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Lines Matching full:scene

22 #include "Scene.h"
29 // Define single-letter shortcuts for scene definition, for directly indexing
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS)
35 #define R (Scene::ROOF * Scene::NUM_CHANNELS)
36 #define D (Scene::DOOR * Scene::NUM_CHANNELS)
37 #define C (Scene::CHIMNEY * Scene::NUM_CHANNELS)
38 #define I (Scene::WINDOW * Scene::NUM_CHANNELS)
39 #define U (Scene::SUN * Scene::NUM_CHANNELS)
40 #define K (Scene::SKY * Scene::NUM_CHANNELS)
41 #define M (Scene::MOON * Scene::NUM_CHANNELS)
43 const int Scene::kSceneWidth = 20;
44 const int Scene::kSceneHeight = 20;
46 const uint8_t Scene::kScene[Scene::kSceneWidth * Scene::kSceneHeight] = {
83 Scene::Scene(
93 // Map scene to sensor pixels
111 Scene::~Scene() {
114 void Scene::setColorFilterXYZ(
125 void Scene::setHour(int hour) {
130 int Scene::getHour() {
134 void Scene::setExposureDuration(float seconds) {
138 void Scene::calculateScene(nsecs_t time) {
342 void Scene::setReadoutPixel(int x, int y) {
353 const uint32_t* Scene::getPixelElectrons() {
373 const float Scene::kHorizShakeFreq1 = 2 * M_PI * 2 / 1e9; // 2 Hz
374 const float Scene::kHorizShakeFreq2 = 2 * M_PI * 13 / 1e9; // 13 Hz
375 const float Scene::kVertShakeFreq1 = 2 * M_PI * 3 / 1e9; // 3 Hz
376 const float Scene::kVertShakeFreq2 = 2 * M_PI * 11 / 1e9; // 1 Hz
377 const float Scene::kFreq1Magnitude = 5;
378 const float Scene::kFreq2Magnitude = 1;
379 const float Scene::kShakeFraction = 0.03; // As a fraction of a scene tile
382 const float Scene::kRgb2Yuv[12] = {
389 const float Scene::kAperture = 2.8;
392 const float Scene::kSunlight[24/kTimeStep] =
409 const float Scene::kMoonlight[24/kTimeStep] =
425 const int Scene::kSunOverhead = 12;
426 const int Scene::kMoonOverhead = 0;
429 const float Scene::kDirectSunIllum = 100000;
430 const float Scene::kSunsetIllum = 400;
431 const float Scene::kTwilightIllum = 4;
433 const float Scene::kFullMoonIllum = 1;
435 const float Scene::kDaylightShadeIllum = 20000;
436 const float Scene::kClearNightIllum = 2e-3;
437 const float Scene::kStarIllum = 2e-6;
438 const float Scene::kLivingRoomIllum = 50;
440 const float Scene::kIncandescentXY[2] = { 0.44757f, 0.40745f};
441 const float Scene::kDirectSunlightXY[2] = { 0.34842f, 0.35161f};
442 const float Scene::kDaylightXY[2] = { 0.31271f, 0.32902f};
443 const float Scene::kNoonSkyXY[2] = { 0.346f, 0.359f};
444 const float Scene::kMoonlightXY[2] = { 0.34842f, 0.35161f};
445 const float Scene::kSunsetXY[2] = { 0.527f, 0.413f};
447 const uint8_t Scene::kSelfLit = 0x01;
448 const uint8_t Scene::kShadowed = 0x02;
449 const uint8_t Scene::kSky = 0x04;
453 const float Scene::kMaterials_xyY[Scene::NUM_MATERIALS][3] = {
467 const uint8_t Scene::kMaterialsFlags[Scene::NUM_MATERIALS] = {