demand, crop-to-fill, lifecycle
- Switch GLSurfaceView from RENDERMODE_CONTINUOUSLY to RENDERMODE_WHEN_DIRTY
  with OnFrameAvailableListener, halving GPU work
- Add crop-to-fill aspect ratio correction so camera preview is not
  stretched on displays with non-16:9 aspect ratios
- Add LifecycleEventObserver to pause/resume GLSurfaceView with Activity
  lifecycle, preventing background rendering and GL context issues

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 13:58:17 +01:00
11a79076bc Fix concurrency, lifecycle, performance, and config issues from audit
Concurrency & bitmap lifecycle:
- Defer bitmap recycling by one cycle so Compose finishes drawing before
  native memory is freed (preview bitmaps, thumbnails)
- Make galleryPreviewSource @Volatile for cross-thread visibility
- Join preview job before recycling source bitmap in cancelGalleryPreview()
  to prevent use-after-free during CPU blur loop
- Add @Volatile to TiltShiftRenderer.currentTexCoords (UI/GL thread race)
- Fix error dismiss race with cancellable Job tracking

Lifecycle & resource management:
- Release GL resources via glSurfaceView.queueEvent (must run on GL thread)
- Pause GLSurfaceView when entering gallery preview mode
- Shut down captureExecutor in CameraManager.release() (thread leak)
- Use WeakReference for lifecycleOwnerRef to avoid Activity GC delay
- Fix thumbnail bitmap leak on coroutine cancellation (add to finally)
- Guarantee imageProxy.close() in finally block

Performance:
- Compute gradient mask at 1/4 resolution with bilinear upscale (~93%
  less per-pixel trig work, ~75% less mask memory)
- Precompute cos/sin on CPU, pass as uCosAngle/uSinAngle uniforms
  (eliminates per-fragment transcendental calls in GLSL)
- Unroll 9-tap Gaussian blur kernel (avoids integer-branched weight
  lookup that de-optimizes on mobile GPUs)
- Add 80ms debounce to preview recomputation during slider drags

Silent failure fixes:
- Check bitmap.compress() return value; report error on failure
- Log all loadBitmapFromUri null paths (stream, dimensions, decode)
- Surface preview computation errors and ActivityNotFoundException to user
- Return boolean from writeExifToUri, log at ERROR level
- Wrap gallery preview downscale in try-catch (OOM protection)

Config:
- Add ACCESS_MEDIA_LOCATION permission (GPS EXIF on Android 10+)
- Accept coarse-only location grant for geotags
- Remove dead adjustResize (no effect with edge-to-edge)
- Set windowBackground to black (eliminates white flash on cold start)
- Add values-night theme for dark mode
- Remove overly broad ProGuard keeps (CameraX/GMS ship consumer rules)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 13:44:12 +01:00
04b61fdd9e Move capture callbacks to background executor
Replace ContextCompat.getMainExecutor with a dedicated single-thread
executor for image capture callbacks. This prevents bitmap decode,
rotation, and tilt-shift effect processing from blocking the UI thread
and causing jank or ANR on slower devices.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 12:08:00 +01:00
18a4289b96 Harden CameraManager error handling
- Catch SecurityException separately with permission-specific message
- Replace raw e.message with generic user-friendly error strings
- Wrap cameraProviderFuture.get() in try-catch to handle CameraX
  initialization failures instead of crashing

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 11:56:03 +01:00
7abb2ea5a0 Remove unused high-resolution capture option
The feature provided no benefit on Pixel 7 Pro — both standard and
hi-res modes produced 12MP images since CameraX's standard resolution
list doesn't include the full sensor output.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 15:50:53 +01:00
5cba2fefc9 Add configurable high-resolution capture option
Add useHighResCapture toggle to CameraManager that switches between
CameraX default resolution and HIGHEST_AVAILABLE_STRATEGY. Default
is off to avoid OOM from processing very large bitmaps (e.g. 50MP).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 15:38:33 +01:00
6ed3e8e7b5 Propagate camera binding errors to UI
Add an error StateFlow to CameraManager so camera binding failures
are surfaced to the user instead of silently swallowed by
e.printStackTrace(). CameraScreen collects this flow and displays
errors using the existing red overlay UI. Added Log.e with proper
TAG for logcat visibility.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 15:21:38 +01:00
d3ca23b71c Add radial mode, UI controls, front camera, update to API 35
- Add radial/elliptical blur mode with aspect ratio control
- Add UI sliders for blur intensity, falloff, and shape
- Add front camera support with flip button
- Update minimum SDK to API 35 (Android 15)
- Enable landscape orientation (fullSensor)
- Rename app to "Naiv Tilt Shift Camera"
- Set APK output name to naiv-tilt-shift
- Add project specification document

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-29 11:13:31 +01:00
07e10ac9c3 Initial implementation of Tilt-Shift Camera Android app
A dedicated camera app for tilt-shift photography with:
- Real-time OpenGL ES 2.0 shader-based blur preview
- Touch gesture controls (drag, rotate, pinch) for adjusting effect
- CameraX integration for camera preview and high-res capture
- EXIF metadata with GPS location support
- MediaStore integration for saving to gallery
- Jetpack Compose UI with haptic feedback

Tech stack: Kotlin, CameraX, OpenGL ES 2.0, Jetpack Compose
Min SDK: 26 (Android 8.0), Target SDK: 35 (Android 15)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 15:26:41 +01:00