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authormbansal <mayank.bansal@sri.com>2011-08-19 10:18:54 -0400
committerWei-Ta Chen <weita@google.com>2011-08-22 17:13:24 -0700
commita6f0b9e759fa2d19d493bde7ffa8105ec2978b94 (patch)
tree2d3c2db40c18b6efa4d58353e2553eabdaa1cd2c /jni
parent6b39b2ad7aa425d4484703dd07fa3a86a248f4e9 (diff)
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Updates to remove compile warnings and stop the viewfinder panning at UI boundary. Also, new logic for rendering the preview mosaic.
1) Fixed compiler warnings reported by Wei-Ta. 2) The viewfinder now stops panning (for both left-to-right and right-to-left motions) when it hits a pre-defined border region within the screen viewport. 3) Updated the logic for rendering to always maintain the preview mosaic (previewFBO) in the current-frame coordinate system. This fixes the repeating issues. Change-Id: I6619ffe96955965ba523e330fa6561c88e6e6d5c
Diffstat (limited to 'jni')
-rw-r--r--jni/feature_mos/src/mosaic/Blend.h1
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp1
-rwxr-xr-xjni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp2
-rw-r--r--jni/feature_mos_jni.cpp13
-rw-r--r--jni/feature_stab/db_vlvm/db_rob_image_homography.cpp3
-rw-r--r--jni/feature_stab/db_vlvm/db_utilities_linalg.cpp3
-rw-r--r--jni/mosaic_renderer_jni.cpp360
-rw-r--r--jni/mosaic_renderer_jni.h12
8 files changed, 229 insertions, 166 deletions
diff --git a/jni/feature_mos/src/mosaic/Blend.h b/jni/feature_mos/src/mosaic/Blend.h
index 3e5b17c..b58eef9 100644
--- a/jni/feature_mos/src/mosaic/Blend.h
+++ b/jni/feature_mos/src/mosaic/Blend.h
@@ -38,7 +38,6 @@
#include <android/log.h>
#define ANDROID_LOG_VERBOSE ANDROID_LOG_DEBUG
#define LOG_TAG "CVJNI"
-#define LOGV(...) __android_log_print(ANDROID_LOG_SILENT, LOG_TAG, __VA_ARGS__)
#define LOGII(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
#define LOGIE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
#else
diff --git a/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp b/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp
index e37406c..c547d4d 100755
--- a/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp
+++ b/jni/feature_mos/src/mosaic_renderer/SurfaceTextureRenderer.cpp
@@ -139,7 +139,6 @@ bool SurfaceTextureRenderer::DrawTexture(GLfloat *affine)
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, g_iIndices2);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glFinish();
succeeded = true;
} while (false);
return succeeded;
diff --git a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp
index f1d5883..80eaa42 100755
--- a/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp
+++ b/jni/feature_mos/src/mosaic_renderer/WarpRenderer.cpp
@@ -23,7 +23,7 @@ const int VERTEX_STRIDE = 6 * sizeof(GLfloat);
GLushort g_iIndices[] = { 0, 1, 2, 3 };
WarpRenderer::WarpRenderer() : Renderer()
- {
+{
}
WarpRenderer::~WarpRenderer() {
diff --git a/jni/feature_mos_jni.cpp b/jni/feature_mos_jni.cpp
index de87241..d82c47d 100644
--- a/jni/feature_mos_jni.cpp
+++ b/jni/feature_mos_jni.cpp
@@ -51,10 +51,6 @@ extern "C" {
char buffer[1024];
-double g_dAffinetrans[16];
-double g_dAffinetransInv[16];
-double g_dTranslation[16];
-
const int MAX_FRAMES_HR = 100;
const int MAX_FRAMES_LR = 200;
@@ -541,13 +537,20 @@ JNIEXPORT void JNICALL Java_com_android_camera_panorama_Mosaic_createMosaic(
if(high_res)
{
+ double t0, t1, time_c;
+
+ t0 = now_ms();
+
Init(HR, frame_number_HR);
for(int k = 0; k < frame_number_HR; k++)
{
AddFrame(HR, k, NULL);
- LOGV("Added Frame [%d]", k);
}
+ t1 = now_ms();
+ time_c = t1 - t0;
+ LOGV("AlignAll [HR]: %g ms",time_c);
+
Finalize(HR);
high_res = false;
}
diff --git a/jni/feature_stab/db_vlvm/db_rob_image_homography.cpp b/jni/feature_stab/db_vlvm/db_rob_image_homography.cpp
index f40bef9..82dec0c 100644
--- a/jni/feature_stab/db_vlvm/db_rob_image_homography.cpp
+++ b/jni/feature_stab/db_vlvm/db_rob_image_homography.cpp
@@ -567,7 +567,8 @@ inline void db_ImageHomographyUpdateGeneric(double H_p_dx[9],double H[9],double
void db_RobCamRotation_Polish_Generic(double H[9],int point_count,int homography_type,double *x_i,double *xp_i,double one_over_scale2,
int max_iterations,double improvement_requirement)
{
- int i,update,stop,frozen_coord,n;
+ int i,update,stop,n;
+ int frozen_coord = 0;
double lambda,cost,current_cost;
double JtJ[72],min_Jtf[9],dx[8],H_p_dx[9];
double *JtJ_ref[9],d[8];
diff --git a/jni/feature_stab/db_vlvm/db_utilities_linalg.cpp b/jni/feature_stab/db_vlvm/db_utilities_linalg.cpp
index 4147dce..8f68b30 100644
--- a/jni/feature_stab/db_vlvm/db_utilities_linalg.cpp
+++ b/jni/feature_stab/db_vlvm/db_utilities_linalg.cpp
@@ -80,7 +80,8 @@ subdiagonal part in A and diagonal in d, which is n-dimensional*/
void db_CholeskyDecompSeparateDiagonal(double **A,double *d,int n)
{
int i,j,k;
- double s,temp;
+ double s;
+ double temp = 0.0;
for(i=0;i<n;i++) for(j=i;j<n;j++)
{
diff --git a/jni/mosaic_renderer_jni.cpp b/jni/mosaic_renderer_jni.cpp
index b58e529..e741bef 100644
--- a/jni/mosaic_renderer_jni.cpp
+++ b/jni/mosaic_renderer_jni.cpp
@@ -42,6 +42,15 @@ int gPreviewFBOWidth;
// preview mosaic).
int gPreviewFBOHeight;
+// gK is the transformation to map the canonical {-1,1} vertex coordinate system
+// to the {0,gPreviewImageWidth[LR]} input image frame coordinate system before
+// applying the given affine transformation trs. gKm is the corresponding
+// transformation for going to the {0,gPreviewFBOWidth}.
+double gK[9];
+double gKinv[9];
+double gKm[9];
+double gKminv[9];
+
// Shader to copy input SurfaceTexture into and RGBA FBO. The two shaders
// render to the textures with dimensions corresponding to the low-res and
// high-res image frames.
@@ -68,10 +77,20 @@ WarpRenderer gPreview;
// Index of the gBuffer FBO gWarper1 is going to write into
int gCurrentFBOIndex = 0;
-// Variables to represent the present top-left corner of the first frame
-// in the previewFBO
-double gOriginX = 0.0f;
-double gOriginY = 0.0f;
+// 3x3 Matrices holding the transformation of this frame (gThisH1t) and of
+// the last frame (gLastH1t) w.r.t the first frame.
+double gThisH1t[9];
+double gLastH1t[9];
+
+// Variables to represent the fixed position of the top-left corner of the
+// current frame in the previewFBO
+double gCenterOffsetX = 0.0f;
+double gCenterOffsetY = 0.0f;
+
+// X-Offset of the viewfinder (current frame) w.r.t
+// (gCenterOffsetX, gCenterOffsetY). This offset varies with time and is
+// used to pan the viewfinder across the UI layout.
+double gPanOffset = 0.0f;
// Variables tracking the translation value for the current frame and the
// last frame (both w.r.t the first frame). The difference between these
@@ -80,17 +99,29 @@ double gOriginY = 0.0f;
double gThisTx = 0.0f;
double gLastTx = 0.0f;
+// These are the scale factors used by the gPreview shader to ensure that
+// the image frame is correctly scaled to the full UI layout height while
+// maintaining its aspect ratio
+double gUILayoutScalingX = 1.0f;
+double gUILayoutScalingY = 1.0f;
+
+// State of the viewfinder. Set to false when the viewfinder hits the UI edge.
+bool gPanViewfinder = true;
+
// Affine transformation in GL 4x4 format (column-major) to warp the
-// current frame into the first frame coordinate system.
+// last frame mosaic into the current frame coordinate system.
GLfloat g_dAffinetransGL[16];
+double g_dAffinetrans[16];
-// Affine transformation in GL 4x4 format (column-major) to warp the
-// preview FBO into the current frame coordinate system.
-GLfloat g_dAffinetransInvGL[16];
+// Affine transformation in GL 4x4 format (column-major) to translate the
+// preview FBO across the screen (viewfinder panning).
+GLfloat g_dAffinetransPanGL[16];
+double g_dAffinetransPan[16];
-// XY translation in GL 4x4 format (column-major) to slide the preview
-// viewfinder across the preview FBO
-GLfloat g_dTranslationGL[16];
+// XY translation in GL 4x4 format (column-major) to center the current
+// preview mosaic in the preview FBO
+GLfloat g_dTranslationToFBOCenterGL[16];
+double g_dTranslationToFBOCenter[16];
// GL 4x4 Identity transformation
GLfloat g_dAffinetransIdent[] = {
@@ -176,119 +207,96 @@ void ConvertAffine3x3toGL4x4(double *matGL44, double *mat33)
}
// This function computes fills the 4x4 matrices g_dAffinetrans,
-// g_dAffinetransInv and g_dTranslation using the specified 3x3 affine
+// and g_dAffinetransPan using the specified 3x3 affine
// transformation between the first captured frame and the current frame.
-// The computed g_dAffinetrans is such that it warps the current frame into the
-// coordinate system of the first frame. Thus, applying this transformation
-// to each successive frame builds up the preview mosaic in the first frame
-// coordinate system. Then the computed g_dAffinetransInv is such that it
-// warps the computed preview mosaic into the coordinate system of the
-// original (as captured) current frame. This has the effect of showing
-// the current frame as is (without warping) but warping the rest of the
-// mosaic data to still be in alignment with this frame.
+// The computed g_dAffinetrans is such that it warps the preview mosaic in
+// the last frame's coordinate system into the coordinate system of the
+// current frame. Thus, applying this transformation will create the current
+// frame mosaic but with the current frame missing. This frame will then be
+// pasted in by gWarper2 after translating it by g_dTranslationToFBOCenter.
+// The computed g_dAffinetransPan is such that it offsets the computed preview
+// mosaic horizontally to make the viewfinder pan within the UI layout.
void UpdateWarpTransformation(float *trs)
{
- double H[9], Hinv[9], Hp[9], Htemp[9], T[9], Tp[9], Ttemp[9];
- double K[9], Kinv[9];
-
- int w = gPreviewImageWidth[LR];
- int h = gPreviewImageHeight[LR];
+ double H[9], Hp[9], Htemp1[9], Htemp2[9], T[9];
- // K is the transformation to map the canonical [-1,1] vertex coordinate
- // system to the [0,w] image coordinate system before applying the given
- // affine transformation trs.
- K[0] = w / 2.0 - 0.5;
- K[1] = 0.0;
- K[2] = w / 2.0 - 0.5;
- K[3] = 0.0;
- K[4] = h / 2.0 - 0.5;
- K[5] = h / 2.0 - 0.5;
- K[6] = 0.0;
- K[7] = 0.0;
- K[8] = 1.0;
-
- db_Identity3x3(Kinv);
- db_InvertCalibrationMatrix(Kinv, K);
-
- for(int i=0; i<9; i++)
+ for(int i = 0; i < 9; i++)
{
- H[i] = trs[i];
+ gThisH1t[i] = trs[i];
}
- gThisTx = trs[2];
+ db_Identity3x3(T);
+ T[2] = -gCenterOffsetX;
+ T[5] = -gCenterOffsetY;
+
+ // H = ( inv(gThisH1t) * gLastH1t ) * T
+ db_Identity3x3(Htemp1);
+ db_Identity3x3(Htemp2);
+ db_Identity3x3(H);
+ db_InvertAffineTransform(Htemp1, gThisH1t);
+ db_Multiply3x3_3x3(Htemp2, Htemp1, gLastH1t);
+ db_Multiply3x3_3x3(H, Htemp2, T);
+
+ for(int i = 0; i < 9; i++)
+ {
+ gLastH1t[i] = gThisH1t[i];
+ }
// Move the origin such that the frame is centered in the previewFBO
- H[2] += gOriginX;
- H[5] += gOriginY;
+ // i.e. H = inv(T) * H
+ H[2] += gCenterOffsetX;
+ H[5] += gCenterOffsetY;
// Hp = inv(K) * H * K
// K 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
// coordinates so that the shader can correctly render it.
- db_Identity3x3(Htemp);
- db_Multiply3x3_3x3(Htemp, H, K);
- db_Multiply3x3_3x3(Hp, Kinv, Htemp);
+ db_Identity3x3(Htemp1);
+ db_Multiply3x3_3x3(Htemp1, H, gKm);
+ db_Multiply3x3_3x3(Hp, gKminv, Htemp1);
ConvertAffine3x3toGL4x4(g_dAffinetrans, Hp);
- ////////////////////////////////////////////////////////////////
- ////// Compute g_Translation & g_dAffinetransInv now... //////
- ////////////////////////////////////////////////////////////////
-
- w = gPreviewFBOWidth;
- h = gPreviewFBOHeight;
-
- K[0] = w / 2.0 - 0.5;
- K[1] = 0.0;
- K[2] = w / 2.0 - 0.5;
- K[3] = 0.0;
- K[4] = h / 2.0 - 0.5;
- K[5] = h / 2.0 - 0.5;
- K[6] = 0.0;
- K[7] = 0.0;
- K[8] = 1.0;
+ ////////////////////////////////////////////////
+ ////// Compute g_dAffinetransPan now... //////
+ ////////////////////////////////////////////////
- db_Identity3x3(Kinv);
- db_InvertCalibrationMatrix(Kinv, K);
+ gThisTx = trs[2];
- // T only has a fraction of the x-translation of this frame relative
- // to the last frame.
- db_Identity3x3(T);
- T[2] = (gThisTx - gLastTx) * VIEWFINDER_PAN_FACTOR_HORZ;
- T[5] = 0;
+ if(gPanViewfinder)
+ {
+ gPanOffset += (gThisTx - gLastTx) * VIEWFINDER_PAN_FACTOR_HORZ;
+ }
gLastTx = gThisTx;
- db_Identity3x3(Hinv);
- db_InvertAffineTransform(Hinv, H);
-
- Hinv[2] += gOriginX;
- Hinv[5] += gOriginY;
+ // 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 *
+ (gCenterOffsetX + gPanOffset) / gPreviewFBOWidth - 1.0) *
+ gUILayoutScalingX;
+ double normalizedScreenLimitLeft = -1.0 + VIEWPORT_BORDER_FACTOR_HORZ * 2.0;
- // We update the origin of where the first frame is laid out in the
- // previewFBO to reflect that we have panned the entire preview mosaic
- // inside the previewFBO by translation T. This is needed to ensure
- // that the next frame can be correctly rendered aligned with the existing
- // mosaic.
- gOriginX += T[2];
- gOriginY += T[5];
+ double normalizedXPositionOnScreenRight = (2 *
+ ((gCenterOffsetX + gPanOffset) + gPreviewImageWidth[LR]) /
+ gPreviewFBOWidth - 1.0) * gUILayoutScalingX;
+ double normalizedScreenLimitRight = 1.0 - VIEWPORT_BORDER_FACTOR_HORZ * 2.0;
+ if(normalizedXPositionOnScreenRight > normalizedScreenLimitRight ||
+ normalizedXPositionOnScreenLeft < normalizedScreenLimitLeft)
+ gPanViewfinder = false;
- // Hp = inv(K) * Hinv * K
- db_Identity3x3(Htemp);
- db_Multiply3x3_3x3(Htemp, Hinv, K);
- db_Multiply3x3_3x3(Hp, Kinv, Htemp);
-
- ConvertAffine3x3toGL4x4(g_dAffinetransInv, Hp);
-
- // Tp = inv(K) * T * K
- db_Identity3x3(Ttemp);
- db_Multiply3x3_3x3(Ttemp, T, K);
- db_Multiply3x3_3x3(Tp, Kinv, Ttemp);
+ db_Identity3x3(H);
+ H[2] = gPanOffset;
- ConvertAffine3x3toGL4x4(g_dTranslation, Tp);
+ // Hp = inv(K) * H * K
+ db_Identity3x3(Htemp1);
+ db_Multiply3x3_3x3(Htemp1, H, gKm);
+ db_Multiply3x3_3x3(Hp, gKminv, Htemp1);
+ ConvertAffine3x3toGL4x4(g_dAffinetransPan, Hp);
}
void AllocateTextureMemory(int widthHR, int heightHR, int widthLR, int heightLR)
@@ -313,8 +321,68 @@ void AllocateTextureMemory(int widthHR, int heightHR, int widthLR, int heightLR)
gPreviewFBOWidth = PREVIEW_FBO_WIDTH_SCALE * gPreviewImageWidth[LR];
gPreviewFBOHeight = PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageHeight[LR];
- gOriginX = (gPreviewFBOWidth / 2 - gPreviewImageWidth[LR] / 2);
- gOriginY = (gPreviewFBOHeight / 2 - gPreviewImageHeight[LR] / 2);
+ // 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);
+
+ gPanOffset = 0.0f;
+
+ db_Identity3x3(gThisH1t);
+ db_Identity3x3(gLastH1t);
+
+ gPanViewfinder = true;
+
+ int w = gPreviewImageWidth[LR];
+ int h = gPreviewImageHeight[LR];
+
+ int wm = gPreviewFBOWidth;
+ int hm = gPreviewFBOHeight;
+
+ // K is the transformation to map the canonical [-1,1] vertex coordinate
+ // system to the [0,w] image coordinate system before applying the given
+ // affine transformation trs.
+ gKm[0] = wm / 2.0 - 0.5;
+ gKm[1] = 0.0;
+ gKm[2] = wm / 2.0 - 0.5;
+ gKm[3] = 0.0;
+ gKm[4] = hm / 2.0 - 0.5;
+ gKm[5] = hm / 2.0 - 0.5;
+ gKm[6] = 0.0;
+ gKm[7] = 0.0;
+ gKm[8] = 1.0;
+
+ gK[0] = w / 2.0 - 0.5;
+ gK[1] = 0.0;
+ gK[2] = w / 2.0 - 0.5;
+ gK[3] = 0.0;
+ gK[4] = h / 2.0 - 0.5;
+ gK[5] = h / 2.0 - 0.5;
+ gK[6] = 0.0;
+ gK[7] = 0.0;
+ gK[8] = 1.0;
+
+ db_Identity3x3(gKinv);
+ db_InvertCalibrationMatrix(gKinv, gK);
+
+ db_Identity3x3(gKminv);
+ db_InvertCalibrationMatrix(gKminv, gKm);
+
+ //////////////////////////////////////////
+ ////// Compute g_Translation now... //////
+ //////////////////////////////////////////
+ double T[9], Tp[9], Ttemp[9];
+
+ db_Identity3x3(T);
+ T[2] = gCenterOffsetX;
+ T[5] = gCenterOffsetY;
+
+ // Tp = inv(K) * T * K
+ db_Identity3x3(Ttemp);
+ db_Multiply3x3_3x3(Ttemp, T, gK);
+ db_Multiply3x3_3x3(Tp, gKinv, Ttemp);
+
+ ConvertAffine3x3toGL4x4(g_dTranslationToFBOCenter, Tp);
UpdateWarpTransformation(g_dIdent3x3);
}
@@ -377,6 +445,11 @@ JNIEXPORT jint JNICALL Java_com_android_camera_panorama_MosaicRenderer_init(
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_reset(
JNIEnv * env, jobject obj, jint width, jint height)
{
+ gUILayoutScalingX = (PREVIEW_FBO_WIDTH_SCALE / PREVIEW_FBO_HEIGHT_SCALE) *
+ (gPreviewImageWidth[LR] / gPreviewImageHeight[LR]) / (width / height) *
+ PREVIEW_FBO_HEIGHT_SCALE;
+ gUILayoutScalingY = PREVIEW_FBO_HEIGHT_SCALE;
+
gBuffer[0].Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
gBuffer[1].Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
@@ -424,22 +497,22 @@ JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_reset(
gYVURenderer[HR].SetInputTextureName(gBufferInput[HR].GetTextureName());
gYVURenderer[HR].SetInputTextureType(GL_TEXTURE_2D);
- // gBufferInput[LR] --> gWarper1 --> gBuffer[gCurrentFBOIndex]
+ // gBuffer[1-gCurrentFBOIndex] --> gWarper1 --> gBuffer[gCurrentFBOIndex]
gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
gWarper1.Clear(0.0, 0.0, 0.0, 1.0);
- gWarper1.SetViewportMatrix(gPreviewImageWidth[LR],
- gPreviewImageHeight[LR], gBuffer[gCurrentFBOIndex].GetWidth(),
- gBuffer[gCurrentFBOIndex].GetHeight());
+ gWarper1.SetViewportMatrix(1, 1, 1, 1);
gWarper1.SetScalingMatrix(1.0f, 1.0f);
- gWarper1.SetInputTextureName(gBufferInput[LR].GetTextureName());
+ gWarper1.SetInputTextureName(gBuffer[1 - gCurrentFBOIndex].GetTextureName());
gWarper1.SetInputTextureType(GL_TEXTURE_2D);
- // gBuffer[gCurrentFBOIndex] --> gWarper2 --> gBuffer[1-gCurrentFBOIndex]
- gWarper2.SetupGraphics(&gBuffer[1-gCurrentFBOIndex]);
+ // gBufferInput[LR] --> gWarper2 --> gBuffer[gCurrentFBOIndex]
+ gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
gWarper2.Clear(0.0, 0.0, 0.0, 1.0);
- gWarper2.SetViewportMatrix(1, 1, 1, 1);
+ gWarper2.SetViewportMatrix(gPreviewImageWidth[LR],
+ gPreviewImageHeight[LR], gBuffer[gCurrentFBOIndex].GetWidth(),
+ gBuffer[gCurrentFBOIndex].GetHeight());
gWarper2.SetScalingMatrix(1.0f, 1.0f);
- gWarper2.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
+ gWarper2.SetInputTextureName(gBufferInput[LR].GetTextureName());
gWarper2.SetInputTextureType(GL_TEXTURE_2D);
gPreview.SetupGraphics(width, height);
@@ -447,10 +520,8 @@ JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_reset(
gPreview.SetViewportMatrix(1, 1, 1, 1);
// Scale the previewFBO so that the viewfinder window fills the layout height
// while maintaining the image aspect ratio
- gPreview.SetScalingMatrix((PREVIEW_FBO_WIDTH_SCALE / PREVIEW_FBO_HEIGHT_SCALE) *
- (gPreviewImageWidth[LR] / gPreviewImageHeight[LR]) / (width / height) *
- PREVIEW_FBO_HEIGHT_SCALE, -1.0f*PREVIEW_FBO_HEIGHT_SCALE);
- gPreview.SetInputTextureName(gBuffer[1-gCurrentFBOIndex].GetTextureName());
+ gPreview.SetScalingMatrix(gUILayoutScalingX, -1.0f * gUILayoutScalingY);
+ gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
gPreview.SetInputTextureType(GL_TEXTURE_2D);
}
@@ -536,37 +607,27 @@ JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_transferG
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_step(
JNIEnv * env, jobject obj)
{
- if(!gWarpImage)
+ if(!gWarpImage) // ViewFinder
{
- gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
+ gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
- // Use gWarper1 shader to apply the current frame transformation to the
- // current frame and then add it to the gBuffer FBO.
- gWarper1.DrawTexture(g_dAffinetransGL);
-
- // Use the gPreview shader to apply the inverse of the current frame
- // transformation to the gBuffer FBO and render it to the screen.
- gPreview.DrawTexture(g_dAffinetransInvGL);
+ gWarper2.DrawTexture(g_dTranslationToFBOCenterGL);
+ gPreview.DrawTexture(g_dAffinetransIdent);
}
else
{
gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
- gWarper2.SetupGraphics(&gBuffer[1-gCurrentFBOIndex]);
- gWarper2.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
- gPreview.SetInputTextureName(gBuffer[1-gCurrentFBOIndex].GetTextureName());
+ // Clear the destination so that we can paint on it afresh
+ gWarper1.Clear(0.0, 0.0, 0.0, 1.0);
+ gWarper1.SetInputTextureName(
+ gBuffer[1 - gCurrentFBOIndex].GetTextureName());
+ gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
+ gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
- // Use gWarper1 shader to apply the current frame transformation to the
- // current frame and then add it to the gBuffer FBO.
gWarper1.DrawTexture(g_dAffinetransGL);
-
- // Use gWarper2 to translate the contents of the gBuffer FBO and copy
- // it into the second gBuffer FBO
- gWarper2.DrawTexture(g_dTranslationGL);
-
- // Use the gPreview shader to apply the inverse of the current frame
- // transformation to the gBuffer FBO and render it to the screen.
- gPreview.DrawTexture(g_dAffinetransInvGL);
+ gWarper2.DrawTexture(g_dTranslationToFBOCenterGL);
+ gPreview.DrawTexture(g_dAffinetransPanGL);
gCurrentFBOIndex = 1 - gCurrentFBOIndex;
}
@@ -578,14 +639,23 @@ JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_setWarpin
// TODO: Review this logic
if(gWarpImage != (bool) flag) //switching from viewfinder to capture or vice-versa
{
+ // Clear gBuffer[0]
+ gWarper1.SetupGraphics(&gBuffer[0]);
+ gWarper1.Clear(0.0, 0.0, 0.0, 1.0);
+ // Clear gBuffer[1]
+ gWarper1.SetupGraphics(&gBuffer[1]);
gWarper1.Clear(0.0, 0.0, 0.0, 1.0);
- gWarper2.Clear(0.0, 0.0, 0.0, 1.0);
- gPreview.Clear(0.0, 0.0, 0.0, 1.0);
// Clear the screen to black.
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
+ gPreview.Clear(0.0, 0.0, 0.0, 1.0);
+
+ gLastTx = 0.0f;
+ gPanOffset = 0.0f;
+ gPanViewfinder = true;
+
+ db_Identity3x3(gThisH1t);
+ db_Identity3x3(gLastH1t);
}
+
gWarpImage = (bool)flag;
}
@@ -593,20 +663,10 @@ JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_setWarpin
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_ready(
JNIEnv * env, jobject obj)
{
- if(!gWarpImage)
- {
- UpdateWarpTransformation(g_dIdent3x3);
-
- for(int i=0; i<16; i++)
- {
- g_dAffinetransInv[i] = g_dAffinetransIdent[i];
- }
- }
-
for(int i=0; i<16; i++)
{
g_dAffinetransGL[i] = g_dAffinetrans[i];
- g_dAffinetransInvGL[i] = g_dAffinetransInv[i];
- g_dTranslationGL[i] = g_dTranslation[i];
+ g_dAffinetransPanGL[i] = g_dAffinetransPan[i];
+ g_dTranslationToFBOCenterGL[i] = g_dTranslationToFBOCenter[i];
}
}
diff --git a/jni/mosaic_renderer_jni.h b/jni/mosaic_renderer_jni.h
index 31dd3f0..cd405f9 100644
--- a/jni/mosaic_renderer_jni.h
+++ b/jni/mosaic_renderer_jni.h
@@ -6,14 +6,18 @@
// The Preview FBO dimensions are determined from the low-res
// frame dimensions (gPreviewImageWidth, gPreviewImageHeight)
// using the scale factors below.
-const int PREVIEW_FBO_WIDTH_SCALE = 8;
+const int PREVIEW_FBO_WIDTH_SCALE = 4;
const int PREVIEW_FBO_HEIGHT_SCALE = 2;
// 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
// static in the center of the screen and 1.0f will make it pan at the
// same speed as the device.
-const float VIEWFINDER_PAN_FACTOR_HORZ = 0.2f;
+const float VIEWFINDER_PAN_FACTOR_HORZ = 0.3f;
+
+// What fraction of the screen viewport width has been allocated to show the
+// arrows on the direction of motion side.
+const float VIEWPORT_BORDER_FACTOR_HORZ = 0.1f;
const int LR = 0; // Low-resolution mode
const int HR = 1; // High-resolution mode
@@ -29,7 +33,3 @@ extern int gPreviewImageWidth[NR];
extern int gPreviewImageHeight[NR];
extern sem_t gPreviewImage_semaphore;
-
-extern double g_dAffinetrans[16];
-extern double g_dAffinetransInv[16];
-extern double g_dTranslation[16];