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15 changed files with 120 additions and 129 deletions
1
.dogcats/config.toml
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1
.dogcats/config.toml
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@ -0,0 +1 @@
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||||||
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namespace = "tilt-shift-camera"
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||||||
0
.dogcats/issues.jsonl
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0
.dogcats/issues.jsonl
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2
.gitattributes
vendored
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2
.gitattributes
vendored
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|
|
@ -0,0 +1,2 @@
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||||||
|
# Dogcat JSONL merge driver
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||||||
|
.dogcats/*.jsonl merge=dcat-jsonl
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||||||
2
.gitignore
vendored
2
.gitignore
vendored
|
|
@ -92,3 +92,5 @@ lint/tmp/
|
||||||
ehthumbs.db
|
ehthumbs.db
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||||||
Thumbs.db
|
Thumbs.db
|
||||||
.signing/
|
.signing/
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||||||
|
.dogcats/config.local.toml
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||||||
|
.dogcats/.issues.lock
|
||||||
|
|
|
||||||
30
AGENTS.md
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30
AGENTS.md
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@ -0,0 +1,30 @@
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||||||
|
# Agent Instructions
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||||||
|
|
||||||
|
## Issue tracking
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||||||
|
|
||||||
|
This project uses **dcat** for issue tracking. You MUST run `dcat prime --opinionated` for instructions.
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||||||
|
Then run `dcat list --agent-only` to see the list of issues. Generally we work on bugs first, and always on high priority issues first.
|
||||||
|
|
||||||
|
When running multiple `dcat` commands, make separate parallel Bash tool calls instead of chaining them with `&&` and `echo` separators.
|
||||||
|
|
||||||
|
Mark each issue `in_progress` right when you start working on it — not before. Set `in_review` when work on that issue is done before moving on. The status should reflect what you are *actually* working on right now.
|
||||||
|
|
||||||
|
It is okay to work on multiple related issues at the same time, but do NOT batch-mark an entire backlog as `in_progress` upfront. If there is a priority conflict, ask the user which to focus on first.
|
||||||
|
|
||||||
|
If the user brings up a new bug, feature or anything else that warrants changes to the code, ALWAYS ask if we should create an issue for it before you start working on the code. When creating issues, set appropriate labels using `--labels` based on the issue content (e.g. `cli`, `tui`, `api`, `docs`, `testing`, `refactor`, `ux`, `performance`, etc.).
|
||||||
|
|
||||||
|
When research or discussion produces findings relevant to an existing issue, ask these as **separate questions in order**:
|
||||||
|
|
||||||
|
1. First ask: "Should I update issue [id] with these findings?"
|
||||||
|
2. Only after that, separately ask: "Should I start working on the implementation?"
|
||||||
|
Do NOT combine these into one question. The user may want to update the issue without starting work.
|
||||||
|
|
||||||
|
### Closing Issues - IMPORTANT
|
||||||
|
|
||||||
|
NEVER close issues without explicit user approval. When work is complete:
|
||||||
|
|
||||||
|
1. Set status to `in_review`: `dcat update --status in_review $issueId`
|
||||||
|
2. Ask the user to test
|
||||||
|
3. Ask if we can close it: "Can I close issue [id] '[title]'?"
|
||||||
|
4. Only run `dcat close` after user confirms
|
||||||
|
5. Ask: "Should I add this to CHANGELOG.md?" — update if yes
|
||||||
18
CLAUDE.md
18
CLAUDE.md
|
|
@ -86,6 +86,21 @@ 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
|
- Error/success dismiss indicators use cancellable `Job` tracking to prevent race conditions
|
||||||
- `writeExifToUri()` returns boolean and logs at ERROR level on failure
|
- `writeExifToUri()` returns boolean and logs at ERROR level on failure
|
||||||
|
|
||||||
|
### 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.
|
||||||
|
- 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.
|
||||||
|
- `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.
|
||||||
|
- `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.
|
||||||
|
|
||||||
|
### Local Android testing
|
||||||
|
|
||||||
|
- AVD: `tilfluktsrom` (Pixel 6, API 35, Google APIs) at `~/.android/avd/`. Boot with `emulator -avd tilfluktsrom -no-snapshot-save -gpu swiftshader_indirect -no-audio`.
|
||||||
|
- `adb -s emulator-5554 emu rotate` cycles `ROTATION_0 → 3 → 2 → 1 → 0` (decrements by 90°), not the other way.
|
||||||
|
- 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.
|
||||||
|
- Camera bitmaps captured at startup tend to look black for a few seconds while CameraX rebinds. Wait ≥10 s after `am start` before screenshotting.
|
||||||
|
|
||||||
## Permissions
|
## Permissions
|
||||||
|
|
||||||
| Permission | Purpose | Notes |
|
| Permission | Purpose | Notes |
|
||||||
|
|
@ -101,3 +116,6 @@ Bitmaps emitted to `StateFlow`s are **never eagerly recycled** immediately after
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- `minSdk = 35` (Android 15) — intentional for personal use. Lower to 26-29 if distributing.
|
- `minSdk = 35` (Android 15) — intentional for personal use. Lower to 26-29 if distributing.
|
||||||
- Dependencies updated to March 2026 versions (AGP 9.1, Kotlin 2.3, Compose BOM 2026.03).
|
- Dependencies updated to March 2026 versions (AGP 9.1, Kotlin 2.3, Compose BOM 2026.03).
|
||||||
- Fragment shader uses `int` uniform branching in GLSL ES 1.00 — works but could be cleaner with ES 3.00.
|
- Fragment shader uses `int` uniform branching in GLSL ES 1.00 — works but could be cleaner with ES 3.00.
|
||||||
|
|
||||||
|
## Issue tracking & task management
|
||||||
|
- Do NOT use the `TodoWrite` tool in this project. Issue tracking and progress is managed with **dcat** as specified in `AGENTS.md` — see that file for the full workflow (`dcat prime --opinionated`, `dcat list --agent-only`, status transitions, closing rules, etc.).
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|
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@ -31,7 +31,7 @@
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<activity
|
<activity
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android:name=".MainActivity"
|
android:name=".MainActivity"
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android:exported="true"
|
android:exported="true"
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android:screenOrientation="fullSensor"
|
android:screenOrientation="portrait"
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android:configChanges="orientation|screenSize|screenLayout|keyboardHidden"
|
android:configChanges="orientation|screenSize|screenLayout|keyboardHidden"
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android:windowSoftInputMode="adjustNothing"
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android:windowSoftInputMode="adjustNothing"
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android:theme="@style/Theme.TiltShiftCamera">
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android:theme="@style/Theme.TiltShiftCamera">
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@ -2,10 +2,8 @@ package no.naiv.tiltshift.camera
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|
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import android.content.Context
|
import android.content.Context
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import android.graphics.SurfaceTexture
|
import android.graphics.SurfaceTexture
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import android.hardware.display.DisplayManager
|
|
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import android.util.Log
|
import android.util.Log
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import android.util.Size
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import android.util.Size
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import android.view.Display
|
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import android.view.Surface
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import android.view.Surface
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import androidx.camera.core.Camera
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import androidx.camera.core.Camera
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import androidx.camera.core.CameraSelector
|
import androidx.camera.core.CameraSelector
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|
|
@ -72,14 +70,6 @@ class CameraManager(private val context: Context) {
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/** Weak reference to avoid preventing Activity GC across config changes. */
|
/** Weak reference to avoid preventing Activity GC across config changes. */
|
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private var lifecycleOwnerRef: WeakReference<LifecycleOwner>? = null
|
private var lifecycleOwnerRef: WeakReference<LifecycleOwner>? = null
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||||||
|
|
||||||
/**
|
|
||||||
* Target rotation passed to CameraX use cases. Drives the SurfaceTexture
|
|
||||||
* transform matrix and the rotation metadata on captured images.
|
|
||||||
* Initialized to the display rotation when the camera binds; updated by
|
|
||||||
* [setTargetRotation] when the device orientation changes.
|
|
||||||
*/
|
|
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private var targetRotation: Int = Surface.ROTATION_0
|
|
||||||
|
|
||||||
/**
|
/**
|
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* Starts the camera with the given lifecycle owner.
|
* Starts the camera with the given lifecycle owner.
|
||||||
* The surfaceTextureProvider should return the SurfaceTexture from the GL renderer.
|
* The surfaceTextureProvider should return the SurfaceTexture from the GL renderer.
|
||||||
|
|
@ -90,13 +80,6 @@ class CameraManager(private val context: Context) {
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) {
|
) {
|
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this.surfaceTextureProvider = surfaceTextureProvider
|
this.surfaceTextureProvider = surfaceTextureProvider
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this.lifecycleOwnerRef = WeakReference(lifecycleOwner)
|
this.lifecycleOwnerRef = WeakReference(lifecycleOwner)
|
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// Capture initial display rotation so the very first frame is oriented correctly,
|
|
||||||
// before the OrientationEventListener has had a chance to fire.
|
|
||||||
// Note: Context.getDisplay() throws on Application contexts; DisplayManager works
|
|
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// for any context type and returns the default display.
|
|
||||||
targetRotation = (context.getSystemService(Context.DISPLAY_SERVICE) as? DisplayManager)
|
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?.getDisplay(Display.DEFAULT_DISPLAY)?.rotation
|
|
||||||
?: Surface.ROTATION_0
|
|
||||||
|
|
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val cameraProviderFuture = ProcessCameraProvider.getInstance(context)
|
val cameraProviderFuture = ProcessCameraProvider.getInstance(context)
|
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cameraProviderFuture.addListener({
|
cameraProviderFuture.addListener({
|
||||||
|
|
@ -127,13 +110,11 @@ class CameraManager(private val context: Context) {
|
||||||
|
|
||||||
preview = Preview.Builder()
|
preview = Preview.Builder()
|
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.setResolutionSelector(resolutionSelector)
|
.setResolutionSelector(resolutionSelector)
|
||||||
.setTargetRotation(targetRotation)
|
|
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.build()
|
.build()
|
||||||
|
|
||||||
// Image capture use case
|
// Image capture use case
|
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val captureBuilder = ImageCapture.Builder()
|
val captureBuilder = ImageCapture.Builder()
|
||||||
.setCaptureMode(ImageCapture.CAPTURE_MODE_MAXIMIZE_QUALITY)
|
.setCaptureMode(ImageCapture.CAPTURE_MODE_MAXIMIZE_QUALITY)
|
||||||
.setTargetRotation(targetRotation)
|
|
||||||
|
|
||||||
imageCapture = captureBuilder.build()
|
imageCapture = captureBuilder.build()
|
||||||
|
|
||||||
|
|
@ -192,19 +173,6 @@ class CameraManager(private val context: Context) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Updates the target rotation for Preview and ImageCapture use cases.
|
|
||||||
* Call when the device rotates: this rotates the SurfaceTexture transform matrix
|
|
||||||
* (so the GL preview stays upright) and tags captures with the right orientation.
|
|
||||||
* Safe to call on the main thread; CameraX permits live target-rotation updates.
|
|
||||||
*/
|
|
||||||
fun setTargetRotation(rotation: Int) {
|
|
||||||
if (targetRotation == rotation) return
|
|
||||||
targetRotation = rotation
|
|
||||||
preview?.targetRotation = rotation
|
|
||||||
imageCapture?.targetRotation = rotation
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Sets the zoom ratio. Updates UI state immediately so that rapid pinch-to-zoom
|
* 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).
|
* gestures accumulate correctly (each frame uses the latest ratio as its base).
|
||||||
|
|
|
||||||
|
|
@ -24,6 +24,7 @@ import kotlin.coroutines.resume
|
||||||
import kotlin.math.cos
|
import kotlin.math.cos
|
||||||
import kotlin.math.sin
|
import kotlin.math.sin
|
||||||
import kotlin.math.sqrt
|
import kotlin.math.sqrt
|
||||||
|
import no.naiv.tiltshift.util.OrientationDetector
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Handles capturing photos with the tilt-shift effect applied.
|
* Handles capturing photos with the tilt-shift effect applied.
|
||||||
|
|
@ -121,10 +122,19 @@ class ImageCaptureHandler(
|
||||||
var thumbnail: Bitmap? = null
|
var thumbnail: Bitmap? = null
|
||||||
try {
|
try {
|
||||||
thumbnail = createThumbnail(captureResult.processed)
|
thumbnail = createThumbnail(captureResult.processed)
|
||||||
|
// Camera bitmap is in the device's portrait frame (CameraX
|
||||||
|
// rotated the sensor 90° because the activity is locked to
|
||||||
|
// portrait). Tag the EXIF with the user's physical tilt
|
||||||
|
// when they pressed the shutter so viewers display the
|
||||||
|
// photo right-side-up regardless of how the phone was held.
|
||||||
|
val exifOrientation = OrientationDetector.degreesToExifOrientation(
|
||||||
|
OrientationDetector.rotationToDegrees(deviceRotation),
|
||||||
|
isFrontCamera
|
||||||
|
)
|
||||||
val result = photoSaver.saveBitmapPair(
|
val result = photoSaver.saveBitmapPair(
|
||||||
original = captureResult.original,
|
original = captureResult.original,
|
||||||
processed = captureResult.processed,
|
processed = captureResult.processed,
|
||||||
orientation = ExifInterface.ORIENTATION_NORMAL,
|
orientation = exifOrientation,
|
||||||
location = location
|
location = location
|
||||||
)
|
)
|
||||||
if (result is SaveResult.Success) {
|
if (result is SaveResult.Success) {
|
||||||
|
|
|
||||||
|
|
@ -6,7 +6,6 @@ import android.opengl.GLES11Ext
|
||||||
import android.opengl.GLES20
|
import android.opengl.GLES20
|
||||||
import android.opengl.GLSurfaceView
|
import android.opengl.GLSurfaceView
|
||||||
import android.util.Log
|
import android.util.Log
|
||||||
import android.view.Surface
|
|
||||||
import java.nio.ByteBuffer
|
import java.nio.ByteBuffer
|
||||||
import java.nio.ByteOrder
|
import java.nio.ByteOrder
|
||||||
import java.nio.FloatBuffer
|
import java.nio.FloatBuffer
|
||||||
|
|
@ -39,8 +38,9 @@ class TiltShiftRenderer(
|
||||||
private var surfaceTexture: SurfaceTexture? = null
|
private var surfaceTexture: SurfaceTexture? = null
|
||||||
private var cameraTextureId: Int = 0
|
private var cameraTextureId: Int = 0
|
||||||
|
|
||||||
// Camera quad: crop-to-fill vertices, standard texcoords (rotation comes from texMatrix)
|
// Camera quad: crop-to-fill vertices + rotated texcoords (pass 1 only)
|
||||||
private lateinit var cameraVertexBuffer: FloatBuffer
|
private lateinit var cameraVertexBuffer: FloatBuffer
|
||||||
|
private lateinit var cameraTexCoordBuffer: FloatBuffer
|
||||||
|
|
||||||
// Fullscreen quad for blur passes (no crop, standard texcoords)
|
// Fullscreen quad for blur passes (no crop, standard texcoords)
|
||||||
private lateinit var fullscreenVertexBuffer: FloatBuffer
|
private lateinit var fullscreenVertexBuffer: FloatBuffer
|
||||||
|
|
@ -54,9 +54,6 @@ class TiltShiftRenderer(
|
||||||
private var fboTexA: Int = 0
|
private var fboTexA: Int = 0
|
||||||
private var fboTexB: Int = 0
|
private var fboTexB: Int = 0
|
||||||
|
|
||||||
// SurfaceTexture transform matrix, refreshed each frame on the GL thread.
|
|
||||||
private val texMatrix = FloatArray(16)
|
|
||||||
|
|
||||||
// Current effect parameters (updated from UI thread)
|
// Current effect parameters (updated from UI thread)
|
||||||
@Volatile
|
@Volatile
|
||||||
var blurParameters: BlurParameters = BlurParameters.DEFAULT
|
var blurParameters: BlurParameters = BlurParameters.DEFAULT
|
||||||
|
|
@ -69,14 +66,33 @@ class TiltShiftRenderer(
|
||||||
private var cameraWidth: Int = 0
|
private var cameraWidth: Int = 0
|
||||||
@Volatile
|
@Volatile
|
||||||
private var cameraHeight: Int = 0
|
private var cameraHeight: Int = 0
|
||||||
|
|
||||||
/** Display rotation as a Surface.ROTATION_* constant; affects effective aspect. */
|
|
||||||
@Volatile
|
|
||||||
private var displayRotation: Int = Surface.ROTATION_0
|
|
||||||
|
|
||||||
@Volatile
|
@Volatile
|
||||||
private var vertexBufferDirty: Boolean = false
|
private var vertexBufferDirty: Boolean = false
|
||||||
|
|
||||||
|
// Texture coordinates rotated 90° for portrait mode (back camera)
|
||||||
|
// (Camera sensors are landscape-oriented, we rotate to portrait)
|
||||||
|
private val texCoordsBack = floatArrayOf(
|
||||||
|
1f, 1f, // Bottom left of screen -> bottom right of texture
|
||||||
|
1f, 0f, // Bottom right of screen -> top right of texture
|
||||||
|
0f, 1f, // Top left of screen -> bottom left of texture
|
||||||
|
0f, 0f // Top right of screen -> top left of texture
|
||||||
|
)
|
||||||
|
|
||||||
|
// Texture coordinates for front camera (mirrored + rotated)
|
||||||
|
// Front camera needs horizontal mirror for natural selfie view
|
||||||
|
private val texCoordsFront = floatArrayOf(
|
||||||
|
0f, 1f, // Bottom left of screen
|
||||||
|
0f, 0f, // Bottom right of screen
|
||||||
|
1f, 1f, // Top left of screen
|
||||||
|
1f, 0f // Top right of screen
|
||||||
|
)
|
||||||
|
|
||||||
|
@Volatile
|
||||||
|
private var currentTexCoords = texCoordsBack
|
||||||
|
|
||||||
|
@Volatile
|
||||||
|
private var updateTexCoordBuffer = false
|
||||||
|
|
||||||
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
|
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
|
||||||
GLES20.glClearColor(0f, 0f, 0f, 1f)
|
GLES20.glClearColor(0f, 0f, 0f, 1f)
|
||||||
|
|
||||||
|
|
@ -88,8 +104,12 @@ class TiltShiftRenderer(
|
||||||
cameraVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
|
cameraVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
|
||||||
cameraVertexBuffer.position(0)
|
cameraVertexBuffer.position(0)
|
||||||
|
|
||||||
// Fullscreen quad for blur passes (standard coords). The same buffer is reused
|
// Camera texcoord buffer (rotated for portrait)
|
||||||
// for the camera passthrough texcoords — rotation is applied via uTexMatrix.
|
cameraTexCoordBuffer = allocateFloatBuffer(8)
|
||||||
|
cameraTexCoordBuffer.put(currentTexCoords)
|
||||||
|
cameraTexCoordBuffer.position(0)
|
||||||
|
|
||||||
|
// Fullscreen quad for blur passes (standard coords)
|
||||||
fullscreenVertexBuffer = allocateFloatBuffer(8)
|
fullscreenVertexBuffer = allocateFloatBuffer(8)
|
||||||
fullscreenVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
|
fullscreenVertexBuffer.put(floatArrayOf(-1f, -1f, 1f, -1f, -1f, 1f, 1f, 1f))
|
||||||
fullscreenVertexBuffer.position(0)
|
fullscreenVertexBuffer.position(0)
|
||||||
|
|
@ -125,17 +145,20 @@ class TiltShiftRenderer(
|
||||||
}
|
}
|
||||||
|
|
||||||
override fun onDrawFrame(gl: GL10?) {
|
override fun onDrawFrame(gl: GL10?) {
|
||||||
val st = surfaceTexture
|
surfaceTexture?.updateTexImage()
|
||||||
st?.updateTexImage()
|
|
||||||
// Pull the latest sensor-to-display transform; updated by SurfaceTexture each frame
|
|
||||||
// and reflects whatever rotation CameraX requested via Preview.targetRotation.
|
|
||||||
st?.getTransformMatrix(texMatrix)
|
|
||||||
|
|
||||||
if (vertexBufferDirty) {
|
if (vertexBufferDirty) {
|
||||||
recomputeVertices()
|
recomputeVertices()
|
||||||
vertexBufferDirty = false
|
vertexBufferDirty = false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (updateTexCoordBuffer) {
|
||||||
|
cameraTexCoordBuffer.clear()
|
||||||
|
cameraTexCoordBuffer.put(currentTexCoords)
|
||||||
|
cameraTexCoordBuffer.position(0)
|
||||||
|
updateTexCoordBuffer = false
|
||||||
|
}
|
||||||
|
|
||||||
val params = blurParameters
|
val params = blurParameters
|
||||||
|
|
||||||
// --- Pass 1: Camera → FBO-A (passthrough with crop-to-fill) ---
|
// --- Pass 1: Camera → FBO-A (passthrough with crop-to-fill) ---
|
||||||
|
|
@ -146,10 +169,10 @@ class TiltShiftRenderer(
|
||||||
)
|
)
|
||||||
GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight)
|
GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight)
|
||||||
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
|
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
|
||||||
shader.usePassthrough(cameraTextureId, texMatrix, isFrontCamera)
|
shader.usePassthrough(cameraTextureId)
|
||||||
drawQuad(
|
drawQuad(
|
||||||
shader.passthroughPositionLoc, shader.passthroughTexCoordLoc,
|
shader.passthroughPositionLoc, shader.passthroughTexCoordLoc,
|
||||||
cameraVertexBuffer, fullscreenTexCoordBuffer
|
cameraVertexBuffer, cameraTexCoordBuffer
|
||||||
)
|
)
|
||||||
|
|
||||||
// --- Pass 2: FBO-A → FBO-B (horizontal blur) ---
|
// --- Pass 2: FBO-A → FBO-B (horizontal blur) ---
|
||||||
|
|
@ -180,7 +203,11 @@ class TiltShiftRenderer(
|
||||||
}
|
}
|
||||||
|
|
||||||
fun setFrontCamera(front: Boolean) {
|
fun setFrontCamera(front: Boolean) {
|
||||||
|
if (isFrontCamera != front) {
|
||||||
isFrontCamera = front
|
isFrontCamera = front
|
||||||
|
currentTexCoords = if (front) texCoordsFront else texCoordsBack
|
||||||
|
updateTexCoordBuffer = true
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fun setCameraResolution(width: Int, height: Int) {
|
fun setCameraResolution(width: Int, height: Int) {
|
||||||
|
|
@ -191,14 +218,6 @@ class TiltShiftRenderer(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Updates the display rotation so crop-to-fill picks the right effective aspect. */
|
|
||||||
fun setDisplayRotation(rotation: Int) {
|
|
||||||
if (displayRotation != rotation) {
|
|
||||||
displayRotation = rotation
|
|
||||||
vertexBufferDirty = true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fun release() {
|
fun release() {
|
||||||
shader.release()
|
shader.release()
|
||||||
surfaceTexture?.release()
|
surfaceTexture?.release()
|
||||||
|
|
@ -235,24 +254,16 @@ class TiltShiftRenderer(
|
||||||
/**
|
/**
|
||||||
* Recomputes camera vertex positions to achieve crop-to-fill.
|
* Recomputes camera vertex positions to achieve crop-to-fill.
|
||||||
*
|
*
|
||||||
* The camera buffer is the sensor's native landscape resolution. The texMatrix
|
* The camera sensor is landscape; after the 90° rotation applied via texture coordinates,
|
||||||
* rotates it to match the display, so the *effective* displayed dimensions
|
* the effective portrait dimensions are (cameraHeight × cameraWidth). We scale the vertex
|
||||||
* depend on the display rotation: in portrait the buffer is rotated 90°
|
* quad so the camera frame fills the surface without stretching — the GPU clips the overflow.
|
||||||
* (effective width = cameraHeight), in landscape it is unrotated.
|
|
||||||
* We scale the vertex quad so the frame fills the surface without stretching —
|
|
||||||
* the GPU clips the overflow.
|
|
||||||
*/
|
*/
|
||||||
private fun recomputeVertices() {
|
private fun recomputeVertices() {
|
||||||
var scaleX = 1f
|
var scaleX = 1f
|
||||||
var scaleY = 1f
|
var scaleY = 1f
|
||||||
|
|
||||||
if (cameraWidth > 0 && cameraHeight > 0 && surfaceWidth > 0 && surfaceHeight > 0) {
|
if (cameraWidth > 0 && cameraHeight > 0 && surfaceWidth > 0 && surfaceHeight > 0) {
|
||||||
val isPortrait = displayRotation == Surface.ROTATION_0 ||
|
val cameraRatio = cameraHeight.toFloat() / cameraWidth
|
||||||
displayRotation == Surface.ROTATION_180
|
|
||||||
val effectiveW = if (isPortrait) cameraHeight else cameraWidth
|
|
||||||
val effectiveH = if (isPortrait) cameraWidth else cameraHeight
|
|
||||||
|
|
||||||
val cameraRatio = effectiveW.toFloat() / effectiveH
|
|
||||||
val screenRatio = surfaceWidth.toFloat() / surfaceHeight
|
val screenRatio = surfaceWidth.toFloat() / surfaceHeight
|
||||||
|
|
||||||
if (cameraRatio > screenRatio) {
|
if (cameraRatio > screenRatio) {
|
||||||
|
|
|
||||||
|
|
@ -20,15 +20,6 @@ import kotlin.math.sin
|
||||||
*/
|
*/
|
||||||
class TiltShiftShader(private val context: Context) {
|
class TiltShiftShader(private val context: Context) {
|
||||||
|
|
||||||
private companion object {
|
|
||||||
val IDENTITY_MATRIX = floatArrayOf(
|
|
||||||
1f, 0f, 0f, 0f,
|
|
||||||
0f, 1f, 0f, 0f,
|
|
||||||
0f, 0f, 1f, 0f,
|
|
||||||
0f, 0f, 0f, 1f
|
|
||||||
)
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- Passthrough program (camera → FBO) ---
|
// --- Passthrough program (camera → FBO) ---
|
||||||
|
|
||||||
private var passthroughProgramId: Int = 0
|
private var passthroughProgramId: Int = 0
|
||||||
|
|
@ -38,8 +29,6 @@ class TiltShiftShader(private val context: Context) {
|
||||||
var passthroughTexCoordLoc: Int = 0
|
var passthroughTexCoordLoc: Int = 0
|
||||||
private set
|
private set
|
||||||
private var passthroughTextureLoc: Int = 0
|
private var passthroughTextureLoc: Int = 0
|
||||||
private var passthroughTexMatrixLoc: Int = 0
|
|
||||||
private var passthroughMirrorLoc: Int = 0
|
|
||||||
|
|
||||||
// --- Blur program (FBO → FBO/screen) ---
|
// --- Blur program (FBO → FBO/screen) ---
|
||||||
|
|
||||||
|
|
@ -50,8 +39,6 @@ class TiltShiftShader(private val context: Context) {
|
||||||
var blurTexCoordLoc: Int = 0
|
var blurTexCoordLoc: Int = 0
|
||||||
private set
|
private set
|
||||||
private var blurTextureLoc: Int = 0
|
private var blurTextureLoc: Int = 0
|
||||||
private var blurTexMatrixLoc: Int = 0
|
|
||||||
private var blurMirrorLoc: Int = 0
|
|
||||||
private var blurModeLoc: Int = 0
|
private var blurModeLoc: Int = 0
|
||||||
private var blurPositionXLoc: Int = 0
|
private var blurPositionXLoc: Int = 0
|
||||||
private var blurPositionYLoc: Int = 0
|
private var blurPositionYLoc: Int = 0
|
||||||
|
|
@ -81,8 +68,6 @@ class TiltShiftShader(private val context: Context) {
|
||||||
passthroughPositionLoc = GLES20.glGetAttribLocation(passthroughProgramId, "aPosition")
|
passthroughPositionLoc = GLES20.glGetAttribLocation(passthroughProgramId, "aPosition")
|
||||||
passthroughTexCoordLoc = GLES20.glGetAttribLocation(passthroughProgramId, "aTexCoord")
|
passthroughTexCoordLoc = GLES20.glGetAttribLocation(passthroughProgramId, "aTexCoord")
|
||||||
passthroughTextureLoc = GLES20.glGetUniformLocation(passthroughProgramId, "uTexture")
|
passthroughTextureLoc = GLES20.glGetUniformLocation(passthroughProgramId, "uTexture")
|
||||||
passthroughTexMatrixLoc = GLES20.glGetUniformLocation(passthroughProgramId, "uTexMatrix")
|
|
||||||
passthroughMirrorLoc = GLES20.glGetUniformLocation(passthroughProgramId, "uMirrorX")
|
|
||||||
|
|
||||||
// Blur program
|
// Blur program
|
||||||
val blurFragSource = loadShaderSource(R.raw.tiltshift_fragment)
|
val blurFragSource = loadShaderSource(R.raw.tiltshift_fragment)
|
||||||
|
|
@ -93,8 +78,6 @@ class TiltShiftShader(private val context: Context) {
|
||||||
blurPositionLoc = GLES20.glGetAttribLocation(blurProgramId, "aPosition")
|
blurPositionLoc = GLES20.glGetAttribLocation(blurProgramId, "aPosition")
|
||||||
blurTexCoordLoc = GLES20.glGetAttribLocation(blurProgramId, "aTexCoord")
|
blurTexCoordLoc = GLES20.glGetAttribLocation(blurProgramId, "aTexCoord")
|
||||||
blurTextureLoc = GLES20.glGetUniformLocation(blurProgramId, "uTexture")
|
blurTextureLoc = GLES20.glGetUniformLocation(blurProgramId, "uTexture")
|
||||||
blurTexMatrixLoc = GLES20.glGetUniformLocation(blurProgramId, "uTexMatrix")
|
|
||||||
blurMirrorLoc = GLES20.glGetUniformLocation(blurProgramId, "uMirrorX")
|
|
||||||
blurModeLoc = GLES20.glGetUniformLocation(blurProgramId, "uMode")
|
blurModeLoc = GLES20.glGetUniformLocation(blurProgramId, "uMode")
|
||||||
blurPositionXLoc = GLES20.glGetUniformLocation(blurProgramId, "uPositionX")
|
blurPositionXLoc = GLES20.glGetUniformLocation(blurProgramId, "uPositionX")
|
||||||
blurPositionYLoc = GLES20.glGetUniformLocation(blurProgramId, "uPositionY")
|
blurPositionYLoc = GLES20.glGetUniformLocation(blurProgramId, "uPositionY")
|
||||||
|
|
@ -113,19 +96,12 @@ class TiltShiftShader(private val context: Context) {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Activates the passthrough program and binds the camera texture.
|
* Activates the passthrough program and binds the camera texture.
|
||||||
*
|
|
||||||
* @param cameraTextureId The OES texture receiving camera frames.
|
|
||||||
* @param texMatrix 4x4 transform from SurfaceTexture.getTransformMatrix() —
|
|
||||||
* encodes sensor-to-display rotation and Y-flip.
|
|
||||||
* @param mirrorX true to horizontally mirror (front camera selfie view).
|
|
||||||
*/
|
*/
|
||||||
fun usePassthrough(cameraTextureId: Int, texMatrix: FloatArray, mirrorX: Boolean) {
|
fun usePassthrough(cameraTextureId: Int) {
|
||||||
GLES20.glUseProgram(passthroughProgramId)
|
GLES20.glUseProgram(passthroughProgramId)
|
||||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
|
GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
|
||||||
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, cameraTextureId)
|
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, cameraTextureId)
|
||||||
GLES20.glUniform1i(passthroughTextureLoc, 0)
|
GLES20.glUniform1i(passthroughTextureLoc, 0)
|
||||||
GLES20.glUniformMatrix4fv(passthroughTexMatrixLoc, 1, false, texMatrix, 0)
|
|
||||||
GLES20.glUniform1f(passthroughMirrorLoc, if (mirrorX) 1f else 0f)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -152,10 +128,6 @@ class TiltShiftShader(private val context: Context) {
|
||||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fboTextureId)
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, fboTextureId)
|
||||||
GLES20.glUniform1i(blurTextureLoc, 0)
|
GLES20.glUniform1i(blurTextureLoc, 0)
|
||||||
|
|
||||||
// FBO content is already in display orientation — pass identity matrix and no mirror.
|
|
||||||
GLES20.glUniformMatrix4fv(blurTexMatrixLoc, 1, false, IDENTITY_MATRIX, 0)
|
|
||||||
GLES20.glUniform1f(blurMirrorLoc, 0f)
|
|
||||||
|
|
||||||
GLES20.glUniform1i(blurModeLoc, if (params.mode == BlurMode.RADIAL) 1 else 0)
|
GLES20.glUniform1i(blurModeLoc, if (params.mode == BlurMode.RADIAL) 1 else 0)
|
||||||
GLES20.glUniform1f(blurPositionXLoc, params.positionX)
|
GLES20.glUniform1f(blurPositionXLoc, params.positionX)
|
||||||
GLES20.glUniform1f(blurPositionYLoc, params.positionY)
|
GLES20.glUniform1f(blurPositionYLoc, params.positionY)
|
||||||
|
|
|
||||||
|
|
@ -112,7 +112,6 @@ fun CameraScreen(
|
||||||
val isFrontCamera by viewModel.cameraManager.isFrontCamera.collectAsState()
|
val isFrontCamera by viewModel.cameraManager.isFrontCamera.collectAsState()
|
||||||
val previewResolution by viewModel.cameraManager.previewResolution.collectAsState()
|
val previewResolution by viewModel.cameraManager.previewResolution.collectAsState()
|
||||||
val cameraError by viewModel.cameraManager.error.collectAsState()
|
val cameraError by viewModel.cameraManager.error.collectAsState()
|
||||||
val currentRotation by viewModel.currentRotation.collectAsState()
|
|
||||||
|
|
||||||
// Gallery picker
|
// Gallery picker
|
||||||
val galleryLauncher = rememberLauncherForActivityResult(
|
val galleryLauncher = rememberLauncherForActivityResult(
|
||||||
|
|
@ -165,13 +164,6 @@ fun CameraScreen(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Forward device rotation to renderer (aspect math) and CameraX (target rotation)
|
|
||||||
LaunchedEffect(currentRotation, renderer) {
|
|
||||||
renderer?.setDisplayRotation(currentRotation)
|
|
||||||
viewModel.cameraManager.setTargetRotation(currentRotation)
|
|
||||||
glSurfaceView?.requestRender()
|
|
||||||
}
|
|
||||||
|
|
||||||
// Start camera when surface texture is available
|
// Start camera when surface texture is available
|
||||||
LaunchedEffect(surfaceTexture) {
|
LaunchedEffect(surfaceTexture) {
|
||||||
surfaceTexture?.let {
|
surfaceTexture?.let {
|
||||||
|
|
|
||||||
|
|
@ -12,10 +12,7 @@ import androidx.compose.foundation.layout.height
|
||||||
import androidx.compose.foundation.layout.padding
|
import androidx.compose.foundation.layout.padding
|
||||||
import androidx.compose.foundation.layout.size
|
import androidx.compose.foundation.layout.size
|
||||||
import androidx.compose.foundation.layout.width
|
import androidx.compose.foundation.layout.width
|
||||||
import androidx.compose.foundation.layout.wrapContentHeight
|
|
||||||
import androidx.compose.foundation.rememberScrollState
|
|
||||||
import androidx.compose.foundation.shape.RoundedCornerShape
|
import androidx.compose.foundation.shape.RoundedCornerShape
|
||||||
import androidx.compose.foundation.verticalScroll
|
|
||||||
import androidx.compose.material.icons.Icons
|
import androidx.compose.material.icons.Icons
|
||||||
import androidx.compose.material.icons.filled.RestartAlt
|
import androidx.compose.material.icons.filled.RestartAlt
|
||||||
import androidx.compose.material3.Icon
|
import androidx.compose.material3.Icon
|
||||||
|
|
@ -113,10 +110,8 @@ fun ControlPanel(
|
||||||
Column(
|
Column(
|
||||||
modifier = modifier
|
modifier = modifier
|
||||||
.width(200.dp)
|
.width(200.dp)
|
||||||
.wrapContentHeight()
|
|
||||||
.clip(RoundedCornerShape(16.dp))
|
.clip(RoundedCornerShape(16.dp))
|
||||||
.background(AppColors.OverlayDarker)
|
.background(AppColors.OverlayDarker)
|
||||||
.verticalScroll(rememberScrollState())
|
|
||||||
.padding(16.dp),
|
.padding(16.dp),
|
||||||
verticalArrangement = Arrangement.spacedBy(12.dp)
|
verticalArrangement = Arrangement.spacedBy(12.dp)
|
||||||
) {
|
) {
|
||||||
|
|
|
||||||
|
|
@ -1,22 +1,12 @@
|
||||||
// Vertex shader for tilt-shift effect.
|
// Vertex shader for tilt-shift effect
|
||||||
//
|
// Passes through position and calculates texture coordinates
|
||||||
// uTexMatrix: applied to texcoords. For the passthrough pass it carries the
|
|
||||||
// SurfaceTexture transform (sensor → display rotation, plus Y-flip). For the
|
|
||||||
// blur passes it is identity.
|
|
||||||
// uMirrorX: 1.0 to horizontally mirror texcoords (front-camera selfie view),
|
|
||||||
// 0.0 otherwise. Applied AFTER uTexMatrix.
|
|
||||||
|
|
||||||
attribute vec4 aPosition;
|
attribute vec4 aPosition;
|
||||||
attribute vec2 aTexCoord;
|
attribute vec2 aTexCoord;
|
||||||
|
|
||||||
uniform mat4 uTexMatrix;
|
|
||||||
uniform float uMirrorX;
|
|
||||||
|
|
||||||
varying vec2 vTexCoord;
|
varying vec2 vTexCoord;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = aPosition;
|
gl_Position = aPosition;
|
||||||
vec2 tc = (uTexMatrix * vec4(aTexCoord, 0.0, 1.0)).xy;
|
vTexCoord = aTexCoord;
|
||||||
if (uMirrorX > 0.5) tc.x = 1.0 - tc.x;
|
|
||||||
vTexCoord = tc;
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
versionMajor=1
|
versionMajor=1
|
||||||
versionMinor=1
|
versionMinor=1
|
||||||
versionPatch=6
|
versionPatch=15
|
||||||
versionCode=8
|
versionCode=17
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue