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author | Wei-Ta Chen <weita@google.com> | 2011-09-08 15:47:26 -0700 |
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committer | Wei-Ta Chen <weita@google.com> | 2011-09-11 18:09:06 -0700 |
commit | 47f3bff0df080af493ddae1857b82370b592e2f7 (patch) | |
tree | 6f08b9376b64bd390029890cb283e67a293d481a /jni | |
parent | 7ff76029a67b1d310355555514231c966852b1d7 (diff) | |
download | packages_apps_LegacyCamera-47f3bff0df080af493ddae1857b82370b592e2f7.zip packages_apps_LegacyCamera-47f3bff0df080af493ddae1857b82370b592e2f7.tar.gz packages_apps_LegacyCamera-47f3bff0df080af493ddae1857b82370b592e2f7.tar.bz2 |
Use the high-resolution data to render the preview.
We now use high-res data, instead of low-res data, to render the viewfinder/preview mosaic.
This results in a much better quality in viewfinder/preview mosaic.
Bug: 5271646
Change-Id: I5e9c466d86b95699b94beb56d809a3249972341f
Diffstat (limited to 'jni')
-rw-r--r-- | jni/feature_mos_jni.cpp | 1 | ||||
-rw-r--r-- | jni/mosaic_renderer_jni.cpp | 44 | ||||
-rw-r--r-- | jni/mosaic_renderer_jni.h | 8 |
3 files changed, 30 insertions, 23 deletions
diff --git a/jni/feature_mos_jni.cpp b/jni/feature_mos_jni.cpp index a40c246..fdece27 100644 --- a/jni/feature_mos_jni.cpp +++ b/jni/feature_mos_jni.cpp @@ -45,7 +45,6 @@ static double mTx; int tWidth[NR]; int tHeight[NR]; -int H2L_FACTOR = 4; // Can be 2 ImageType tImage[NR][MAX_FRAMES_LR];// = {{ImageUtils::IMAGE_TYPE_NOIMAGE}}; // YVU24 format image Mosaic *mosaic[NR] = {NULL,NULL}; diff --git a/jni/mosaic_renderer_jni.cpp b/jni/mosaic_renderer_jni.cpp index 11e7712..fbf6862 100644 --- a/jni/mosaic_renderer_jni.cpp +++ b/jni/mosaic_renderer_jni.cpp @@ -77,9 +77,9 @@ YVURenderer gYVURenderer[NR]; // Off-screen FBOs to store the low-res and high-res YVU textures for processing FrameBuffer gBufferInputYVU[NR]; -// Shader to add warped current frame to the preview FBO +// Shader to translate the flip-flop FBO - gBuffer[1-current] -> gBuffer[current] WarpRenderer gWarper1; -// Shader to translate the preview FBO +// Shader to add warped current frame to the flip-flop FBO - gBuffer[current] WarpRenderer gWarper2; // Off-screen FBOs (flip-flop) to store the result of gWarper1 & gWarper2 FrameBuffer gBuffer[2]; @@ -238,6 +238,12 @@ void UpdateWarpTransformation(float *trs) gThisH1t[i] = trs[i]; } + // Alignment is done based on low-res data. + // To render the preview mosaic, the translation of the high-res mosaic is estimated to + // H2L_FACTOR x low-res-based tranlation. + gThisH1t[2] *= H2L_FACTOR; + gThisH1t[5] *= H2L_FACTOR; + db_Identity3x3(T); T[2] = -gCenterOffsetX; T[5] = -gCenterOffsetY; @@ -260,10 +266,10 @@ void UpdateWarpTransformation(float *trs) H[2] += gCenterOffsetX; H[5] += gCenterOffsetY; - // Hp = inv(K) * H * K - // K moves the coordinate system from openGL to image pixels so + // Hp = inv(Km) * H * Km + // Km moves the coordinate system from openGL to image pixels so // that the alignment transform H can be applied to them. - // inv(K) moves the coordinate system back to openGL normalized + // inv(Km) moves the coordinate system back to openGL normalized // coordinates so that the shader can correctly render it. db_Identity3x3(Htemp1); db_Multiply3x3_3x3(Htemp1, H, gKm); @@ -287,13 +293,13 @@ void UpdateWarpTransformation(float *trs) // Compute the position of the current frame in the screen coordinate system // and stop the viewfinder panning if we hit the maximum border allowed for // this UI layout - double normalizedXPositionOnScreenLeft = (2 * + double normalizedXPositionOnScreenLeft = (2.0 * (gCenterOffsetX + gPanOffset) / gPreviewFBOWidth - 1.0) * gUILayoutScalingX; double normalizedScreenLimitLeft = -1.0 + VIEWPORT_BORDER_FACTOR_HORZ * 2.0; - double normalizedXPositionOnScreenRight = (2 * - ((gCenterOffsetX + gPanOffset) + gPreviewImageWidth[LR]) / + double normalizedXPositionOnScreenRight = (2.0 * + ((gCenterOffsetX + gPanOffset) + gPreviewImageWidth[HR]) / gPreviewFBOWidth - 1.0) * gUILayoutScalingX; double normalizedScreenLimitRight = 1.0 - VIEWPORT_BORDER_FACTOR_HORZ * 2.0; @@ -304,7 +310,7 @@ void UpdateWarpTransformation(float *trs) db_Identity3x3(H); H[2] = gPanOffset; - // Hp = inv(K) * H * K + // Hp = inv(Km) * H * Km db_Identity3x3(Htemp1); db_Multiply3x3_3x3(Htemp1, H, gKm); db_Multiply3x3_3x3(Hp, gKminv, Htemp1); @@ -331,13 +337,13 @@ void AllocateTextureMemory(int widthHR, int heightHR, int widthLR, int heightLR) ClearPreviewImage(HR); sem_post(&gPreviewImage_semaphore); - gPreviewFBOWidth = PREVIEW_FBO_WIDTH_SCALE * gPreviewImageWidth[LR]; - gPreviewFBOHeight = PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageHeight[LR]; + gPreviewFBOWidth = PREVIEW_FBO_WIDTH_SCALE * gPreviewImageWidth[HR]; + gPreviewFBOHeight = PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageHeight[HR]; // The origin is such that the current frame will sit with its center // at the center of the previewFBO - gCenterOffsetX = (gPreviewFBOWidth / 2 - gPreviewImageWidth[LR] / 2); - gCenterOffsetY = (gPreviewFBOHeight / 2 - gPreviewImageHeight[LR] / 2); + gCenterOffsetX = (gPreviewFBOWidth / 2 - gPreviewImageWidth[HR] / 2); + gCenterOffsetY = (gPreviewFBOHeight / 2 - gPreviewImageHeight[HR] / 2); gPanOffset = 0.0f; @@ -346,8 +352,8 @@ void AllocateTextureMemory(int widthHR, int heightHR, int widthLR, int heightLR) gPanViewfinder = true; - int w = gPreviewImageWidth[LR]; - int h = gPreviewImageHeight[LR]; + int w = gPreviewImageWidth[HR]; + int h = gPreviewImageHeight[HR]; int wm = gPreviewFBOWidth; int hm = gPreviewFBOHeight; @@ -524,14 +530,14 @@ JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_reset( gWarper1.SetInputTextureName(gBuffer[1 - gCurrentFBOIndex].GetTextureName()); gWarper1.SetInputTextureType(GL_TEXTURE_2D); - // gBufferInput[LR] --> gWarper2 --> gBuffer[gCurrentFBOIndex] + // gBufferInput[HR] --> gWarper2 --> gBuffer[gCurrentFBOIndex] gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]); gWarper2.Clear(0.0, 0.0, 0.0, 1.0); - gWarper2.SetViewportMatrix(gPreviewImageWidth[LR], - gPreviewImageHeight[LR], gBuffer[gCurrentFBOIndex].GetWidth(), + gWarper2.SetViewportMatrix(gPreviewImageWidth[HR], + gPreviewImageHeight[HR], gBuffer[gCurrentFBOIndex].GetWidth(), gBuffer[gCurrentFBOIndex].GetHeight()); gWarper2.SetScalingMatrix(1.0f, 1.0f); - gWarper2.SetInputTextureName(gBufferInput[LR].GetTextureName()); + gWarper2.SetInputTextureName(gBufferInput[HR].GetTextureName()); gWarper2.SetInputTextureType(GL_TEXTURE_2D); gPreview.SetupGraphics(width, height); diff --git a/jni/mosaic_renderer_jni.h b/jni/mosaic_renderer_jni.h index fa99ffc..f9b85df 100644 --- a/jni/mosaic_renderer_jni.h +++ b/jni/mosaic_renderer_jni.h @@ -1,11 +1,11 @@ #pragma once #include <semaphore.h> -// The Preview FBO dimensions are determined from the low-res +// The Preview FBO dimensions are determined from the high-res // frame dimensions (gPreviewImageWidth, gPreviewImageHeight) // using the scale factors below. -const int PREVIEW_FBO_WIDTH_SCALE = 4; -const int PREVIEW_FBO_HEIGHT_SCALE = 2; +const int PREVIEW_FBO_WIDTH_SCALE = 2; +const int PREVIEW_FBO_HEIGHT_SCALE = 1; // The factor below determines the (horizontal) speed at which the viewfinder // will pan across the UI during capture. A value of 0.0 will keep the viewfinder @@ -21,6 +21,8 @@ const int LR = 0; // Low-resolution mode const int HR = 1; // High-resolution mode const int NR = 2; // Number of resolution modes +const int H2L_FACTOR = 4; // Can be 2 + extern "C" void AllocateTextureMemory(int widthHR, int heightHR, int widthLR, int heightLR); extern "C" void FreeTextureMemory(); |