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authorWei-Ta Chen <weita@google.com>2011-09-08 15:47:26 -0700
committerWei-Ta Chen <weita@google.com>2011-09-11 18:09:06 -0700
commit47f3bff0df080af493ddae1857b82370b592e2f7 (patch)
tree6f08b9376b64bd390029890cb283e67a293d481a /jni
parent7ff76029a67b1d310355555514231c966852b1d7 (diff)
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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.cpp1
-rw-r--r--jni/mosaic_renderer_jni.cpp44
-rw-r--r--jni/mosaic_renderer_jni.h8
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();