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; 170 171 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 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 } 185 186 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 } 201 202 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 } 216 217 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 } 239 240 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. 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 } 361 362 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 } 449 450 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 }; 478 479 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 } 504 505 506 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 } 542 543 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 } 624 625 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 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 651 652 653 654 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 } 691 692 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 } 725 726 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 } 751 752 753 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