Generalize the studio into a Platform/DeviceModel abstraction so it renders both iPhone and iPad sets from one code path. - Platform: per-target canvas (iPad 2064x2752), 3D model, capture sim, and output subfolder (iPad -> <Language>/iPad/). PLATFORM=iphone|ipad. - DeviceModel: screen material, orientation (yaw) fix, optional glass mesh, graphite recolor — the per-model quirks the renderer needs. - SceneKit renderer: auto-generates planar UVs for screen meshes that ship without them; textures every material matching the screen name; zFar scaled for large-unit models; body recolor skips the real screen material. - iPad uses a CC BY 4.0 model (commercial-safe) with real bezel geometry; first-pass iPad layouts for all four screens. capture.sh is PLATFORM-aware. Remove now-dead code: the 2D mockup fallback (ClipDeviceRenderer, MockupGeometry), the orbit ring and binary-tunnel (superseded by the route arc and the encryption-flow), unused DeviceModel UV/inset workarounds; refresh the README and .gitignore to match.
3.2 KiB
App Store screenshot studio
Code-driven, fully local App Store screenshots — composed natively with SwiftUI +
ImageRenderer and SceneKit (no Typst, no ImageMagick). Each marketing screen is a
SwiftUI view (gradient + 3D device + captions + generated artwork) rendered off-screen to
an exact-size PNG. Captions come from strings.json (9 locales); the app screenshots on
the device screens are captured from the real app.
Requirements
- Xcode / Swift toolchain (macOS 26+). That's it.
Run
swift run studio # all locales × screens -> generated/<Language>/
swift run studio --publish # -> ../<Language>/ (ships to App Store)
LOCALES="fr de" SCREENS="share-securely" swift run studio # subset
PLATFORM=ipad swift run studio # iPad set -> generated/<Language>/iPad/
Run from this directory (it reads strings.json and assets/ relative to cwd).
Full pipeline
./capture.sh # real localized app screens -> generated/shots/<platform>/<locale>/
swift run studio # composite everything -> generated/<Language>/[iPad/]
./generate.sh # capture + composite in one shot (forwards PLATFORM / --publish)
capture.sh drives the app into each screen via the DEBUG -VniScreenshot launch
argument (see apple/VniDrop/App/ScreenshotSupport.swift), once per locale via
-AppleLanguages, in dark mode with a 9:41 status bar. Screenshots are transient
(git-ignored, regenerated per run) — during layout iteration, capture once then re-run
swift run studio on its own.
Platforms
PLATFORM=iphone (default) or ipad. Each Platform (Sources/studio/Platform.swift)
carries its canvas size, capture simulator, output subfolder, and a DeviceModel — the
.usdz, its screen material, the orientation fix (yaw so the screen faces the camera),
optional front-glass mesh to hide, and whether to tint the body graphite. Adding a device
(e.g. Mac) is a new DeviceModel + Platform case + a layout set.
Device rendering
SceneKitDeviceRenderer textures the captured screenshot onto the model's screen mesh and
renders it off-screen. Curvature, bezel and body are the model's real geometry; poses
(pitch/yaw/roll) and a studio environment (IBL + bloom) are applied in the scene. It
auto-generates planar UVs for screen meshes that ship without them.
Assets (assets/)
iphone-17-pro-max.usdz,ipad-pro.usdz— the 3D devices (committed; CC BY 4.0, seeATTRIBUTION.md).globe.png— for the send-anywhere hero (committed).generated/shots/<platform>/<locale>/*.png— captured app screens (transient).
Layout & tuning
Sources/studio/ScreenSpec.swift— per-platform layouts (iphone/ipad): gradient, device pose/position/size, globe + route (send-anywhere), the encryption flow (stay-private:beams→lock→stream+banners), caption placement.Sources/studio/ScreenFrame.swift— the composition (layer order, caption fitting, generated artwork).
Screens
share-securely, choose-receivers, send-anywhere (globe + Paris→LA route arc,
reuses the share screenshot), stay-private (two stacked phones + encryption beams →
padlock → binary protection stream, with localized CHIFFREMENT/PROTECTION banners).