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f3baa723be
| Author | SHA1 | Date | |
|---|---|---|---|
| f3baa723be | |||
| aab1ff38a4 | |||
| c58c45c52c | |||
| 878c23bf89 |
16 changed files with 681 additions and 344 deletions
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@ -99,6 +99,5 @@ Bitmaps emitted to `StateFlow`s are **never eagerly recycled** immediately after
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## Known limitations / future work
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- `minSdk = 35` (Android 15) — intentional for personal use. Lower to 26-29 if distributing.
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- Accompanist Permissions (`0.36.0`) is deprecated; should migrate to first-party `activity-compose` API.
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- Dependencies are pinned to late-2024 versions; periodic bumps recommended.
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- Fragment shader uses `int` uniform branching in GLSL ES 1.00 — works but could be cleaner with ES 3.00.
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@ -112,8 +112,8 @@ dependencies {
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// Location
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implementation(libs.play.services.location)
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// Permissions
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implementation(libs.accompanist.permissions)
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// Test
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testImplementation(libs.junit)
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// Debug
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debugImplementation(libs.androidx.ui.tooling)
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3
app/proguard-rules.pro
vendored
3
app/proguard-rules.pro
vendored
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@ -1,5 +1,2 @@
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# Add project specific ProGuard rules here.
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# CameraX and GMS Location ship their own consumer ProGuard rules.
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# Keep OpenGL shader-related code (accessed via reflection by GLSL pipeline)
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-keep class no.naiv.tiltshift.effect.** { *; }
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@ -2,12 +2,15 @@ package no.naiv.tiltshift
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import android.Manifest
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import android.content.Intent
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import android.content.pm.PackageManager
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import android.net.Uri
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import android.os.Bundle
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import android.provider.Settings
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import androidx.activity.ComponentActivity
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import androidx.activity.compose.rememberLauncherForActivityResult
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import androidx.activity.compose.setContent
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import androidx.activity.enableEdgeToEdge
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import androidx.activity.result.contract.ActivityResultContracts
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import androidx.compose.foundation.background
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import androidx.compose.foundation.layout.Arrangement
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import androidx.compose.foundation.layout.Box
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@ -26,23 +29,24 @@ import androidx.compose.material3.Icon
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import androidx.compose.material3.Text
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import androidx.compose.runtime.Composable
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import androidx.compose.runtime.LaunchedEffect
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import androidx.compose.runtime.getValue
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import androidx.compose.runtime.mutableStateOf
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import androidx.compose.runtime.remember
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import androidx.compose.runtime.setValue
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import androidx.compose.ui.Alignment
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import androidx.compose.ui.Modifier
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import androidx.compose.ui.platform.LocalContext
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import androidx.compose.ui.draw.clip
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import androidx.compose.ui.graphics.Color
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import androidx.compose.ui.platform.LocalContext
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import androidx.compose.ui.text.font.FontWeight
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import androidx.compose.ui.text.style.TextAlign
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import androidx.compose.ui.unit.dp
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import androidx.compose.ui.unit.sp
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import androidx.core.app.ActivityCompat
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import androidx.core.content.ContextCompat
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import androidx.core.view.WindowCompat
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import androidx.core.view.WindowInsetsCompat
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import androidx.core.view.WindowInsetsControllerCompat
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import com.google.accompanist.permissions.ExperimentalPermissionsApi
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import com.google.accompanist.permissions.isGranted
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import com.google.accompanist.permissions.rememberMultiplePermissionsState
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import com.google.accompanist.permissions.rememberPermissionState
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import com.google.accompanist.permissions.shouldShowRationale
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import no.naiv.tiltshift.ui.CameraScreen
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import no.naiv.tiltshift.ui.theme.AppColors
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@ -66,21 +70,47 @@ class MainActivity : ComponentActivity() {
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}
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}
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@OptIn(ExperimentalPermissionsApi::class)
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@Composable
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private fun TiltShiftApp() {
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val cameraPermission = rememberPermissionState(Manifest.permission.CAMERA)
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val locationPermissions = rememberMultiplePermissionsState(
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listOf(
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Manifest.permission.ACCESS_FINE_LOCATION,
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Manifest.permission.ACCESS_COARSE_LOCATION
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val context = LocalContext.current
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val activity = context as? ComponentActivity
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var cameraGranted by remember {
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mutableStateOf(
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ContextCompat.checkSelfPermission(context, Manifest.permission.CAMERA)
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== PackageManager.PERMISSION_GRANTED
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)
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}
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var locationGranted by remember {
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mutableStateOf(
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ContextCompat.checkSelfPermission(context, Manifest.permission.ACCESS_FINE_LOCATION)
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== PackageManager.PERMISSION_GRANTED ||
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ContextCompat.checkSelfPermission(context, Manifest.permission.ACCESS_COARSE_LOCATION)
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== PackageManager.PERMISSION_GRANTED
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)
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}
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// Track whether the camera permission dialog has returned a result,
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// so we can distinguish "never asked" from "permanently denied"
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var cameraResultReceived by remember { mutableStateOf(false) }
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val cameraPermissionLauncher = rememberLauncherForActivityResult(
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ActivityResultContracts.RequestPermission()
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) { granted ->
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cameraGranted = granted
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cameraResultReceived = true
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}
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val locationPermissionLauncher = rememberLauncherForActivityResult(
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ActivityResultContracts.RequestMultiplePermissions()
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) { permissions ->
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locationGranted = permissions.values.any { it }
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}
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// Request camera permission on launch
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LaunchedEffect(Unit) {
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if (!cameraPermission.status.isGranted) {
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cameraPermission.launchPermissionRequest()
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if (!cameraGranted) {
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cameraPermissionLauncher.launch(Manifest.permission.CAMERA)
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}
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}
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@ -90,28 +120,47 @@ private fun TiltShiftApp() {
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.background(Color.Black)
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) {
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when {
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cameraPermission.status.isGranted -> {
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cameraGranted -> {
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// Camera permission granted - show camera
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CameraScreen()
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// Request location in background (for EXIF GPS)
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LaunchedEffect(Unit) {
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if (!locationPermissions.allPermissionsGranted) {
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locationPermissions.launchMultiplePermissionRequest()
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if (!locationGranted) {
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locationPermissionLauncher.launch(
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arrayOf(
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Manifest.permission.ACCESS_FINE_LOCATION,
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Manifest.permission.ACCESS_COARSE_LOCATION
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)
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)
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}
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}
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}
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else -> {
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// Permanently denied: not granted AND rationale not shown
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val cameraPermanentlyDenied = !cameraPermission.status.isGranted &&
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!cameraPermission.status.shouldShowRationale
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// Permanently denied: user has responded to the dialog, but permission
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// is still denied and the system won't show the dialog again
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val cameraPermanentlyDenied = cameraResultReceived &&
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activity?.let {
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!ActivityCompat.shouldShowRequestPermissionRationale(
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it, Manifest.permission.CAMERA
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)
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} ?: false
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// Show permission request UI
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PermissionRequestScreen(
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onRequestCamera = { cameraPermission.launchPermissionRequest() },
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onRequestLocation = { locationPermissions.launchMultiplePermissionRequest() },
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cameraGranted = cameraPermission.status.isGranted,
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locationGranted = locationPermissions.allPermissionsGranted,
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onRequestCamera = {
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cameraPermissionLauncher.launch(Manifest.permission.CAMERA)
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},
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onRequestLocation = {
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locationPermissionLauncher.launch(
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arrayOf(
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Manifest.permission.ACCESS_FINE_LOCATION,
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Manifest.permission.ACCESS_COARSE_LOCATION
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)
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)
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},
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cameraGranted = false,
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locationGranted = locationGranted,
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cameraPermanentlyDenied = cameraPermanentlyDenied
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)
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}
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@ -174,24 +174,14 @@ class CameraManager(private val context: Context) {
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}
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/**
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* Sets the zoom ratio. Updates UI state only after the camera confirms the change.
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* Sets the zoom ratio. Updates UI state immediately so that rapid pinch-to-zoom
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* gestures accumulate correctly (each frame uses the latest ratio as its base).
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* If the camera rejects the value, the next successful set corrects the state.
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*/
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fun setZoom(ratio: Float) {
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val clamped = ratio.coerceIn(_minZoomRatio.value, _maxZoomRatio.value)
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val future = camera?.cameraControl?.setZoomRatio(clamped)
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if (future != null) {
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future.addListener({
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try {
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future.get()
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_zoomRatio.value = clamped
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} catch (e: Exception) {
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Log.w(TAG, "Zoom operation failed", e)
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}
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}, ContextCompat.getMainExecutor(context))
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} else {
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// Optimistic update when camera not available (e.g. during init)
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_zoomRatio.value = clamped
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}
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camera?.cameraControl?.setZoomRatio(clamped)
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}
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/**
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@ -5,6 +5,7 @@ import android.graphics.SurfaceTexture
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import android.opengl.GLES11Ext
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import android.opengl.GLES20
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import android.opengl.GLSurfaceView
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import android.util.Log
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import java.nio.ByteBuffer
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import java.nio.ByteOrder
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import java.nio.FloatBuffer
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@ -12,10 +13,16 @@ import javax.microedition.khronos.egl.EGLConfig
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import javax.microedition.khronos.opengles.GL10
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/**
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* OpenGL renderer for applying tilt-shift effect to camera preview.
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* OpenGL renderer for applying tilt-shift effect to camera preview
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* using a two-pass separable Gaussian blur.
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*
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* This renderer receives camera frames via SurfaceTexture and applies
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* the tilt-shift blur effect using GLSL shaders.
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* Rendering pipeline (3 draw calls per frame):
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* 1. **Passthrough**: camera texture → FBO-A (handles coordinate transform via vertex/texcoord)
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* 2. **Horizontal blur**: FBO-A → FBO-B (13-tap Gaussian, tilt-shift mask)
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* 3. **Vertical blur**: FBO-B → screen (13-tap Gaussian, tilt-shift mask)
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*
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* The passthrough decouples the camera's rotated coordinate system from the blur
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* passes, which work entirely in screen space.
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*/
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class TiltShiftRenderer(
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private val context: Context,
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@ -23,16 +30,30 @@ class TiltShiftRenderer(
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private val onFrameAvailable: () -> Unit
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) : GLSurfaceView.Renderer {
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companion object {
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private const val TAG = "TiltShiftRenderer"
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}
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private lateinit var shader: TiltShiftShader
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private var surfaceTexture: SurfaceTexture? = null
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private var cameraTextureId: Int = 0
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private lateinit var vertexBuffer: FloatBuffer
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private lateinit var texCoordBuffer: FloatBuffer
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// Camera quad: crop-to-fill vertices + rotated texcoords (pass 1 only)
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private lateinit var cameraVertexBuffer: FloatBuffer
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private lateinit var cameraTexCoordBuffer: FloatBuffer
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// Fullscreen quad for blur passes (no crop, standard texcoords)
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private lateinit var fullscreenVertexBuffer: FloatBuffer
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private lateinit var fullscreenTexCoordBuffer: FloatBuffer
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private var surfaceWidth: Int = 0
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private var surfaceHeight: Int = 0
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// FBO resources: one framebuffer, two color textures for ping-pong
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private var fboId: Int = 0
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private var fboTexA: Int = 0
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private var fboTexB: Int = 0
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// Current effect parameters (updated from UI thread)
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@Volatile
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var blurParameters: BlurParameters = BlurParameters.DEFAULT
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@ -69,27 +90,33 @@ class TiltShiftRenderer(
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@Volatile
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private var currentTexCoords = texCoordsBack
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@Volatile
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private var updateTexCoordBuffer = false
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override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
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GLES20.glClearColor(0f, 0f, 0f, 1f)
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// Initialize shader
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shader = TiltShiftShader(context)
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shader.initialize()
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// Allocate vertex buffer (8 floats = 4 vertices × 2 components)
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vertexBuffer = ByteBuffer.allocateDirect(8 * 4)
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.order(ByteOrder.nativeOrder())
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.asFloatBuffer()
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// Fill with default full-screen quad; will be recomputed when camera resolution is known
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vertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
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vertexBuffer.position(0)
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// Camera quad vertex buffer (crop-to-fill, recomputed when resolution is known)
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cameraVertexBuffer = allocateFloatBuffer(8)
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cameraVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
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cameraVertexBuffer.position(0)
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// Create texture coordinate buffer
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texCoordBuffer = ByteBuffer.allocateDirect(currentTexCoords.size * 4)
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.order(ByteOrder.nativeOrder())
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.asFloatBuffer()
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.put(currentTexCoords)
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texCoordBuffer.position(0)
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// Camera texcoord buffer (rotated for portrait)
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cameraTexCoordBuffer = allocateFloatBuffer(8)
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cameraTexCoordBuffer.put(currentTexCoords)
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cameraTexCoordBuffer.position(0)
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// Fullscreen quad for blur passes (standard coords)
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fullscreenVertexBuffer = allocateFloatBuffer(8)
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fullscreenVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
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fullscreenVertexBuffer.position(0)
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fullscreenTexCoordBuffer = allocateFloatBuffer(8)
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fullscreenTexCoordBuffer.put(floatArrayOf(0f, 0f, 1f, 0f, 0f, 1f, 1f, 1f))
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fullscreenTexCoordBuffer.position(0)
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// Create camera texture
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val textures = IntArray(1)
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@ -114,88 +141,75 @@ class TiltShiftRenderer(
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surfaceWidth = width
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surfaceHeight = height
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vertexBufferDirty = true
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recreateFBOs(width, height)
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}
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override fun onDrawFrame(gl: GL10?) {
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// Update texture with latest camera frame
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surfaceTexture?.updateTexImage()
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// Recompute vertex buffer for crop-to-fill when camera or surface dimensions change
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if (vertexBufferDirty) {
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recomputeVertices()
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vertexBufferDirty = false
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}
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// Update texture coordinate buffer if camera changed
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if (updateTexCoordBuffer) {
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texCoordBuffer.clear()
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texCoordBuffer.put(currentTexCoords)
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texCoordBuffer.position(0)
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cameraTexCoordBuffer.clear()
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cameraTexCoordBuffer.put(currentTexCoords)
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cameraTexCoordBuffer.position(0)
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updateTexCoordBuffer = false
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}
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val params = blurParameters
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// --- Pass 1: Camera → FBO-A (passthrough with crop-to-fill) ---
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fboId)
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GLES20.glFramebufferTexture2D(
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GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
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GLES20.GL_TEXTURE_2D, fboTexA, 0
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)
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GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight)
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
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// Use shader and set parameters
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shader.use(cameraTextureId, blurParameters, surfaceWidth, surfaceHeight, isFrontCamera)
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// Set vertex positions
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GLES20.glEnableVertexAttribArray(shader.aPositionLocation)
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GLES20.glVertexAttribPointer(
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shader.aPositionLocation,
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2,
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GLES20.GL_FLOAT,
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false,
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0,
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vertexBuffer
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shader.usePassthrough(cameraTextureId)
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drawQuad(
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shader.passthroughPositionLoc, shader.passthroughTexCoordLoc,
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cameraVertexBuffer, cameraTexCoordBuffer
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)
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// Set texture coordinates
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GLES20.glEnableVertexAttribArray(shader.aTexCoordLocation)
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GLES20.glVertexAttribPointer(
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shader.aTexCoordLocation,
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2,
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GLES20.GL_FLOAT,
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false,
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0,
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texCoordBuffer
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// --- Pass 2: FBO-A → FBO-B (horizontal blur) ---
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GLES20.glFramebufferTexture2D(
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GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
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GLES20.GL_TEXTURE_2D, fboTexB, 0
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)
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
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shader.useBlurPass(fboTexA, params, surfaceWidth, surfaceHeight, 1f, 0f)
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drawQuad(
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shader.blurPositionLoc, shader.blurTexCoordLoc,
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fullscreenVertexBuffer, fullscreenTexCoordBuffer
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)
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// Draw quad
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)
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// Cleanup
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GLES20.glDisableVertexAttribArray(shader.aPositionLocation)
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GLES20.glDisableVertexAttribArray(shader.aTexCoordLocation)
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// --- Pass 3: FBO-B → screen (vertical blur) ---
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0)
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GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight)
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
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shader.useBlurPass(fboTexB, params, surfaceWidth, surfaceHeight, 0f, 1f)
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drawQuad(
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shader.blurPositionLoc, shader.blurTexCoordLoc,
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fullscreenVertexBuffer, fullscreenTexCoordBuffer
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)
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}
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/**
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* Updates blur parameters. Thread-safe.
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||||
*/
|
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fun updateParameters(params: BlurParameters) {
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blurParameters = params
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||||
}
|
||||
|
||||
/**
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||||
* Sets whether using front camera. Updates texture coordinates accordingly.
|
||||
* Thread-safe - actual buffer update happens on next frame.
|
||||
*/
|
||||
fun setFrontCamera(front: Boolean) {
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if (isFrontCamera != front) {
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isFrontCamera = front
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||||
currentTexCoords = if (front) texCoordsFront else texCoordsBack
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||||
// Buffer will be updated on next draw
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updateTexCoordBuffer = true
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||||
}
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||||
}
|
||||
|
||||
@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) {
|
||||
if (cameraWidth != width || cameraHeight != height) {
|
||||
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() {
|
||||
shader.release()
|
||||
surfaceTexture?.release()
|
||||
|
|
@ -252,5 +227,117 @@ class TiltShiftRenderer(
|
|||
GLES20.glDeleteTextures(1, intArrayOf(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.GLES20
|
||||
import no.naiv.tiltshift.R
|
||||
import kotlin.math.cos
|
||||
import kotlin.math.sin
|
||||
import java.io.BufferedReader
|
||||
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) {
|
||||
|
||||
var programId: Int = 0
|
||||
private set
|
||||
// --- Passthrough program (camera → FBO) ---
|
||||
|
||||
// Attribute locations
|
||||
var aPositionLocation: Int = 0
|
||||
private set
|
||||
var aTexCoordLocation: Int = 0
|
||||
private set
|
||||
private var passthroughProgramId: Int = 0
|
||||
|
||||
// Uniform locations
|
||||
private var uTextureLocation: Int = 0
|
||||
private var uModeLocation: Int = 0
|
||||
private var uIsFrontCameraLocation: Int = 0
|
||||
private var uAngleLocation: Int = 0
|
||||
private var uPositionXLocation: Int = 0
|
||||
private var uPositionYLocation: Int = 0
|
||||
private var uSizeLocation: Int = 0
|
||||
private var uBlurAmountLocation: Int = 0
|
||||
private var uFalloffLocation: Int = 0
|
||||
private var uAspectRatioLocation: Int = 0
|
||||
private var uResolutionLocation: Int = 0
|
||||
private var uCosAngleLocation: Int = 0
|
||||
private var uSinAngleLocation: Int = 0
|
||||
var passthroughPositionLoc: Int = 0
|
||||
private set
|
||||
var passthroughTexCoordLoc: Int = 0
|
||||
private set
|
||||
private var passthroughTextureLoc: Int = 0
|
||||
|
||||
// --- Blur program (FBO → FBO/screen) ---
|
||||
|
||||
private var blurProgramId: Int = 0
|
||||
|
||||
var blurPositionLoc: Int = 0
|
||||
private set
|
||||
var blurTexCoordLoc: 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.
|
||||
*/
|
||||
fun initialize() {
|
||||
val vertexSource = loadShaderSource(R.raw.tiltshift_vertex)
|
||||
val fragmentSource = loadShaderSource(R.raw.tiltshift_fragment)
|
||||
|
||||
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, fragmentShader)
|
||||
GLES20.glLinkProgram(programId)
|
||||
|
||||
// Check for link errors
|
||||
val linkStatus = IntArray(1)
|
||||
GLES20.glGetProgramiv(programId, GLES20.GL_LINK_STATUS, linkStatus, 0)
|
||||
if (linkStatus[0] == 0) {
|
||||
|
|
@ -63,72 +173,7 @@ class TiltShiftShader(private val context: Context) {
|
|||
throw RuntimeException("Shader program link failed: $error")
|
||||
}
|
||||
|
||||
// Get attribute locations
|
||||
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
|
||||
}
|
||||
return programId
|
||||
}
|
||||
|
||||
private fun loadShaderSource(resourceId: Int): String {
|
||||
|
|
@ -142,7 +187,6 @@ class TiltShiftShader(private val context: Context) {
|
|||
GLES20.glShaderSource(shader, source)
|
||||
GLES20.glCompileShader(shader)
|
||||
|
||||
// Check for compile errors
|
||||
val compileStatus = IntArray(1)
|
||||
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0)
|
||||
if (compileStatus[0] == 0) {
|
||||
|
|
|
|||
|
|
@ -17,18 +17,6 @@ import java.time.format.DateTimeFormatter
|
|||
import java.util.Locale
|
||||
|
||||
|
||||
/**
|
||||
* Result of a photo save operation.
|
||||
*/
|
||||
sealed class SaveResult {
|
||||
data class Success(
|
||||
val uri: Uri,
|
||||
val originalUri: Uri? = null,
|
||||
val thumbnail: android.graphics.Bitmap? = null
|
||||
) : SaveResult()
|
||||
data class Error(val message: String, val exception: Exception? = null) : SaveResult()
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles saving captured photos to the device gallery.
|
||||
*/
|
||||
|
|
|
|||
16
app/src/main/java/no/naiv/tiltshift/storage/SaveResult.kt
Normal file
16
app/src/main/java/no/naiv/tiltshift/storage/SaveResult.kt
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
package no.naiv.tiltshift.storage
|
||||
|
||||
import android.graphics.Bitmap
|
||||
import android.net.Uri
|
||||
|
||||
/**
|
||||
* Result of a photo save operation.
|
||||
*/
|
||||
sealed class SaveResult {
|
||||
data class Success(
|
||||
val uri: Uri,
|
||||
val originalUri: Uri? = null,
|
||||
val thumbnail: Bitmap? = null
|
||||
) : SaveResult()
|
||||
data class Error(val message: String, val exception: Exception? = null) : SaveResult()
|
||||
}
|
||||
|
|
@ -232,9 +232,9 @@ private fun determineGestureType(
|
|||
return when {
|
||||
// Very center of focus zone -> rotation (small area)
|
||||
distFromCenter < focusSize * 0.3f -> GestureType.ROTATE
|
||||
// Near the blur effect -> size adjustment (large area)
|
||||
distFromCenter < focusSize * 2.0f -> GestureType.PINCH_SIZE
|
||||
// Far outside -> camera zoom
|
||||
// Near the blur boundary -> size adjustment
|
||||
distFromCenter < focusSize * 1.3f -> GestureType.PINCH_SIZE
|
||||
// Outside the effect -> camera zoom
|
||||
else -> GestureType.PINCH_ZOOM
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,71 +1,58 @@
|
|||
#extension GL_OES_EGL_image_external : require
|
||||
|
||||
// Fragment shader for tilt-shift effect
|
||||
// Supports both linear and radial blur modes
|
||||
// Fragment shader for tilt-shift blur pass (two-pass separable Gaussian)
|
||||
// Reads from a sampler2D (FBO texture already in screen orientation).
|
||||
// Used twice: once for horizontal blur, once for vertical blur.
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Camera texture (external texture for camera preview)
|
||||
uniform samplerExternalOES uTexture;
|
||||
uniform sampler2D uTexture;
|
||||
|
||||
// Effect parameters
|
||||
uniform int uMode; // 0 = linear, 1 = radial
|
||||
uniform int uIsFrontCamera; // 0 = back camera, 1 = front camera
|
||||
uniform float uAngle; // Rotation angle in radians
|
||||
uniform float uPositionX; // Horizontal center of focus (0-1)
|
||||
uniform float uPositionY; // Vertical center of focus (0-1)
|
||||
uniform float uPositionX; // Horizontal center of focus (0-1, screen space)
|
||||
uniform float uPositionY; // Vertical center of focus (0-1, screen space, 0 = top)
|
||||
uniform float uSize; // Size of in-focus region (0-1)
|
||||
uniform float uBlurAmount; // Maximum blur intensity (0-1)
|
||||
uniform float uFalloff; // Transition sharpness (0-1, higher = more gradual)
|
||||
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 uSinAngle;
|
||||
|
||||
// Blur direction: (1,0) for horizontal pass, (0,1) for vertical pass
|
||||
uniform vec2 uBlurDirection;
|
||||
|
||||
varying vec2 vTexCoord;
|
||||
|
||||
// Calculate signed distance from the focus region for LINEAR mode
|
||||
float linearFocusDistance(vec2 uv) {
|
||||
// Center point of the focus region
|
||||
// Transform from screen coordinates to texture coordinates
|
||||
// Back camera: Screen (x,y) -> Texture (y, 1-x)
|
||||
// Front camera: Screen (x,y) -> Texture (1-y, 1-x) (additional X flip for mirror)
|
||||
vec2 center;
|
||||
if (uIsFrontCamera == 1) {
|
||||
center = vec2(1.0 - uPositionY, 1.0 - uPositionX);
|
||||
} else {
|
||||
center = vec2(uPositionY, 1.0 - uPositionX);
|
||||
}
|
||||
vec2 offset = uv - center;
|
||||
// Calculate distance from the focus region for LINEAR mode
|
||||
// Works in screen space: X right (0-1), Y down (0-1)
|
||||
// Distances are normalized to the Y axis (height) to match the overlay,
|
||||
// which defines focus size as a fraction of screen height.
|
||||
float linearFocusDistance(vec2 screenPos) {
|
||||
vec2 center = vec2(uPositionX, uPositionY);
|
||||
vec2 offset = screenPos - 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;
|
||||
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;
|
||||
|
||||
return abs(rotatedY);
|
||||
}
|
||||
|
||||
// Calculate signed distance from the focus region for RADIAL mode
|
||||
float radialFocusDistance(vec2 uv) {
|
||||
// Center point of the focus region
|
||||
vec2 center;
|
||||
if (uIsFrontCamera == 1) {
|
||||
center = vec2(1.0 - uPositionY, 1.0 - uPositionX);
|
||||
} else {
|
||||
center = vec2(uPositionY, 1.0 - uPositionX);
|
||||
}
|
||||
vec2 offset = uv - center;
|
||||
// Calculate distance from the focus region for RADIAL mode
|
||||
float radialFocusDistance(vec2 screenPos) {
|
||||
vec2 center = vec2(uPositionX, uPositionY);
|
||||
vec2 offset = screenPos - center;
|
||||
|
||||
// Correct for screen aspect ratio
|
||||
// Scale X into the same physical units as Y (height-normalized)
|
||||
float screenAspect = uResolution.x / uResolution.y;
|
||||
offset.y *= screenAspect;
|
||||
offset.x *= screenAspect;
|
||||
|
||||
// Use precomputed cos/sin for rotation
|
||||
// Rotate offset
|
||||
vec2 rotated = vec2(
|
||||
offset.x * uCosAngle - offset.y * uSinAngle,
|
||||
offset.x * uSinAngle + offset.y * uCosAngle
|
||||
|
|
@ -74,83 +61,59 @@ float radialFocusDistance(vec2 uv) {
|
|||
// Apply ellipse aspect ratio
|
||||
rotated.x /= uAspectRatio;
|
||||
|
||||
// Distance from center (elliptical)
|
||||
return length(rotated);
|
||||
}
|
||||
|
||||
// Calculate blur factor based on distance from focus
|
||||
float blurFactor(float dist) {
|
||||
float halfSize = uSize * 0.5;
|
||||
// Falloff range scales with the falloff parameter
|
||||
float transitionSize = halfSize * uFalloff;
|
||||
float transitionSize = halfSize * uFalloff * 3.0;
|
||||
|
||||
if (dist < halfSize) {
|
||||
return 0.0; // In focus region
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
// Smooth falloff using smoothstep
|
||||
float normalizedDist = (dist - halfSize) / max(transitionSize, 0.001);
|
||||
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() {
|
||||
// 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;
|
||||
if (uMode == 1) {
|
||||
dist = radialFocusDistance(vTexCoord);
|
||||
dist = radialFocusDistance(screenPos);
|
||||
} else {
|
||||
dist = linearFocusDistance(vTexCoord);
|
||||
dist = linearFocusDistance(screenPos);
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
|
@ -0,0 +1,38 @@
|
|||
package no.naiv.tiltshift.camera
|
||||
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertFalse
|
||||
import org.junit.Assert.assertNotNull
|
||||
import org.junit.Assert.assertNull
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
|
||||
class LensControllerTest {
|
||||
|
||||
@Test
|
||||
fun `getCurrentLens returns null before initialization`() {
|
||||
val controller = LensController()
|
||||
assertNull(controller.getCurrentLens())
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `getAvailableLenses returns empty before initialization`() {
|
||||
val controller = LensController()
|
||||
assertTrue(controller.getAvailableLenses().isEmpty())
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `selectLens returns false for unknown lens`() {
|
||||
val controller = LensController()
|
||||
assertFalse(controller.selectLens("nonexistent"))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `cycleToNextLens returns null when no lenses`() {
|
||||
val controller = LensController()
|
||||
assertNull(controller.cycleToNextLens())
|
||||
}
|
||||
|
||||
// Note: initialize() requires CameraInfo instances which need Android framework.
|
||||
// Integration tests with Robolectric or on-device tests would cover that path.
|
||||
}
|
||||
151
app/src/test/java/no/naiv/tiltshift/effect/BlurParametersTest.kt
Normal file
151
app/src/test/java/no/naiv/tiltshift/effect/BlurParametersTest.kt
Normal file
|
|
@ -0,0 +1,151 @@
|
|||
package no.naiv.tiltshift.effect
|
||||
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertNotEquals
|
||||
import org.junit.Test
|
||||
import kotlin.math.PI
|
||||
|
||||
class BlurParametersTest {
|
||||
|
||||
@Test
|
||||
fun `DEFAULT has expected values`() {
|
||||
val default = BlurParameters.DEFAULT
|
||||
assertEquals(BlurMode.LINEAR, default.mode)
|
||||
assertEquals(0f, default.angle, 0f)
|
||||
assertEquals(0.5f, default.positionX, 0f)
|
||||
assertEquals(0.5f, default.positionY, 0f)
|
||||
assertEquals(0.3f, default.size, 0f)
|
||||
assertEquals(0.8f, default.blurAmount, 0f)
|
||||
assertEquals(0.5f, default.falloff, 0f)
|
||||
assertEquals(1.0f, default.aspectRatio, 0f)
|
||||
}
|
||||
|
||||
// --- withSize ---
|
||||
|
||||
@Test
|
||||
fun `withSize clamps below minimum`() {
|
||||
val params = BlurParameters.DEFAULT.withSize(0.01f)
|
||||
assertEquals(BlurParameters.MIN_SIZE, params.size, 0f)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `withSize clamps above maximum`() {
|
||||
val params = BlurParameters.DEFAULT.withSize(5.0f)
|
||||
assertEquals(BlurParameters.MAX_SIZE, params.size, 0f)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `withSize accepts value in range`() {
|
||||
val params = BlurParameters.DEFAULT.withSize(0.5f)
|
||||
assertEquals(0.5f, params.size, 0f)
|
||||
}
|
||||
|
||||
// --- withBlurAmount ---
|
||||
|
||||
@Test
|
||||
fun `withBlurAmount clamps below minimum`() {
|
||||
val params = BlurParameters.DEFAULT.withBlurAmount(-1f)
|
||||
assertEquals(BlurParameters.MIN_BLUR, params.blurAmount, 0f)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `withBlurAmount clamps above maximum`() {
|
||||
val params = BlurParameters.DEFAULT.withBlurAmount(2f)
|
||||
assertEquals(BlurParameters.MAX_BLUR, params.blurAmount, 0f)
|
||||
}
|
||||
|
||||
// --- withFalloff ---
|
||||
|
||||
@Test
|
||||
fun `withFalloff clamps below minimum`() {
|
||||
val params = BlurParameters.DEFAULT.withFalloff(0f)
|
||||
assertEquals(BlurParameters.MIN_FALLOFF, params.falloff, 0f)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `withFalloff clamps above maximum`() {
|
||||
val params = BlurParameters.DEFAULT.withFalloff(5f)
|
||||
assertEquals(BlurParameters.MAX_FALLOFF, params.falloff, 0f)
|
||||
}
|
||||
|
||||
// --- withAspectRatio ---
|
||||
|
||||
@Test
|
||||
fun `withAspectRatio clamps below minimum`() {
|
||||
val params = BlurParameters.DEFAULT.withAspectRatio(0.1f)
|
||||
assertEquals(BlurParameters.MIN_ASPECT, params.aspectRatio, 0f)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `withAspectRatio clamps above maximum`() {
|
||||
val params = BlurParameters.DEFAULT.withAspectRatio(10f)
|
||||
assertEquals(BlurParameters.MAX_ASPECT, params.aspectRatio, 0f)
|
||||
}
|
||||
|
||||
// --- withPosition ---
|
||||
|
||||
@Test
|
||||
fun `withPosition clamps to 0-1 range`() {
|
||||
val params = BlurParameters.DEFAULT.withPosition(-0.5f, 1.5f)
|
||||
assertEquals(0f, params.positionX, 0f)
|
||||
assertEquals(1f, params.positionY, 0f)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `withPosition accepts values in range`() {
|
||||
val params = BlurParameters.DEFAULT.withPosition(0.3f, 0.7f)
|
||||
assertEquals(0.3f, params.positionX, 0f)
|
||||
assertEquals(0.7f, params.positionY, 0f)
|
||||
}
|
||||
|
||||
// --- withAngle ---
|
||||
|
||||
@Test
|
||||
fun `withAngle sets arbitrary angle`() {
|
||||
val angle = PI.toFloat() / 4
|
||||
val params = BlurParameters.DEFAULT.withAngle(angle)
|
||||
assertEquals(angle, params.angle, 0f)
|
||||
}
|
||||
|
||||
// --- copy preserves other fields ---
|
||||
|
||||
@Test
|
||||
fun `with methods preserve other fields`() {
|
||||
val custom = BlurParameters(
|
||||
mode = BlurMode.RADIAL,
|
||||
angle = 1.5f,
|
||||
positionX = 0.2f,
|
||||
positionY = 0.8f,
|
||||
size = 0.4f,
|
||||
blurAmount = 0.6f,
|
||||
falloff = 0.7f,
|
||||
aspectRatio = 2.0f
|
||||
)
|
||||
|
||||
val updated = custom.withSize(0.5f)
|
||||
assertEquals(BlurMode.RADIAL, updated.mode)
|
||||
assertEquals(1.5f, updated.angle, 0f)
|
||||
assertEquals(0.2f, updated.positionX, 0f)
|
||||
assertEquals(0.8f, updated.positionY, 0f)
|
||||
assertEquals(0.5f, updated.size, 0f)
|
||||
assertEquals(0.6f, updated.blurAmount, 0f)
|
||||
assertEquals(0.7f, updated.falloff, 0f)
|
||||
assertEquals(2.0f, updated.aspectRatio, 0f)
|
||||
}
|
||||
|
||||
// --- data class equality ---
|
||||
|
||||
@Test
|
||||
fun `data class equality works`() {
|
||||
val a = BlurParameters(mode = BlurMode.LINEAR, size = 0.5f)
|
||||
val b = BlurParameters(mode = BlurMode.LINEAR, size = 0.5f)
|
||||
assertEquals(a, b)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `different params are not equal`() {
|
||||
val a = BlurParameters(mode = BlurMode.LINEAR)
|
||||
val b = BlurParameters(mode = BlurMode.RADIAL)
|
||||
assertNotEquals(a, b)
|
||||
}
|
||||
}
|
||||
|
|
@ -6,9 +6,9 @@ lifecycleRuntimeKtx = "2.8.7"
|
|||
activityCompose = "1.9.3"
|
||||
composeBom = "2024.12.01"
|
||||
camerax = "1.4.1"
|
||||
accompanist = "0.36.0"
|
||||
exifinterface = "1.3.7"
|
||||
playServicesLocation = "21.3.0"
|
||||
junit = "4.13.2"
|
||||
|
||||
[libraries]
|
||||
androidx-core-ktx = { group = "androidx.core", name = "core-ktx", version.ref = "coreKtx" }
|
||||
|
|
@ -36,8 +36,8 @@ androidx-exifinterface = { group = "androidx.exifinterface", name = "exifinterfa
|
|||
# Location
|
||||
play-services-location = { group = "com.google.android.gms", name = "play-services-location", version.ref = "playServicesLocation" }
|
||||
|
||||
# Accompanist for permissions
|
||||
accompanist-permissions = { group = "com.google.accompanist", name = "accompanist-permissions", version.ref = "accompanist" }
|
||||
# Test
|
||||
junit = { group = "junit", name = "junit", version.ref = "junit" }
|
||||
|
||||
[plugins]
|
||||
android-application = { id = "com.android.application", version.ref = "agp" }
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
versionMajor=1
|
||||
versionMinor=1
|
||||
versionPatch=1
|
||||
versionCode=3
|
||||
versionPatch=3
|
||||
versionCode=5
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue