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6 changed files with 79 additions and 50 deletions
15
CLAUDE.md
15
CLAUDE.md
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@ -86,21 +86,6 @@ Bitmaps emitted to `StateFlow`s are **never eagerly recycled** immediately after
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- Error/success dismiss indicators use cancellable `Job` tracking to prevent race conditions
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- `writeExifToUri()` returns boolean and logs at ERROR level on failure
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### Orientation policy (do not change without asking)
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- Activity is `screenOrientation="portrait"` in the manifest. The GL surface and Compose layout therefore never rotate.
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- The camera passthrough uses a fixed 90° texcoord rotation (`texCoordsBack`/`texCoordsFront`). There is no `setTargetRotation`/`setDisplayRotation`/`getTransformMatrix`-based rotation tracking — past attempts (v1.1.6 through v1.1.13) all introduced subtle bugs and were reverted.
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- The camera image lives in the device's portrait frame and visually follows the phone as it tilts. Per-orientation correctness comes from the EXIF orientation tag written at capture (`OrientationDetector.degreesToExifOrientation(rotationToDegrees(deviceRotation), isFrontCamera)`), not from rotating the bitmap.
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- `OrientationEventListener` (`viewModel.currentRotation`) is for EXIF only. It is **not** the same as `Display.rotation`: it fires at the 45° tilt threshold while the activity rotates later, so it must not drive anything that has to stay in sync with the GL surface.
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- `SurfaceTexture.getTransformMatrix()` with a custom `SurfaceProvider` does not change on `Preview.targetRotation` updates; rebinding doesn't reliably help either. Don't go down that road again.
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### Local Android testing
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- AVD: `tilfluktsrom` (Pixel 6, API 35, Google APIs) at `~/.android/avd/`. Boot with `emulator -avd tilfluktsrom -no-snapshot-save -gpu swiftshader_indirect -no-audio`.
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- `adb -s emulator-5554 emu rotate` cycles `ROTATION_0 → 3 → 2 → 1 → 0` (decrements by 90°), not the other way.
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- The default virtual scene is too rotationally symmetric to verify which way is "up". For orientation testing, pass `-virtualscene-poster wall=/path/to/marker.png` and ensure the scene camera faces the wall, or just don't trust emulator screenshots as proof of correct orientation.
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- Camera bitmaps captured at startup tend to look black for a few seconds while CameraX rebinds. Wait ≥10 s after `am start` before screenshotting.
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## Permissions
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| Permission | Purpose | Notes |
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@ -31,7 +31,7 @@
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<activity
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android:name=".MainActivity"
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android:exported="true"
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android:screenOrientation="portrait"
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android:screenOrientation="fullSensor"
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android:configChanges="orientation|screenSize|screenLayout|keyboardHidden"
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android:windowSoftInputMode="adjustNothing"
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android:theme="@style/Theme.TiltShiftCamera">
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@ -24,7 +24,6 @@ import kotlin.coroutines.resume
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import kotlin.math.cos
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import kotlin.math.sin
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import kotlin.math.sqrt
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import no.naiv.tiltshift.util.OrientationDetector
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/**
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* Handles capturing photos with the tilt-shift effect applied.
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@ -122,19 +121,10 @@ class ImageCaptureHandler(
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var thumbnail: Bitmap? = null
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try {
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thumbnail = createThumbnail(captureResult.processed)
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// Camera bitmap is in the device's portrait frame (CameraX
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// rotated the sensor 90° because the activity is locked to
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// portrait). Tag the EXIF with the user's physical tilt
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// when they pressed the shutter so viewers display the
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// photo right-side-up regardless of how the phone was held.
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val exifOrientation = OrientationDetector.degreesToExifOrientation(
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OrientationDetector.rotationToDegrees(deviceRotation),
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isFrontCamera
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)
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val result = photoSaver.saveBitmapPair(
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original = captureResult.original,
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processed = captureResult.processed,
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orientation = exifOrientation,
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orientation = ExifInterface.ORIENTATION_NORMAL,
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location = location
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)
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if (result is SaveResult.Success) {
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@ -6,6 +6,7 @@ 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 android.view.Surface
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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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@ -69,26 +70,32 @@ class TiltShiftRenderer(
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@Volatile
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private var vertexBufferDirty: Boolean = false
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// Texture coordinates rotated 90° for portrait mode (back camera)
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// (Camera sensors are landscape-oriented, we rotate to portrait)
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private val texCoordsBack = floatArrayOf(
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1f, 1f, // Bottom left of screen -> bottom right of texture
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1f, 0f, // Bottom right of screen -> top right of texture
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0f, 1f, // Top left of screen -> bottom left of texture
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0f, 0f // Top right of screen -> top left of texture
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// Texture coordinates for the back camera, indexed by Surface.ROTATION_*.
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// The base orientation (index 0) applies the 90° CCW rotation that maps
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// the landscape sensor frame to a portrait display. Indices 1/2/3 layer
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// additional CCW rotations on top so the activity's rotation is
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// compensated and world-up stays at clip-space-top.
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private val texCoordsBackByRotation = arrayOf(
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floatArrayOf(1f, 1f, 1f, 0f, 0f, 1f, 0f, 0f), // ROTATION_0
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floatArrayOf(1f, 0f, 0f, 0f, 1f, 1f, 0f, 1f), // ROTATION_90
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floatArrayOf(0f, 0f, 0f, 1f, 1f, 0f, 1f, 1f), // ROTATION_180
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floatArrayOf(0f, 1f, 1f, 1f, 0f, 0f, 1f, 0f) // ROTATION_270
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)
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// Texture coordinates for front camera (mirrored + rotated)
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// Front camera needs horizontal mirror for natural selfie view
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private val texCoordsFront = floatArrayOf(
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0f, 1f, // Bottom left of screen
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0f, 0f, // Bottom right of screen
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1f, 1f, // Top left of screen
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1f, 0f // Top right of screen
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// Front camera variants: same as back, but horizontally mirrored
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// for the natural selfie view.
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private val texCoordsFrontByRotation = arrayOf(
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floatArrayOf(0f, 1f, 0f, 0f, 1f, 1f, 1f, 0f), // ROTATION_0
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floatArrayOf(0f, 0f, 1f, 0f, 0f, 1f, 1f, 1f), // ROTATION_90
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floatArrayOf(1f, 0f, 1f, 1f, 0f, 0f, 0f, 1f), // ROTATION_180
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floatArrayOf(1f, 1f, 0f, 1f, 1f, 0f, 0f, 0f) // ROTATION_270
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)
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@Volatile
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private var currentTexCoords = texCoordsBack
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private var displayRotation: Int = Surface.ROTATION_0
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@Volatile
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private var currentTexCoords = texCoordsBackByRotation[Surface.ROTATION_0]
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@Volatile
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private var updateTexCoordBuffer = false
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@ -205,8 +212,7 @@ class TiltShiftRenderer(
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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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updateTexCoordBuffer = true
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refreshTexCoords()
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}
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}
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@ -218,6 +224,27 @@ class TiltShiftRenderer(
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}
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}
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/**
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* Updates the active display rotation. The texture-coordinate buffer is
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* rebuilt so the camera image stays world-aligned as the activity rotates
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* with the device under screenOrientation="fullSensor", and the
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* crop-to-fill math picks the correct effective aspect ratio.
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*/
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fun setDisplayRotation(rotation: Int) {
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if (displayRotation != rotation) {
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displayRotation = rotation
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refreshTexCoords()
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vertexBufferDirty = true
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}
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}
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private fun refreshTexCoords() {
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val table = if (isFrontCamera) texCoordsFrontByRotation else texCoordsBackByRotation
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val idx = displayRotation.coerceIn(0, table.size - 1)
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currentTexCoords = table[idx]
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updateTexCoordBuffer = true
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}
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fun release() {
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shader.release()
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surfaceTexture?.release()
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@ -254,16 +281,22 @@ class TiltShiftRenderer(
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/**
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* Recomputes camera vertex positions to achieve crop-to-fill.
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*
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* The camera sensor is landscape; after the 90° rotation applied via texture coordinates,
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* the effective portrait dimensions are (cameraHeight × cameraWidth). We scale the vertex
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* quad so the camera frame fills the surface without stretching — the GPU clips the overflow.
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* The camera sensor is landscape; after the orientation-dependent texcoord
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* rotation, the effective dimensions seen on screen are either swapped
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* (portrait orientations) or kept (landscape orientations). We scale the
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* vertex quad so the camera frame fills the surface without stretching —
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* the GPU clips the overflow.
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*/
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private fun recomputeVertices() {
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var scaleX = 1f
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var scaleY = 1f
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if (cameraWidth > 0 && cameraHeight > 0 && surfaceWidth > 0 && surfaceHeight > 0) {
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val cameraRatio = cameraHeight.toFloat() / cameraWidth
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val isPortrait = displayRotation == Surface.ROTATION_0 ||
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displayRotation == Surface.ROTATION_180
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val effectiveW = if (isPortrait) cameraHeight else cameraWidth
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val effectiveH = if (isPortrait) cameraWidth else cameraHeight
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val cameraRatio = effectiveW.toFloat() / effectiveH
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val screenRatio = surfaceWidth.toFloat() / surfaceHeight
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if (cameraRatio > screenRatio) {
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@ -1,9 +1,13 @@
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package no.naiv.tiltshift.ui
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import android.content.Context
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import android.content.Intent
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import android.graphics.SurfaceTexture
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import android.hardware.display.DisplayManager
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import android.opengl.GLSurfaceView
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import android.util.Log
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import android.view.Display
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import android.view.Surface
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import androidx.compose.animation.AnimatedVisibility
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import androidx.compose.animation.fadeIn
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import androidx.compose.animation.fadeOut
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@ -164,6 +168,23 @@ fun CameraScreen(
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}
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}
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// Forward the activity's actual rotation (Display.rotation) to the
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// renderer so the camera image stays world-aligned as the activity rotates
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// with the device. Don't drive this from OrientationEventListener — its
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// 45° threshold fires *before* the activity has rotated, briefly leaving
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// the texcoord set out of sync with the GL surface orientation.
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// LocalConfiguration triggers a recomposition on configuration change,
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// which is when Display.rotation can have changed.
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val configuration = androidx.compose.ui.platform.LocalConfiguration.current
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val displayRotation = remember(configuration) {
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val displayManager = context.getSystemService(Context.DISPLAY_SERVICE) as DisplayManager
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displayManager.getDisplay(Display.DEFAULT_DISPLAY)?.rotation ?: Surface.ROTATION_0
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}
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LaunchedEffect(displayRotation, renderer) {
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renderer?.setDisplayRotation(displayRotation)
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glSurfaceView?.requestRender()
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}
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// Start camera when surface texture is available
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LaunchedEffect(surfaceTexture) {
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surfaceTexture?.let {
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@ -1,4 +1,4 @@
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versionMajor=1
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versionMinor=1
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versionPatch=15
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versionCode=17
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versionPatch=13
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versionCode=15
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