diff --git a/CLAUDE.md b/CLAUDE.md index 00c67af..f405c1b 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -99,5 +99,6 @@ Bitmaps emitted to `StateFlow`s are **never eagerly recycled** immediately after ## Known limitations / future work - `minSdk = 35` (Android 15) — intentional for personal use. Lower to 26-29 if distributing. +- Accompanist Permissions (`0.36.0`) is deprecated; should migrate to first-party `activity-compose` API. - Dependencies are pinned to late-2024 versions; periodic bumps recommended. - Fragment shader uses `int` uniform branching in GLSL ES 1.00 — works but could be cleaner with ES 3.00. diff --git a/app/build.gradle.kts b/app/build.gradle.kts index 26ef662..5e3c123 100644 --- a/app/build.gradle.kts +++ b/app/build.gradle.kts @@ -112,8 +112,8 @@ dependencies { // Location implementation(libs.play.services.location) - // Test - testImplementation(libs.junit) + // Permissions + implementation(libs.accompanist.permissions) // Debug debugImplementation(libs.androidx.ui.tooling) diff --git a/app/proguard-rules.pro b/app/proguard-rules.pro index 7312d90..2fb4752 100644 --- a/app/proguard-rules.pro +++ b/app/proguard-rules.pro @@ -1,2 +1,5 @@ # Add project specific ProGuard rules here. # CameraX and GMS Location ship their own consumer ProGuard rules. + +# Keep OpenGL shader-related code (accessed via reflection by GLSL pipeline) +-keep class no.naiv.tiltshift.effect.** { *; } diff --git a/app/src/main/java/no/naiv/tiltshift/MainActivity.kt b/app/src/main/java/no/naiv/tiltshift/MainActivity.kt index 7a379a2..ab0cca3 100644 --- a/app/src/main/java/no/naiv/tiltshift/MainActivity.kt +++ b/app/src/main/java/no/naiv/tiltshift/MainActivity.kt @@ -2,15 +2,12 @@ package no.naiv.tiltshift import android.Manifest import android.content.Intent -import android.content.pm.PackageManager import android.net.Uri import android.os.Bundle import android.provider.Settings import androidx.activity.ComponentActivity -import androidx.activity.compose.rememberLauncherForActivityResult import androidx.activity.compose.setContent import androidx.activity.enableEdgeToEdge -import androidx.activity.result.contract.ActivityResultContracts import androidx.compose.foundation.background import androidx.compose.foundation.layout.Arrangement import androidx.compose.foundation.layout.Box @@ -29,24 +26,23 @@ import androidx.compose.material3.Icon import androidx.compose.material3.Text import androidx.compose.runtime.Composable import androidx.compose.runtime.LaunchedEffect -import androidx.compose.runtime.getValue -import androidx.compose.runtime.mutableStateOf -import androidx.compose.runtime.remember -import androidx.compose.runtime.setValue import androidx.compose.ui.Alignment import androidx.compose.ui.Modifier +import androidx.compose.ui.platform.LocalContext import androidx.compose.ui.draw.clip import androidx.compose.ui.graphics.Color -import androidx.compose.ui.platform.LocalContext import androidx.compose.ui.text.font.FontWeight import androidx.compose.ui.text.style.TextAlign import androidx.compose.ui.unit.dp import androidx.compose.ui.unit.sp -import androidx.core.app.ActivityCompat -import androidx.core.content.ContextCompat import androidx.core.view.WindowCompat import androidx.core.view.WindowInsetsCompat import androidx.core.view.WindowInsetsControllerCompat +import com.google.accompanist.permissions.ExperimentalPermissionsApi +import com.google.accompanist.permissions.isGranted +import com.google.accompanist.permissions.rememberMultiplePermissionsState +import com.google.accompanist.permissions.rememberPermissionState +import com.google.accompanist.permissions.shouldShowRationale import no.naiv.tiltshift.ui.CameraScreen import no.naiv.tiltshift.ui.theme.AppColors @@ -70,47 +66,21 @@ class MainActivity : ComponentActivity() { } } +@OptIn(ExperimentalPermissionsApi::class) @Composable private fun TiltShiftApp() { - val context = LocalContext.current - val activity = context as? ComponentActivity - - var cameraGranted by remember { - mutableStateOf( - ContextCompat.checkSelfPermission(context, Manifest.permission.CAMERA) - == PackageManager.PERMISSION_GRANTED + val cameraPermission = rememberPermissionState(Manifest.permission.CAMERA) + val locationPermissions = rememberMultiplePermissionsState( + listOf( + Manifest.permission.ACCESS_FINE_LOCATION, + Manifest.permission.ACCESS_COARSE_LOCATION ) - } - var locationGranted by remember { - mutableStateOf( - ContextCompat.checkSelfPermission(context, Manifest.permission.ACCESS_FINE_LOCATION) - == PackageManager.PERMISSION_GRANTED || - ContextCompat.checkSelfPermission(context, Manifest.permission.ACCESS_COARSE_LOCATION) - == PackageManager.PERMISSION_GRANTED - ) - } - - // Track whether the camera permission dialog has returned a result, - // so we can distinguish "never asked" from "permanently denied" - var cameraResultReceived by remember { mutableStateOf(false) } - - val cameraPermissionLauncher = rememberLauncherForActivityResult( - ActivityResultContracts.RequestPermission() - ) { granted -> - cameraGranted = granted - cameraResultReceived = true - } - - val locationPermissionLauncher = rememberLauncherForActivityResult( - ActivityResultContracts.RequestMultiplePermissions() - ) { permissions -> - locationGranted = permissions.values.any { it } - } + ) // Request camera permission on launch LaunchedEffect(Unit) { - if (!cameraGranted) { - cameraPermissionLauncher.launch(Manifest.permission.CAMERA) + if (!cameraPermission.status.isGranted) { + cameraPermission.launchPermissionRequest() } } @@ -120,47 +90,28 @@ private fun TiltShiftApp() { .background(Color.Black) ) { when { - cameraGranted -> { + cameraPermission.status.isGranted -> { // Camera permission granted - show camera CameraScreen() // Request location in background (for EXIF GPS) LaunchedEffect(Unit) { - if (!locationGranted) { - locationPermissionLauncher.launch( - arrayOf( - Manifest.permission.ACCESS_FINE_LOCATION, - Manifest.permission.ACCESS_COARSE_LOCATION - ) - ) + if (!locationPermissions.allPermissionsGranted) { + locationPermissions.launchMultiplePermissionRequest() } } } else -> { - // Permanently denied: user has responded to the dialog, but permission - // is still denied and the system won't show the dialog again - val cameraPermanentlyDenied = cameraResultReceived && - activity?.let { - !ActivityCompat.shouldShowRequestPermissionRationale( - it, Manifest.permission.CAMERA - ) - } ?: false + // Permanently denied: not granted AND rationale not shown + val cameraPermanentlyDenied = !cameraPermission.status.isGranted && + !cameraPermission.status.shouldShowRationale // Show permission request UI PermissionRequestScreen( - onRequestCamera = { - cameraPermissionLauncher.launch(Manifest.permission.CAMERA) - }, - onRequestLocation = { - locationPermissionLauncher.launch( - arrayOf( - Manifest.permission.ACCESS_FINE_LOCATION, - Manifest.permission.ACCESS_COARSE_LOCATION - ) - ) - }, - cameraGranted = false, - locationGranted = locationGranted, + onRequestCamera = { cameraPermission.launchPermissionRequest() }, + onRequestLocation = { locationPermissions.launchMultiplePermissionRequest() }, + cameraGranted = cameraPermission.status.isGranted, + locationGranted = locationPermissions.allPermissionsGranted, cameraPermanentlyDenied = cameraPermanentlyDenied ) } diff --git a/app/src/main/java/no/naiv/tiltshift/camera/CameraManager.kt b/app/src/main/java/no/naiv/tiltshift/camera/CameraManager.kt index 51d42ed..00f9107 100644 --- a/app/src/main/java/no/naiv/tiltshift/camera/CameraManager.kt +++ b/app/src/main/java/no/naiv/tiltshift/camera/CameraManager.kt @@ -174,14 +174,24 @@ class CameraManager(private val context: Context) { } /** - * 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. + * Sets the zoom ratio. Updates UI state only after the camera confirms the change. */ fun setZoom(ratio: Float) { val clamped = ratio.coerceIn(_minZoomRatio.value, _maxZoomRatio.value) - _zoomRatio.value = clamped - camera?.cameraControl?.setZoomRatio(clamped) + val future = camera?.cameraControl?.setZoomRatio(clamped) + if (future != null) { + 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 + } } /** diff --git a/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftRenderer.kt b/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftRenderer.kt index d170d58..3258fa8 100644 --- a/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftRenderer.kt +++ b/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftRenderer.kt @@ -5,7 +5,6 @@ import android.graphics.SurfaceTexture import android.opengl.GLES11Ext import android.opengl.GLES20 import android.opengl.GLSurfaceView -import android.util.Log import java.nio.ByteBuffer import java.nio.ByteOrder import java.nio.FloatBuffer @@ -13,16 +12,10 @@ import javax.microedition.khronos.egl.EGLConfig import javax.microedition.khronos.opengles.GL10 /** - * OpenGL renderer for applying tilt-shift effect to camera preview - * using a two-pass separable Gaussian blur. + * OpenGL renderer for applying tilt-shift effect to camera preview. * - * Rendering pipeline (3 draw calls per frame): - * 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. + * This renderer receives camera frames via SurfaceTexture and applies + * the tilt-shift blur effect using GLSL shaders. */ class TiltShiftRenderer( private val context: Context, @@ -30,30 +23,16 @@ class TiltShiftRenderer( private val onFrameAvailable: () -> Unit ) : GLSurfaceView.Renderer { - companion object { - private const val TAG = "TiltShiftRenderer" - } - private lateinit var shader: TiltShiftShader private var surfaceTexture: SurfaceTexture? = null private var cameraTextureId: Int = 0 - // Camera quad: crop-to-fill vertices + rotated texcoords (pass 1 only) - 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 lateinit var vertexBuffer: FloatBuffer + private lateinit var texCoordBuffer: FloatBuffer private var surfaceWidth: 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) @Volatile var blurParameters: BlurParameters = BlurParameters.DEFAULT @@ -90,33 +69,27 @@ class TiltShiftRenderer( @Volatile private var currentTexCoords = texCoordsBack - @Volatile - private var updateTexCoordBuffer = false - override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) { GLES20.glClearColor(0f, 0f, 0f, 1f) + // Initialize shader shader = TiltShiftShader(context) shader.initialize() - // Camera quad vertex buffer (crop-to-fill, recomputed when resolution is known) - cameraVertexBuffer = allocateFloatBuffer(8) - cameraVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f)) - cameraVertexBuffer.position(0) + // Allocate vertex buffer (8 floats = 4 vertices × 2 components) + vertexBuffer = ByteBuffer.allocateDirect(8 * 4) + .order(ByteOrder.nativeOrder()) + .asFloatBuffer() + // 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) - // Camera texcoord buffer (rotated for portrait) - cameraTexCoordBuffer = allocateFloatBuffer(8) - cameraTexCoordBuffer.put(currentTexCoords) - cameraTexCoordBuffer.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 texture coordinate buffer + texCoordBuffer = ByteBuffer.allocateDirect(currentTexCoords.size * 4) + .order(ByteOrder.nativeOrder()) + .asFloatBuffer() + .put(currentTexCoords) + texCoordBuffer.position(0) // Create camera texture val textures = IntArray(1) @@ -141,75 +114,88 @@ class TiltShiftRenderer( surfaceWidth = width surfaceHeight = height vertexBufferDirty = true - recreateFBOs(width, height) } override fun onDrawFrame(gl: GL10?) { + // Update texture with latest camera frame surfaceTexture?.updateTexImage() + // Recompute vertex buffer for crop-to-fill when camera or surface dimensions change if (vertexBufferDirty) { recomputeVertices() vertexBufferDirty = false } + // Update texture coordinate buffer if camera changed if (updateTexCoordBuffer) { - cameraTexCoordBuffer.clear() - cameraTexCoordBuffer.put(currentTexCoords) - cameraTexCoordBuffer.position(0) + texCoordBuffer.clear() + texCoordBuffer.put(currentTexCoords) + texCoordBuffer.position(0) 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) - shader.usePassthrough(cameraTextureId) - drawQuad( - shader.passthroughPositionLoc, shader.passthroughTexCoordLoc, - cameraVertexBuffer, cameraTexCoordBuffer + + // Use shader and set parameters + shader.use(cameraTextureId, blurParameters, surfaceWidth, surfaceHeight, isFrontCamera) + + // Set vertex positions + GLES20.glEnableVertexAttribArray(shader.aPositionLocation) + GLES20.glVertexAttribPointer( + shader.aPositionLocation, + 2, + GLES20.GL_FLOAT, + false, + 0, + vertexBuffer ) - // --- Pass 2: FBO-A → FBO-B (horizontal blur) --- - GLES20.glFramebufferTexture2D( - GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, - GLES20.GL_TEXTURE_2D, fboTexB, 0 - ) - GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT) - shader.useBlurPass(fboTexA, params, surfaceWidth, surfaceHeight, 1f, 0f) - drawQuad( - shader.blurPositionLoc, shader.blurTexCoordLoc, - fullscreenVertexBuffer, fullscreenTexCoordBuffer + // Set texture coordinates + GLES20.glEnableVertexAttribArray(shader.aTexCoordLocation) + GLES20.glVertexAttribPointer( + shader.aTexCoordLocation, + 2, + GLES20.GL_FLOAT, + false, + 0, + texCoordBuffer ) - // --- Pass 3: FBO-B → screen (vertical blur) --- - GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0) - GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight) - GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT) - shader.useBlurPass(fboTexB, params, surfaceWidth, surfaceHeight, 0f, 1f) - drawQuad( - shader.blurPositionLoc, shader.blurTexCoordLoc, - fullscreenVertexBuffer, fullscreenTexCoordBuffer - ) + // Draw quad + GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4) + + // Cleanup + GLES20.glDisableVertexAttribArray(shader.aPositionLocation) + GLES20.glDisableVertexAttribArray(shader.aTexCoordLocation) } + /** + * Updates blur parameters. Thread-safe. + */ fun updateParameters(params: BlurParameters) { blurParameters = params } + /** + * Sets whether using front camera. Updates texture coordinates accordingly. + * Thread-safe - actual buffer update happens on next frame. + */ fun setFrontCamera(front: Boolean) { if (isFrontCamera != front) { isFrontCamera = front currentTexCoords = if (front) texCoordsFront else texCoordsBack + // Buffer will be updated on next draw 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) { if (cameraWidth != width || cameraHeight != height) { cameraWidth = width @@ -218,6 +204,45 @@ 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() @@ -227,117 +252,5 @@ 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() } } diff --git a/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt b/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt index cdafd8f..2c3a7d5 100644 --- a/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt +++ b/app/src/main/java/no/naiv/tiltshift/effect/TiltShiftShader.kt @@ -4,167 +4,57 @@ import android.content.Context import android.opengl.GLES11Ext import android.opengl.GLES20 import no.naiv.tiltshift.R -import java.io.BufferedReader -import java.io.InputStreamReader import kotlin.math.cos import kotlin.math.sin +import java.io.BufferedReader +import java.io.InputStreamReader /** - * 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. + * Manages OpenGL shader programs for the tilt-shift effect. */ class TiltShiftShader(private val context: Context) { - // --- Passthrough program (camera → FBO) --- - - private var passthroughProgramId: Int = 0 - - var passthroughPositionLoc: Int = 0 + var programId: 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 + // Attribute locations + var aPositionLocation: Int = 0 private set - var blurTexCoordLoc: Int = 0 + var aTexCoordLocation: 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 + + // 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 /** - * Compiles and links both shader programs. + * Compiles and links the shader program. * 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) - // 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() + 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) { @@ -173,7 +63,72 @@ class TiltShiftShader(private val context: Context) { throw RuntimeException("Shader program link failed: $error") } - return programId + // 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 + } } private fun loadShaderSource(resourceId: Int): String { @@ -187,6 +142,7 @@ 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) { diff --git a/app/src/main/java/no/naiv/tiltshift/storage/PhotoSaver.kt b/app/src/main/java/no/naiv/tiltshift/storage/PhotoSaver.kt index 7841f90..8facb4c 100644 --- a/app/src/main/java/no/naiv/tiltshift/storage/PhotoSaver.kt +++ b/app/src/main/java/no/naiv/tiltshift/storage/PhotoSaver.kt @@ -17,6 +17,18 @@ 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. */ diff --git a/app/src/main/java/no/naiv/tiltshift/storage/SaveResult.kt b/app/src/main/java/no/naiv/tiltshift/storage/SaveResult.kt deleted file mode 100644 index 4e5e700..0000000 --- a/app/src/main/java/no/naiv/tiltshift/storage/SaveResult.kt +++ /dev/null @@ -1,16 +0,0 @@ -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() -} diff --git a/app/src/main/java/no/naiv/tiltshift/ui/TiltShiftOverlay.kt b/app/src/main/java/no/naiv/tiltshift/ui/TiltShiftOverlay.kt index c74c8d7..d7e6e4a 100644 --- a/app/src/main/java/no/naiv/tiltshift/ui/TiltShiftOverlay.kt +++ b/app/src/main/java/no/naiv/tiltshift/ui/TiltShiftOverlay.kt @@ -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 boundary -> size adjustment - distFromCenter < focusSize * 1.3f -> GestureType.PINCH_SIZE - // Outside the effect -> camera zoom + // Near the blur effect -> size adjustment (large area) + distFromCenter < focusSize * 2.0f -> GestureType.PINCH_SIZE + // Far outside -> camera zoom else -> GestureType.PINCH_ZOOM } } diff --git a/app/src/main/res/raw/tiltshift_fragment.glsl b/app/src/main/res/raw/tiltshift_fragment.glsl index 0caa115..f1618e4 100644 --- a/app/src/main/res/raw/tiltshift_fragment.glsl +++ b/app/src/main/res/raw/tiltshift_fragment.glsl @@ -1,58 +1,71 @@ -// 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. +#extension GL_OES_EGL_image_external : require + +// Fragment shader for tilt-shift effect +// Supports both linear and radial blur modes precision mediump float; -uniform sampler2D uTexture; +// Camera texture (external texture for camera preview) +uniform samplerExternalOES uTexture; // Effect parameters uniform int uMode; // 0 = linear, 1 = radial -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 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 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; // Surface resolution for proper sampling +uniform vec2 uResolution; // Texture resolution for proper sampling -// Precomputed trig for the raw screen-space angle +// Precomputed trig for the adjusted angle (avoids per-fragment cos/sin calls) 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 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; +// 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; - // Scale X into the same physical units as Y (height-normalized) + // Correct for screen aspect ratio to make coordinate space square float screenAspect = uResolution.x / uResolution.y; - offset.x *= screenAspect; + offset.y *= screenAspect; - // Perpendicular distance to the rotated focus line + // Use precomputed cos/sin for the adjusted angle float rotatedY = -offset.x * uSinAngle + offset.y * uCosAngle; return abs(rotatedY); } -// Calculate distance from the focus region for RADIAL mode -float radialFocusDistance(vec2 screenPos) { - vec2 center = vec2(uPositionX, uPositionY); - vec2 offset = screenPos - center; +// 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; - // Scale X into the same physical units as Y (height-normalized) + // Correct for screen aspect ratio float screenAspect = uResolution.x / uResolution.y; - offset.x *= screenAspect; + offset.y *= screenAspect; - // Rotate offset + // Use precomputed cos/sin for rotation vec2 rotated = vec2( offset.x * uCosAngle - offset.y * uSinAngle, offset.x * uSinAngle + offset.y * uCosAngle @@ -61,59 +74,83 @@ float radialFocusDistance(vec2 screenPos) { // 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; - float transitionSize = halfSize * uFalloff * 3.0; + // Falloff range scales with the falloff parameter + float transitionSize = halfSize * uFalloff; if (dist < halfSize) { - return 0.0; + return 0.0; // In focus region } + // Smooth falloff using smoothstep float normalizedDist = (dist - halfSize) / max(transitionSize, 0.001); return smoothstep(0.0, 1.0, normalizedDist) * uBlurAmount; } -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); +// 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() { float dist; if (uMode == 1) { - dist = radialFocusDistance(screenPos); + dist = radialFocusDistance(vTexCoord); } else { - dist = linearFocusDistance(screenPos); + dist = linearFocusDistance(vTexCoord); } float blur = blurFactor(dist); - 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; + gl_FragColor = sampleBlurred(vTexCoord, blur); } diff --git a/app/src/main/res/raw/tiltshift_passthrough_fragment.glsl b/app/src/main/res/raw/tiltshift_passthrough_fragment.glsl deleted file mode 100644 index 4d5edcd..0000000 --- a/app/src/main/res/raw/tiltshift_passthrough_fragment.glsl +++ /dev/null @@ -1,15 +0,0 @@ -#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); -} diff --git a/app/src/test/java/no/naiv/tiltshift/camera/LensControllerTest.kt b/app/src/test/java/no/naiv/tiltshift/camera/LensControllerTest.kt deleted file mode 100644 index 6a5ec20..0000000 --- a/app/src/test/java/no/naiv/tiltshift/camera/LensControllerTest.kt +++ /dev/null @@ -1,38 +0,0 @@ -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. -} diff --git a/app/src/test/java/no/naiv/tiltshift/effect/BlurParametersTest.kt b/app/src/test/java/no/naiv/tiltshift/effect/BlurParametersTest.kt deleted file mode 100644 index d133f09..0000000 --- a/app/src/test/java/no/naiv/tiltshift/effect/BlurParametersTest.kt +++ /dev/null @@ -1,151 +0,0 @@ -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) - } -} diff --git a/gradle/libs.versions.toml b/gradle/libs.versions.toml index c0b8626..37e1882 100644 --- a/gradle/libs.versions.toml +++ b/gradle/libs.versions.toml @@ -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" } -# Test -junit = { group = "junit", name = "junit", version.ref = "junit" } +# Accompanist for permissions +accompanist-permissions = { group = "com.google.accompanist", name = "accompanist-permissions", version.ref = "accompanist" } [plugins] android-application = { id = "com.android.application", version.ref = "agp" } diff --git a/version.properties b/version.properties index 1046899..a074999 100644 --- a/version.properties +++ b/version.properties @@ -1,4 +1,4 @@ versionMajor=1 versionMinor=1 -versionPatch=3 -versionCode=5 +versionPatch=1 +versionCode=3