1 /*
2 * Copyright (C) 2011 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include <GLES2/gl2.h>
18 #include <GLES2/gl2ext.h>
19 #include <jni.h>
20 #include <math.h>
21 #include <stdio.h>
22 #include <stdlib.h>
23 #include "db_utilities_camera.h"
24 #include "mosaic/ImageUtils.h"
25 #include "mosaic_renderer/FrameBuffer.h"
26 #include "mosaic_renderer/WarpRenderer.h"
27 #include "mosaic_renderer/SurfaceTextureRenderer.h"
28 #include "mosaic_renderer/YVURenderer.h"
29
30 #include "mosaic/Log.h"
31 #define LOG_TAG "MosaicRenderer"
32
33 #include "mosaic_renderer_jni.h"
34
35 // Texture handle
36 GLuint gSurfaceTextureID[1];
37
38 bool gWarpImage = true;
39
40 // Low-Res input image frame in YUVA format for preview rendering and processing
41 // and high-res YUVA input image for processing.
42 unsigned char* gPreviewImage[NR];
43 // Low-Res & high-res preview image width
44 int gPreviewImageWidth[NR];
45 // Low-Res & high-res preview image height
46 int gPreviewImageHeight[NR];
47
48 // Semaphore to protect simultaneous read/writes from gPreviewImage
49 sem_t gPreviewImage_semaphore;
50
51 // Off-screen preview FBO width (large enough to store the entire
52 // preview mosaic).
53 int gPreviewFBOWidth;
54 // Off-screen preview FBO height (large enough to store the entire
55 // preview mosaic).
56 int gPreviewFBOHeight;
57
58 // gK is the transformation to map the canonical {-1,1} vertex coordinate system
59 // to the {0,gPreviewImageWidth[LR]} input image frame coordinate system before
60 // applying the given affine transformation trs. gKm is the corresponding
61 // transformation for going to the {0,gPreviewFBOWidth}.
62 double gK[9];
63 double gKinv[9];
64 double gKm[9];
65 double gKminv[9];
66
67 // Shader to copy input SurfaceTexture into and RGBA FBO. The two shaders
68 // render to the textures with dimensions corresponding to the low-res and
69 // high-res image frames.
70 SurfaceTextureRenderer gSurfTexRenderer[NR];
71 // Off-screen FBOs to store the low-res and high-res RGBA copied out from
72 // the SurfaceTexture by the gSurfTexRenderers.
73 FrameBuffer gBufferInput[NR];
74
75 // Shader to convert RGBA textures into YVU textures for processing
76 YVURenderer gYVURenderer[NR];
77 // Off-screen FBOs to store the low-res and high-res YVU textures for processing
78 FrameBuffer gBufferInputYVU[NR];
79
80 // Shader to translate the flip-flop FBO - gBuffer[1-current] -> gBuffer[current]
81 WarpRenderer gWarper1;
82 // Shader to add warped current frame to the flip-flop FBO - gBuffer[current]
83 WarpRenderer gWarper2;
84 // Off-screen FBOs (flip-flop) to store the result of gWarper1 & gWarper2
85 FrameBuffer gBuffer[2];
86
87 // Shader to warp and render the preview FBO to the screen
88 WarpRenderer gPreview;
89
90 // Index of the gBuffer FBO gWarper1 is going to write into
91 int gCurrentFBOIndex = 0;
92
93 // 3x3 Matrices holding the transformation of this frame (gThisH1t) and of
94 // the last frame (gLastH1t) w.r.t the first frame.
95 double gThisH1t[9];
96 double gLastH1t[9];
97
98 // Variables to represent the fixed position of the top-left corner of the
99 // current frame in the previewFBO
100 double gCenterOffsetX = 0.0f;
101 double gCenterOffsetY = 0.0f;
102
103 // X-Offset of the viewfinder (current frame) w.r.t
104 // (gCenterOffsetX, gCenterOffsetY). This offset varies with time and is
105 // used to pan the viewfinder across the UI layout.
106 double gPanOffset = 0.0f;
107
108 // Variables tracking the translation value for the current frame and the
109 // last frame (both w.r.t the first frame). The difference between these
110 // values is used to control the panning speed of the viewfinder display
111 // on the UI screen.
112 double gThisTx = 0.0f;
113 double gLastTx = 0.0f;
114
115 // These are the scale factors used by the gPreview shader to ensure that
116 // the image frame is correctly scaled to the full UI layout height while
117 // maintaining its aspect ratio
118 double gUILayoutScalingX = 1.0f;
119 double gUILayoutScalingY = 1.0f;
120
121 // Whether the view that we will render preview FBO onto is in landscape or portrait
122 // orientation.
123 bool gIsLandscapeOrientation = true;
124
125 // State of the viewfinder. Set to false when the viewfinder hits the UI edge.
126 bool gPanViewfinder = true;
127
128 // Affine transformation in GL 4x4 format (column-major) to warp the
129 // last frame mosaic into the current frame coordinate system.
130 GLfloat g_dAffinetransGL[16];
131 double g_dAffinetrans[16];
132
133 // Affine transformation in GL 4x4 format (column-major) to translate the
134 // preview FBO across the screen (viewfinder panning).
135 GLfloat g_dAffinetransPanGL[16];
136 double g_dAffinetransPan[16];
137
138 // XY translation in GL 4x4 format (column-major) to center the current
139 // preview mosaic in the preview FBO
140 GLfloat g_dTranslationToFBOCenterGL[16];
141 double g_dTranslationToFBOCenter[16];
142
143 // GL 4x4 Identity transformation
144 GLfloat g_dAffinetransIdentGL[] = {
145 1., 0., 0., 0.,
146 0., 1., 0., 0.,
147 0., 0., 1., 0.,
148 0., 0., 0., 1.};
149
150 // GL 4x4 Rotation transformation (column-majored): 90 degree
151 GLfloat g_dAffinetransRotation90GL[] = {
152 0., 1., 0., 0.,
153 -1., 0., 0., 0.,
154 0., 0., 1., 0.,
155 0., 0., 0., 1.};
156
157 // 3x3 Rotation transformation (row-majored): 90 degree
158 double gRotation90[] = {
159 0., -1., 0.,
160 1., 0., 0.,
161 0., 0., 1.,};
162
163
164 float g_dIdent3x3[] = {
165 1.0, 0.0, 0.0,
166 0.0, 1.0, 0.0,
167 0.0, 0.0, 1.0};
168
169 const int GL_TEXTURE_EXTERNAL_OES_ENUM = 0x8D65;
170
printGLString(const char * name,GLenum s)171 static void printGLString(const char *name, GLenum s) {
172 const char *v = (const char *) glGetString(s);
173 LOGI("GL %s = %s", name, v);
174 }
175
176 // @return false if there was an error
checkGlError(const char * op)177 bool checkGlError(const char* op) {
178 GLint error = glGetError();
179 if (error != 0) {
180 LOGE("after %s() glError (0x%x)", op, error);
181 return false;
182 }
183 return true;
184 }
185
bindSurfaceTexture(GLuint texId)186 void bindSurfaceTexture(GLuint texId)
187 {
188 glBindTexture(GL_TEXTURE_EXTERNAL_OES_ENUM, texId);
189
190 // Can't do mipmapping with camera source
191 glTexParameterf(GL_TEXTURE_EXTERNAL_OES_ENUM, GL_TEXTURE_MIN_FILTER,
192 GL_LINEAR);
193 glTexParameterf(GL_TEXTURE_EXTERNAL_OES_ENUM, GL_TEXTURE_MAG_FILTER,
194 GL_LINEAR);
195 // Clamp to edge is the only option
196 glTexParameteri(GL_TEXTURE_EXTERNAL_OES_ENUM, GL_TEXTURE_WRAP_S,
197 GL_CLAMP_TO_EDGE);
198 glTexParameteri(GL_TEXTURE_EXTERNAL_OES_ENUM, GL_TEXTURE_WRAP_T,
199 GL_CLAMP_TO_EDGE);
200 }
201
ClearPreviewImage(int mID)202 void ClearPreviewImage(int mID)
203 {
204 unsigned char* ptr = gPreviewImage[mID];
205 for(int j = 0, i = 0;
206 j < gPreviewImageWidth[mID] * gPreviewImageHeight[mID] * 4;
207 j += 4)
208 {
209 ptr[i++] = 0;
210 ptr[i++] = 0;
211 ptr[i++] = 0;
212 ptr[i++] = 255;
213 }
214
215 }
216
ConvertAffine3x3toGL4x4(double * matGL44,double * mat33)217 void ConvertAffine3x3toGL4x4(double *matGL44, double *mat33)
218 {
219 matGL44[0] = mat33[0];
220 matGL44[1] = mat33[3];
221 matGL44[2] = 0.0;
222 matGL44[3] = mat33[6];
223
224 matGL44[4] = mat33[1];
225 matGL44[5] = mat33[4];
226 matGL44[6] = 0.0;
227 matGL44[7] = mat33[7];
228
229 matGL44[8] = 0;
230 matGL44[9] = 0;
231 matGL44[10] = 1.0;
232 matGL44[11] = 0.0;
233
234 matGL44[12] = mat33[2];
235 matGL44[13] = mat33[5];
236 matGL44[14] = 0.0;
237 matGL44[15] = mat33[8];
238 }
239
continuePanningFBO(double panOffset)240 bool continuePanningFBO(double panOffset) {
241 double normalizedScreenLimitLeft = -1.0 + VIEWPORT_BORDER_FACTOR_HORZ * 2.0;
242 double normalizedScreenLimitRight = 1.0 - VIEWPORT_BORDER_FACTOR_HORZ * 2.0;
243 double normalizedXPositionOnScreenLeft;
244 double normalizedXPositionOnScreenRight;
245
246 // Compute the position of the current frame in the screen coordinate system
247 if (gIsLandscapeOrientation) {
248 normalizedXPositionOnScreenLeft = (2.0 *
249 (gCenterOffsetX + panOffset) / gPreviewFBOWidth - 1.0) *
250 gUILayoutScalingX;
251 normalizedXPositionOnScreenRight = (2.0 *
252 ((gCenterOffsetX + panOffset) + gPreviewImageWidth[HR]) /
253 gPreviewFBOWidth - 1.0) * gUILayoutScalingX;
254 } else {
255 normalizedXPositionOnScreenLeft = (2.0 *
256 (gCenterOffsetX + panOffset) / gPreviewFBOWidth - 1.0) *
257 gUILayoutScalingY;
258 normalizedXPositionOnScreenRight = (2.0 *
259 ((gCenterOffsetX + panOffset) + gPreviewImageWidth[HR]) /
260 gPreviewFBOWidth - 1.0) * gUILayoutScalingY;
261 }
262
263 // Stop the viewfinder panning if we hit the maximum border allowed for
264 // this UI layout
265 if (normalizedXPositionOnScreenRight > normalizedScreenLimitRight ||
266 normalizedXPositionOnScreenLeft < normalizedScreenLimitLeft) {
267 return false;
268 } else {
269 return true;
270 }
271 }
272
273 // This function computes fills the 4x4 matrices g_dAffinetrans,
274 // and g_dAffinetransPan using the specified 3x3 affine
275 // transformation between the first captured frame and the current frame.
276 // The computed g_dAffinetrans is such that it warps the preview mosaic in
277 // the last frame's coordinate system into the coordinate system of the
278 // current frame. Thus, applying this transformation will create the current
279 // frame mosaic but with the current frame missing. This frame will then be
280 // pasted in by gWarper2 after translating it by g_dTranslationToFBOCenter.
281 // The computed g_dAffinetransPan is such that it offsets the computed preview
282 // mosaic horizontally to make the viewfinder pan within the UI layout.
UpdateWarpTransformation(float * trs)283 void UpdateWarpTransformation(float *trs)
284 {
285 double H[9], Hp[9], Htemp1[9], Htemp2[9], T[9];
286
287 for(int i = 0; i < 9; i++)
288 {
289 gThisH1t[i] = trs[i];
290 }
291
292 // Alignment is done based on low-res data.
293 // To render the preview mosaic, the translation of the high-res mosaic is estimated to
294 // H2L_FACTOR x low-res-based tranlation.
295 gThisH1t[2] *= H2L_FACTOR;
296 gThisH1t[5] *= H2L_FACTOR;
297
298 db_Identity3x3(T);
299 T[2] = -gCenterOffsetX;
300 T[5] = -gCenterOffsetY;
301
302 // H = ( inv(gThisH1t) * gLastH1t ) * T
303 db_Identity3x3(Htemp1);
304 db_Identity3x3(Htemp2);
305 db_Identity3x3(H);
306 db_InvertAffineTransform(Htemp1, gThisH1t);
307 db_Multiply3x3_3x3(Htemp2, Htemp1, gLastH1t);
308 db_Multiply3x3_3x3(H, Htemp2, T);
309
310 for(int i = 0; i < 9; i++)
311 {
312 gLastH1t[i] = gThisH1t[i];
313 }
314
315 // Move the origin such that the frame is centered in the previewFBO
316 // i.e. H = inv(T) * H
317 H[2] += gCenterOffsetX;
318 H[5] += gCenterOffsetY;
319
320 // Hp = inv(Km) * H * Km
321 // Km moves the coordinate system from openGL to image pixels so
322 // that the alignment transform H can be applied to them.
323 // inv(Km) moves the coordinate system back to openGL normalized
324 // coordinates so that the shader can correctly render it.
325 db_Identity3x3(Htemp1);
326 db_Multiply3x3_3x3(Htemp1, H, gKm);
327 db_Multiply3x3_3x3(Hp, gKminv, Htemp1);
328
329 ConvertAffine3x3toGL4x4(g_dAffinetrans, Hp);
330
331 ////////////////////////////////////////////////
332 ////// Compute g_dAffinetransPan now... //////
333 ////////////////////////////////////////////////
334
335 gThisTx = trs[2];
336
337 if(gPanViewfinder)
338 {
339 gPanOffset += (gThisTx - gLastTx) * VIEWFINDER_PAN_FACTOR_HORZ;
340 }
341
342 gLastTx = gThisTx;
343 gPanViewfinder = continuePanningFBO(gPanOffset);
344
345 db_Identity3x3(H);
346 H[2] = gPanOffset;
347
348 // Hp = inv(Km) * H * Km
349 db_Identity3x3(Htemp1);
350 db_Multiply3x3_3x3(Htemp1, H, gKm);
351 db_Multiply3x3_3x3(Hp, gKminv, Htemp1);
352
353 if (gIsLandscapeOrientation) {
354 ConvertAffine3x3toGL4x4(g_dAffinetransPan, Hp);
355 } else {
356 // rotate Hp by 90 degress.
357 db_Multiply3x3_3x3(Htemp1, gRotation90, Hp);
358 ConvertAffine3x3toGL4x4(g_dAffinetransPan, Htemp1);
359 }
360 }
361
AllocateTextureMemory(int widthHR,int heightHR,int widthLR,int heightLR)362 void AllocateTextureMemory(int widthHR, int heightHR, int widthLR, int heightLR)
363 {
364 gPreviewImageWidth[HR] = widthHR;
365 gPreviewImageHeight[HR] = heightHR;
366
367 gPreviewImageWidth[LR] = widthLR;
368 gPreviewImageHeight[LR] = heightLR;
369
370 sem_init(&gPreviewImage_semaphore, 0, 1);
371
372 sem_wait(&gPreviewImage_semaphore);
373 gPreviewImage[LR] = ImageUtils::allocateImage(gPreviewImageWidth[LR],
374 gPreviewImageHeight[LR], 4);
375 ClearPreviewImage(LR);
376 gPreviewImage[HR] = ImageUtils::allocateImage(gPreviewImageWidth[HR],
377 gPreviewImageHeight[HR], 4);
378 ClearPreviewImage(HR);
379 sem_post(&gPreviewImage_semaphore);
380
381 gPreviewFBOWidth = PREVIEW_FBO_WIDTH_SCALE * gPreviewImageWidth[HR];
382 gPreviewFBOHeight = PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageHeight[HR];
383
384 // The origin is such that the current frame will sit with its center
385 // at the center of the previewFBO
386 gCenterOffsetX = (gPreviewFBOWidth / 2 - gPreviewImageWidth[HR] / 2);
387 gCenterOffsetY = (gPreviewFBOHeight / 2 - gPreviewImageHeight[HR] / 2);
388
389 gPanOffset = 0.0f;
390
391 db_Identity3x3(gThisH1t);
392 db_Identity3x3(gLastH1t);
393
394 gPanViewfinder = true;
395
396 int w = gPreviewImageWidth[HR];
397 int h = gPreviewImageHeight[HR];
398
399 int wm = gPreviewFBOWidth;
400 int hm = gPreviewFBOHeight;
401
402 // K is the transformation to map the canonical [-1,1] vertex coordinate
403 // system to the [0,w] image coordinate system before applying the given
404 // affine transformation trs.
405 gKm[0] = wm / 2.0 - 0.5;
406 gKm[1] = 0.0;
407 gKm[2] = wm / 2.0 - 0.5;
408 gKm[3] = 0.0;
409 gKm[4] = hm / 2.0 - 0.5;
410 gKm[5] = hm / 2.0 - 0.5;
411 gKm[6] = 0.0;
412 gKm[7] = 0.0;
413 gKm[8] = 1.0;
414
415 gK[0] = w / 2.0 - 0.5;
416 gK[1] = 0.0;
417 gK[2] = w / 2.0 - 0.5;
418 gK[3] = 0.0;
419 gK[4] = h / 2.0 - 0.5;
420 gK[5] = h / 2.0 - 0.5;
421 gK[6] = 0.0;
422 gK[7] = 0.0;
423 gK[8] = 1.0;
424
425 db_Identity3x3(gKinv);
426 db_InvertCalibrationMatrix(gKinv, gK);
427
428 db_Identity3x3(gKminv);
429 db_InvertCalibrationMatrix(gKminv, gKm);
430
431 //////////////////////////////////////////
432 ////// Compute g_Translation now... //////
433 //////////////////////////////////////////
434 double T[9], Tp[9], Ttemp[9];
435
436 db_Identity3x3(T);
437 T[2] = gCenterOffsetX;
438 T[5] = gCenterOffsetY;
439
440 // Tp = inv(K) * T * K
441 db_Identity3x3(Ttemp);
442 db_Multiply3x3_3x3(Ttemp, T, gK);
443 db_Multiply3x3_3x3(Tp, gKinv, Ttemp);
444
445 ConvertAffine3x3toGL4x4(g_dTranslationToFBOCenter, Tp);
446
447 UpdateWarpTransformation(g_dIdent3x3);
448 }
449
FreeTextureMemory()450 void FreeTextureMemory()
451 {
452 sem_wait(&gPreviewImage_semaphore);
453 ImageUtils::freeImage(gPreviewImage[LR]);
454 ImageUtils::freeImage(gPreviewImage[HR]);
455 sem_post(&gPreviewImage_semaphore);
456
457 sem_destroy(&gPreviewImage_semaphore);
458 }
459
460 extern "C"
461 {
462 JNIEXPORT jint JNICALL Java_com_android_camera_panorama_MosaicRenderer_init(
463 JNIEnv * env, jobject obj);
464 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_reset(
465 JNIEnv * env, jobject obj, jint width, jint height,
466 jboolean isLandscapeOrientation);
467 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_preprocess(
468 JNIEnv * env, jobject obj, jfloatArray stMatrix);
469 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_transferGPUtoCPU(
470 JNIEnv * env, jobject obj);
471 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_step(
472 JNIEnv * env, jobject obj);
473 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_ready(
474 JNIEnv * env, jobject obj);
475 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_setWarping(
476 JNIEnv * env, jobject obj, jboolean flag);
477 };
478
Java_com_android_camera_panorama_MosaicRenderer_init(JNIEnv * env,jobject obj)479 JNIEXPORT jint JNICALL Java_com_android_camera_panorama_MosaicRenderer_init(
480 JNIEnv * env, jobject obj)
481 {
482 gSurfTexRenderer[LR].InitializeGLProgram();
483 gSurfTexRenderer[HR].InitializeGLProgram();
484 gYVURenderer[LR].InitializeGLProgram();
485 gYVURenderer[HR].InitializeGLProgram();
486 gWarper1.InitializeGLProgram();
487 gWarper2.InitializeGLProgram();
488 gPreview.InitializeGLProgram();
489 gBuffer[0].InitializeGLContext();
490 gBuffer[1].InitializeGLContext();
491 gBufferInput[LR].InitializeGLContext();
492 gBufferInput[HR].InitializeGLContext();
493 gBufferInputYVU[LR].InitializeGLContext();
494 gBufferInputYVU[HR].InitializeGLContext();
495
496 glBindFramebuffer(GL_FRAMEBUFFER, 0);
497
498 glGenTextures(1, gSurfaceTextureID);
499 // bind the surface texture
500 bindSurfaceTexture(gSurfaceTextureID[0]);
501
502 return (jint) gSurfaceTextureID[0];
503 }
504
505
calculateUILayoutScaling(int width,int height,bool isLandscape)506 void calculateUILayoutScaling(int width, int height, bool isLandscape) {
507 if (isLandscape) {
508 // __________ ______
509 // |__________| => |______|
510 // (Preview FBO) (View)
511 //
512 // Scale the preview FBO's height to the height of view and
513 // maintain the aspect ratio of the current frame on the screen.
514 gUILayoutScalingY = PREVIEW_FBO_HEIGHT_SCALE;
515
516 // Note that OpenGL scales a texture to view's width and height automatically.
517 // The "width / height" inverts the scaling, so as to maintain the aspect ratio
518 // of the current frame.
519 gUILayoutScalingX = ((float) (PREVIEW_FBO_WIDTH_SCALE * gPreviewImageWidth[LR])
520 / (PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageHeight[LR]) * PREVIEW_FBO_HEIGHT_SCALE)
521 / ((float) width / height);
522 } else {
523 // __
524 // __________ | |
525 // |__________| => | |
526 // (Preview FBO) | |
527 // |__|
528 // (View)
529 // Scale the preview FBO's height to the width of view and
530 // maintain the aspect ratio of the current frame on the screen.
531 gUILayoutScalingX = PREVIEW_FBO_HEIGHT_SCALE;
532
533 // Note that OpenGL scales a texture to view's width and height automatically.
534 // The "height / width" inverts the scaling, so as to maintain the aspect ratio
535 // of the current frame.
536 gUILayoutScalingY = ((float) (PREVIEW_FBO_WIDTH_SCALE * gPreviewImageWidth[LR])
537 / (PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageHeight[LR]) * PREVIEW_FBO_HEIGHT_SCALE)
538 / ((float) height / width);
539
540 }
541 }
542
Java_com_android_camera_panorama_MosaicRenderer_reset(JNIEnv * env,jobject obj,jint width,jint height,jboolean isLandscapeOrientation)543 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_reset(
544 JNIEnv * env, jobject obj, jint width, jint height, jboolean isLandscapeOrientation)
545 {
546 gIsLandscapeOrientation = isLandscapeOrientation;
547 calculateUILayoutScaling(width, height, gIsLandscapeOrientation);
548
549 gBuffer[0].Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
550 gBuffer[1].Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
551
552 gBufferInput[LR].Init(gPreviewImageWidth[LR],
553 gPreviewImageHeight[LR], GL_RGBA);
554
555 gBufferInput[HR].Init(gPreviewImageWidth[HR],
556 gPreviewImageHeight[HR], GL_RGBA);
557
558 gBufferInputYVU[LR].Init(gPreviewImageWidth[LR],
559 gPreviewImageHeight[LR], GL_RGBA);
560
561 gBufferInputYVU[HR].Init(gPreviewImageWidth[HR],
562 gPreviewImageHeight[HR], GL_RGBA);
563
564 sem_wait(&gPreviewImage_semaphore);
565 ClearPreviewImage(LR);
566 ClearPreviewImage(HR);
567 sem_post(&gPreviewImage_semaphore);
568
569 // bind the surface texture
570 bindSurfaceTexture(gSurfaceTextureID[0]);
571
572 gSurfTexRenderer[LR].SetupGraphics(&gBufferInput[LR]);
573 gSurfTexRenderer[LR].Clear(0.0, 0.0, 0.0, 1.0);
574 gSurfTexRenderer[LR].SetViewportMatrix(1, 1, 1, 1);
575 gSurfTexRenderer[LR].SetScalingMatrix(1.0f, -1.0f);
576 gSurfTexRenderer[LR].SetInputTextureName(gSurfaceTextureID[0]);
577 gSurfTexRenderer[LR].SetInputTextureType(GL_TEXTURE_EXTERNAL_OES_ENUM);
578
579 gSurfTexRenderer[HR].SetupGraphics(&gBufferInput[HR]);
580 gSurfTexRenderer[HR].Clear(0.0, 0.0, 0.0, 1.0);
581 gSurfTexRenderer[HR].SetViewportMatrix(1, 1, 1, 1);
582 gSurfTexRenderer[HR].SetScalingMatrix(1.0f, -1.0f);
583 gSurfTexRenderer[HR].SetInputTextureName(gSurfaceTextureID[0]);
584 gSurfTexRenderer[HR].SetInputTextureType(GL_TEXTURE_EXTERNAL_OES_ENUM);
585
586 gYVURenderer[LR].SetupGraphics(&gBufferInputYVU[LR]);
587 gYVURenderer[LR].Clear(0.0, 0.0, 0.0, 1.0);
588 gYVURenderer[LR].SetInputTextureName(gBufferInput[LR].GetTextureName());
589 gYVURenderer[LR].SetInputTextureType(GL_TEXTURE_2D);
590
591 gYVURenderer[HR].SetupGraphics(&gBufferInputYVU[HR]);
592 gYVURenderer[HR].Clear(0.0, 0.0, 0.0, 1.0);
593 gYVURenderer[HR].SetInputTextureName(gBufferInput[HR].GetTextureName());
594 gYVURenderer[HR].SetInputTextureType(GL_TEXTURE_2D);
595
596 // gBuffer[1-gCurrentFBOIndex] --> gWarper1 --> gBuffer[gCurrentFBOIndex]
597 gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
598 gWarper1.Clear(0.0, 0.0, 0.0, 1.0);
599 gWarper1.SetViewportMatrix(1, 1, 1, 1);
600 gWarper1.SetScalingMatrix(1.0f, 1.0f);
601 gWarper1.SetInputTextureName(gBuffer[1 - gCurrentFBOIndex].GetTextureName());
602 gWarper1.SetInputTextureType(GL_TEXTURE_2D);
603
604 // gBufferInput[HR] --> gWarper2 --> gBuffer[gCurrentFBOIndex]
605 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
606 gWarper2.Clear(0.0, 0.0, 0.0, 1.0);
607 gWarper2.SetViewportMatrix(gPreviewImageWidth[HR],
608 gPreviewImageHeight[HR], gBuffer[gCurrentFBOIndex].GetWidth(),
609 gBuffer[gCurrentFBOIndex].GetHeight());
610 gWarper2.SetScalingMatrix(1.0f, 1.0f);
611 gWarper2.SetInputTextureName(gBufferInput[HR].GetTextureName());
612 gWarper2.SetInputTextureType(GL_TEXTURE_2D);
613
614 gPreview.SetupGraphics(width, height);
615 gPreview.Clear(0.0, 0.0, 0.0, 1.0);
616 gPreview.SetViewportMatrix(1, 1, 1, 1);
617
618 // Scale the previewFBO so that the viewfinder window fills the layout height
619 // while maintaining the image aspect ratio
620 gPreview.SetScalingMatrix(gUILayoutScalingX, -1.0f * gUILayoutScalingY);
621 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
622 gPreview.SetInputTextureType(GL_TEXTURE_2D);
623 }
624
Java_com_android_camera_panorama_MosaicRenderer_preprocess(JNIEnv * env,jobject obj,jfloatArray stMatrix)625 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_preprocess(
626 JNIEnv * env, jobject obj, jfloatArray stMatrix)
627 {
628 jfloat *stmat = env->GetFloatArrayElements(stMatrix, 0);
629
630 gSurfTexRenderer[LR].SetSTMatrix((float*) stmat);
631 gSurfTexRenderer[HR].SetSTMatrix((float*) stmat);
632
633 env->ReleaseFloatArrayElements(stMatrix, stmat, 0);
634
635 gSurfTexRenderer[LR].DrawTexture(g_dAffinetransIdentGL);
636 gSurfTexRenderer[HR].DrawTexture(g_dAffinetransIdentGL);
637 }
638
639 #ifndef now_ms
640 #include <time.h>
641 static double
now_ms(void)642 now_ms(void)
643 {
644 //struct timespec res;
645 struct timeval res;
646 //clock_gettime(CLOCK_REALTIME, &res);
647 gettimeofday(&res, NULL);
648 return 1000.0*res.tv_sec + (double)res.tv_usec/1e3;
649 }
650 #endif
651
652
653
Java_com_android_camera_panorama_MosaicRenderer_transferGPUtoCPU(JNIEnv * env,jobject obj)654 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_transferGPUtoCPU(
655 JNIEnv * env, jobject obj)
656 {
657 double t0, t1, time_c;
658
659 gYVURenderer[LR].DrawTexture();
660 gYVURenderer[HR].DrawTexture();
661
662 sem_wait(&gPreviewImage_semaphore);
663 // Bind to the input LR FBO and read the Low-Res data from there...
664 glBindFramebuffer(GL_FRAMEBUFFER, gBufferInputYVU[LR].GetFrameBufferName());
665 t0 = now_ms();
666 glReadPixels(0,
667 0,
668 gBufferInput[LR].GetWidth(),
669 gBufferInput[LR].GetHeight(),
670 GL_RGBA,
671 GL_UNSIGNED_BYTE,
672 gPreviewImage[LR]);
673
674 checkGlError("glReadPixels LR");
675
676 // Bind to the input HR FBO and read the high-res data from there...
677 glBindFramebuffer(GL_FRAMEBUFFER, gBufferInputYVU[HR].GetFrameBufferName());
678 t0 = now_ms();
679 glReadPixels(0,
680 0,
681 gBufferInput[HR].GetWidth(),
682 gBufferInput[HR].GetHeight(),
683 GL_RGBA,
684 GL_UNSIGNED_BYTE,
685 gPreviewImage[HR]);
686
687 checkGlError("glReadPixels HR");
688
689 sem_post(&gPreviewImage_semaphore);
690 }
691
Java_com_android_camera_panorama_MosaicRenderer_step(JNIEnv * env,jobject obj)692 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_step(
693 JNIEnv * env, jobject obj)
694 {
695 if(!gWarpImage) // ViewFinder
696 {
697 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
698 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
699
700 gWarper2.DrawTexture(g_dTranslationToFBOCenterGL);
701
702 if (gIsLandscapeOrientation) {
703 gPreview.DrawTexture(g_dAffinetransIdentGL);
704 } else {
705 gPreview.DrawTexture(g_dAffinetransRotation90GL);
706 }
707 }
708 else
709 {
710 gWarper1.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
711 // Clear the destination so that we can paint on it afresh
712 gWarper1.Clear(0.0, 0.0, 0.0, 1.0);
713 gWarper1.SetInputTextureName(
714 gBuffer[1 - gCurrentFBOIndex].GetTextureName());
715 gWarper2.SetupGraphics(&gBuffer[gCurrentFBOIndex]);
716 gPreview.SetInputTextureName(gBuffer[gCurrentFBOIndex].GetTextureName());
717
718 gWarper1.DrawTexture(g_dAffinetransGL);
719 gWarper2.DrawTexture(g_dTranslationToFBOCenterGL);
720 gPreview.DrawTexture(g_dAffinetransPanGL);
721
722 gCurrentFBOIndex = 1 - gCurrentFBOIndex;
723 }
724 }
725
Java_com_android_camera_panorama_MosaicRenderer_setWarping(JNIEnv * env,jobject obj,jboolean flag)726 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_setWarping(
727 JNIEnv * env, jobject obj, jboolean flag)
728 {
729 // TODO: Review this logic
730 if(gWarpImage != (bool) flag) //switching from viewfinder to capture or vice-versa
731 {
732 // Clear gBuffer[0]
733 gWarper1.SetupGraphics(&gBuffer[0]);
734 gWarper1.Clear(0.0, 0.0, 0.0, 1.0);
735 // Clear gBuffer[1]
736 gWarper1.SetupGraphics(&gBuffer[1]);
737 gWarper1.Clear(0.0, 0.0, 0.0, 1.0);
738 // Clear the screen to black.
739 gPreview.Clear(0.0, 0.0, 0.0, 1.0);
740
741 gLastTx = 0.0f;
742 gPanOffset = 0.0f;
743 gPanViewfinder = true;
744
745 db_Identity3x3(gThisH1t);
746 db_Identity3x3(gLastH1t);
747 }
748
749 gWarpImage = (bool)flag;
750 }
751
752
Java_com_android_camera_panorama_MosaicRenderer_ready(JNIEnv * env,jobject obj)753 JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_ready(
754 JNIEnv * env, jobject obj)
755 {
756 for(int i=0; i<16; i++)
757 {
758 g_dAffinetransGL[i] = g_dAffinetrans[i];
759 g_dAffinetransPanGL[i] = g_dAffinetransPan[i];
760 g_dTranslationToFBOCenterGL[i] = g_dTranslationToFBOCenter[i];
761 }
762 }
763