Import goldfish HAL sources from devices/generic/goldfish
We import all code here so we can customize and keep in sync with what we do on the host side more easily.
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478
android/camera/fake-pipeline2/Scene.cpp
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478
android/camera/fake-pipeline2/Scene.cpp
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/*
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* Copyright (C) 2012 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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//#define LOG_NDEBUG 0
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#define LOG_TAG "EmulatedCamera_Scene"
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#include <utils/Log.h>
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#include <stdlib.h>
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#include <cmath>
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#include "Scene.h"
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// TODO: This should probably be done host-side in OpenGL for speed and better
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// quality
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namespace android {
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// Define single-letter shortcuts for scene definition, for directly indexing
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// mCurrentColors
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#define G (Scene::GRASS * Scene::NUM_CHANNELS)
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#define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
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#define H (Scene::HILL * Scene::NUM_CHANNELS)
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#define W (Scene::WALL * Scene::NUM_CHANNELS)
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#define R (Scene::ROOF * Scene::NUM_CHANNELS)
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#define D (Scene::DOOR * Scene::NUM_CHANNELS)
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#define C (Scene::CHIMNEY * Scene::NUM_CHANNELS)
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#define I (Scene::WINDOW * Scene::NUM_CHANNELS)
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#define U (Scene::SUN * Scene::NUM_CHANNELS)
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#define K (Scene::SKY * Scene::NUM_CHANNELS)
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#define M (Scene::MOON * Scene::NUM_CHANNELS)
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const int Scene::kSceneWidth = 20;
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const int Scene::kSceneHeight = 20;
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const uint8_t Scene::kScene[Scene::kSceneWidth * Scene::kSceneHeight] = {
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// 5 10 15 20
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K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
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K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
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K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
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K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
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K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K, // 5
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K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
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K,K,K,K,K,K,K,K,H,H,H,H,H,H,H,H,H,H,H,H,
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K,K,K,K,K,K,K,K,H,H,H,H,H,H,H,C,C,H,H,H,
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K,K,K,K,K,K,H,H,H,H,H,H,H,H,H,C,C,H,H,H,
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H,K,K,K,K,K,H,R,R,R,R,R,R,R,R,R,R,R,R,H, // 10
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H,K,K,K,K,H,H,R,R,R,R,R,R,R,R,R,R,R,R,H,
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H,H,H,K,K,H,H,R,R,R,R,R,R,R,R,R,R,R,R,H,
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H,H,H,K,K,H,H,H,W,W,W,W,W,W,W,W,W,W,H,H,
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S,S,S,G,G,S,S,S,W,W,W,W,W,W,W,W,W,W,S,S,
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S,G,G,G,G,S,S,S,W,I,I,W,D,D,W,I,I,W,S,S, // 15
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G,G,G,G,G,G,S,S,W,I,I,W,D,D,W,I,I,W,S,S,
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G,G,G,G,G,G,G,G,W,W,W,W,D,D,W,W,W,W,G,G,
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G,G,G,G,G,G,G,G,W,W,W,W,D,D,W,W,W,W,G,G,
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G,G,G,G,G,G,G,G,S,S,S,S,S,S,S,S,S,S,G,G,
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G,G,G,G,G,G,G,G,S,S,S,S,S,S,S,S,S,S,G,G, // 20
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// 5 10 15 20
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};
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#undef G
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#undef S
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#undef H
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#undef W
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#undef R
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#undef D
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#undef C
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#undef I
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#undef U
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#undef K
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#undef M
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Scene::Scene(
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int sensorWidthPx,
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int sensorHeightPx,
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float sensorSensitivity):
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mSensorWidth(sensorWidthPx),
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mSensorHeight(sensorHeightPx),
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mHour(12),
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mExposureDuration(0.033f),
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mSensorSensitivity(sensorSensitivity)
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{
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// Map scene to sensor pixels
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if (mSensorWidth > mSensorHeight) {
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mMapDiv = (mSensorWidth / (kSceneWidth + 1) ) + 1;
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} else {
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mMapDiv = (mSensorHeight / (kSceneHeight + 1) ) + 1;
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}
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mOffsetX = (kSceneWidth * mMapDiv - mSensorWidth) / 2;
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mOffsetY = (kSceneHeight * mMapDiv - mSensorHeight) / 2;
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// Assume that sensor filters are sRGB primaries to start
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mFilterR[0] = 3.2406f; mFilterR[1] = -1.5372f; mFilterR[2] = -0.4986f;
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mFilterGr[0] = -0.9689f; mFilterGr[1] = 1.8758f; mFilterGr[2] = 0.0415f;
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mFilterGb[0] = -0.9689f; mFilterGb[1] = 1.8758f; mFilterGb[2] = 0.0415f;
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mFilterB[0] = 0.0557f; mFilterB[1] = -0.2040f; mFilterB[2] = 1.0570f;
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}
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Scene::~Scene() {
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}
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void Scene::setColorFilterXYZ(
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float rX, float rY, float rZ,
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float grX, float grY, float grZ,
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float gbX, float gbY, float gbZ,
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float bX, float bY, float bZ) {
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mFilterR[0] = rX; mFilterR[1] = rY; mFilterR[2] = rZ;
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mFilterGr[0] = grX; mFilterGr[1] = grY; mFilterGr[2] = grZ;
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mFilterGb[0] = gbX; mFilterGb[1] = gbY; mFilterGb[2] = gbZ;
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mFilterB[0] = bX; mFilterB[1] = bY; mFilterB[2] = bZ;
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}
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void Scene::setHour(int hour) {
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ALOGV("Hour set to: %d", hour);
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mHour = hour % 24;
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}
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int Scene::getHour() {
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return mHour;
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}
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void Scene::setExposureDuration(float seconds) {
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mExposureDuration = seconds;
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}
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void Scene::calculateScene(nsecs_t time) {
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// Calculate time fractions for interpolation
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int timeIdx = mHour / kTimeStep;
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int nextTimeIdx = (timeIdx + 1) % (24 / kTimeStep);
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const nsecs_t kOneHourInNsec = 1e9 * 60 * 60;
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nsecs_t timeSinceIdx = (mHour - timeIdx * kTimeStep) * kOneHourInNsec + time;
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float timeFrac = timeSinceIdx / (float)(kOneHourInNsec * kTimeStep);
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// Determine overall sunlight levels
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float sunLux =
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kSunlight[timeIdx] * (1 - timeFrac) +
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kSunlight[nextTimeIdx] * timeFrac;
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ALOGV("Sun lux: %f", sunLux);
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float sunShadeLux = sunLux * (kDaylightShadeIllum / kDirectSunIllum);
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// Determine sun/shade illumination chromaticity
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float currentSunXY[2];
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float currentShadeXY[2];
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const float *prevSunXY, *nextSunXY;
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const float *prevShadeXY, *nextShadeXY;
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if (kSunlight[timeIdx] == kSunsetIllum ||
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kSunlight[timeIdx] == kTwilightIllum) {
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prevSunXY = kSunsetXY;
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prevShadeXY = kSunsetXY;
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} else {
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prevSunXY = kDirectSunlightXY;
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prevShadeXY = kDaylightXY;
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}
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if (kSunlight[nextTimeIdx] == kSunsetIllum ||
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kSunlight[nextTimeIdx] == kTwilightIllum) {
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nextSunXY = kSunsetXY;
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nextShadeXY = kSunsetXY;
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} else {
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nextSunXY = kDirectSunlightXY;
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nextShadeXY = kDaylightXY;
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}
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currentSunXY[0] = prevSunXY[0] * (1 - timeFrac) +
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nextSunXY[0] * timeFrac;
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currentSunXY[1] = prevSunXY[1] * (1 - timeFrac) +
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nextSunXY[1] * timeFrac;
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currentShadeXY[0] = prevShadeXY[0] * (1 - timeFrac) +
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nextShadeXY[0] * timeFrac;
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currentShadeXY[1] = prevShadeXY[1] * (1 - timeFrac) +
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nextShadeXY[1] * timeFrac;
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ALOGV("Sun XY: %f, %f, Shade XY: %f, %f",
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currentSunXY[0], currentSunXY[1],
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currentShadeXY[0], currentShadeXY[1]);
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// Converting for xyY to XYZ:
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// X = Y / y * x
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// Y = Y
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// Z = Y / y * (1 - x - y);
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float sunXYZ[3] = {
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sunLux / currentSunXY[1] * currentSunXY[0],
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sunLux,
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sunLux / currentSunXY[1] *
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(1 - currentSunXY[0] - currentSunXY[1])
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};
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float sunShadeXYZ[3] = {
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sunShadeLux / currentShadeXY[1] * currentShadeXY[0],
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sunShadeLux,
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sunShadeLux / currentShadeXY[1] *
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(1 - currentShadeXY[0] - currentShadeXY[1])
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};
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ALOGV("Sun XYZ: %f, %f, %f",
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sunXYZ[0], sunXYZ[1], sunXYZ[2]);
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ALOGV("Sun shade XYZ: %f, %f, %f",
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sunShadeXYZ[0], sunShadeXYZ[1], sunShadeXYZ[2]);
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// Determine moonlight levels
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float moonLux =
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kMoonlight[timeIdx] * (1 - timeFrac) +
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kMoonlight[nextTimeIdx] * timeFrac;
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float moonShadeLux = moonLux * (kDaylightShadeIllum / kDirectSunIllum);
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float moonXYZ[3] = {
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moonLux / kMoonlightXY[1] * kMoonlightXY[0],
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moonLux,
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moonLux / kMoonlightXY[1] *
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(1 - kMoonlightXY[0] - kMoonlightXY[1])
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};
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float moonShadeXYZ[3] = {
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moonShadeLux / kMoonlightXY[1] * kMoonlightXY[0],
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moonShadeLux,
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moonShadeLux / kMoonlightXY[1] *
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(1 - kMoonlightXY[0] - kMoonlightXY[1])
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};
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// Determine starlight level
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const float kClearNightXYZ[3] = {
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kClearNightIllum / kMoonlightXY[1] * kMoonlightXY[0],
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kClearNightIllum,
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kClearNightIllum / kMoonlightXY[1] *
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(1 - kMoonlightXY[0] - kMoonlightXY[1])
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};
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// Calculate direct and shaded light
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float directIllumXYZ[3] = {
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sunXYZ[0] + moonXYZ[0] + kClearNightXYZ[0],
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sunXYZ[1] + moonXYZ[1] + kClearNightXYZ[1],
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sunXYZ[2] + moonXYZ[2] + kClearNightXYZ[2],
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};
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float shadeIllumXYZ[3] = {
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kClearNightXYZ[0],
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kClearNightXYZ[1],
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kClearNightXYZ[2]
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};
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shadeIllumXYZ[0] += (mHour < kSunOverhead) ? sunXYZ[0] : sunShadeXYZ[0];
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shadeIllumXYZ[1] += (mHour < kSunOverhead) ? sunXYZ[1] : sunShadeXYZ[1];
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shadeIllumXYZ[2] += (mHour < kSunOverhead) ? sunXYZ[2] : sunShadeXYZ[2];
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// Moon up period covers 23->0 transition, shift for simplicity
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int adjHour = (mHour + 12) % 24;
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int adjMoonOverhead = (kMoonOverhead + 12 ) % 24;
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shadeIllumXYZ[0] += (adjHour < adjMoonOverhead) ?
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moonXYZ[0] : moonShadeXYZ[0];
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shadeIllumXYZ[1] += (adjHour < adjMoonOverhead) ?
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moonXYZ[1] : moonShadeXYZ[1];
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shadeIllumXYZ[2] += (adjHour < adjMoonOverhead) ?
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moonXYZ[2] : moonShadeXYZ[2];
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ALOGV("Direct XYZ: %f, %f, %f",
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directIllumXYZ[0],directIllumXYZ[1],directIllumXYZ[2]);
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ALOGV("Shade XYZ: %f, %f, %f",
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shadeIllumXYZ[0], shadeIllumXYZ[1], shadeIllumXYZ[2]);
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for (int i = 0; i < NUM_MATERIALS; i++) {
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// Converting for xyY to XYZ:
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// X = Y / y * x
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// Y = Y
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// Z = Y / y * (1 - x - y);
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float matXYZ[3] = {
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kMaterials_xyY[i][2] / kMaterials_xyY[i][1] *
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kMaterials_xyY[i][0],
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kMaterials_xyY[i][2],
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kMaterials_xyY[i][2] / kMaterials_xyY[i][1] *
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(1 - kMaterials_xyY[i][0] - kMaterials_xyY[i][1])
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};
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if (kMaterialsFlags[i] == 0 || kMaterialsFlags[i] & kSky) {
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matXYZ[0] *= directIllumXYZ[0];
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matXYZ[1] *= directIllumXYZ[1];
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matXYZ[2] *= directIllumXYZ[2];
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} else if (kMaterialsFlags[i] & kShadowed) {
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matXYZ[0] *= shadeIllumXYZ[0];
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matXYZ[1] *= shadeIllumXYZ[1];
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matXYZ[2] *= shadeIllumXYZ[2];
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} // else if (kMaterialsFlags[i] * kSelfLit), do nothing
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ALOGV("Mat %d XYZ: %f, %f, %f", i, matXYZ[0], matXYZ[1], matXYZ[2]);
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float luxToElectrons = mSensorSensitivity * mExposureDuration /
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(kAperture * kAperture);
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mCurrentColors[i*NUM_CHANNELS + 0] =
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(mFilterR[0] * matXYZ[0] +
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mFilterR[1] * matXYZ[1] +
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mFilterR[2] * matXYZ[2])
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* luxToElectrons;
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mCurrentColors[i*NUM_CHANNELS + 1] =
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(mFilterGr[0] * matXYZ[0] +
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mFilterGr[1] * matXYZ[1] +
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mFilterGr[2] * matXYZ[2])
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* luxToElectrons;
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mCurrentColors[i*NUM_CHANNELS + 2] =
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(mFilterGb[0] * matXYZ[0] +
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mFilterGb[1] * matXYZ[1] +
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mFilterGb[2] * matXYZ[2])
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* luxToElectrons;
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mCurrentColors[i*NUM_CHANNELS + 3] =
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(mFilterB[0] * matXYZ[0] +
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mFilterB[1] * matXYZ[1] +
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mFilterB[2] * matXYZ[2])
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* luxToElectrons;
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ALOGV("Color %d RGGB: %d, %d, %d, %d", i,
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mCurrentColors[i*NUM_CHANNELS + 0],
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mCurrentColors[i*NUM_CHANNELS + 1],
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mCurrentColors[i*NUM_CHANNELS + 2],
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mCurrentColors[i*NUM_CHANNELS + 3]);
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}
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// Shake viewpoint; horizontal and vertical sinusoids at roughly
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// human handshake frequencies
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mHandshakeX =
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( kFreq1Magnitude * std::sin(kHorizShakeFreq1 * timeSinceIdx) +
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kFreq2Magnitude * std::sin(kHorizShakeFreq2 * timeSinceIdx) ) *
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mMapDiv * kShakeFraction;
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mHandshakeY =
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( kFreq1Magnitude * std::sin(kVertShakeFreq1 * timeSinceIdx) +
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kFreq2Magnitude * std::sin(kVertShakeFreq2 * timeSinceIdx) ) *
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mMapDiv * kShakeFraction;
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// Set starting pixel
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setReadoutPixel(0,0);
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}
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void Scene::setReadoutPixel(int x, int y) {
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mCurrentX = x;
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mCurrentY = y;
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mSubX = (x + mOffsetX + mHandshakeX) % mMapDiv;
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mSubY = (y + mOffsetY + mHandshakeY) % mMapDiv;
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mSceneX = (x + mOffsetX + mHandshakeX) / mMapDiv;
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mSceneY = (y + mOffsetY + mHandshakeY) / mMapDiv;
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mSceneIdx = mSceneY * kSceneWidth + mSceneX;
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mCurrentSceneMaterial = &(mCurrentColors[kScene[mSceneIdx]]);
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}
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const uint32_t* Scene::getPixelElectrons() {
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const uint32_t *pixel = mCurrentSceneMaterial;
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mCurrentX++;
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mSubX++;
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if (mCurrentX >= mSensorWidth) {
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mCurrentX = 0;
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mCurrentY++;
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if (mCurrentY >= mSensorHeight) mCurrentY = 0;
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setReadoutPixel(mCurrentX, mCurrentY);
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} else if (mSubX > mMapDiv) {
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mSceneIdx++;
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mSceneX++;
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mCurrentSceneMaterial = &(mCurrentColors[kScene[mSceneIdx]]);
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mSubX = 0;
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}
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return pixel;
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}
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// Handshake model constants.
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// Frequencies measured in a nanosecond timebase
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const float Scene::kHorizShakeFreq1 = 2 * M_PI * 2 / 1e9; // 2 Hz
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const float Scene::kHorizShakeFreq2 = 2 * M_PI * 13 / 1e9; // 13 Hz
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const float Scene::kVertShakeFreq1 = 2 * M_PI * 3 / 1e9; // 3 Hz
|
||||
const float Scene::kVertShakeFreq2 = 2 * M_PI * 11 / 1e9; // 1 Hz
|
||||
const float Scene::kFreq1Magnitude = 5;
|
||||
const float Scene::kFreq2Magnitude = 1;
|
||||
const float Scene::kShakeFraction = 0.03; // As a fraction of a scene tile
|
||||
|
||||
// RGB->YUV, Jpeg standard
|
||||
const float Scene::kRgb2Yuv[12] = {
|
||||
0.299f, 0.587f, 0.114f, 0.f,
|
||||
-0.16874f, -0.33126f, 0.5f, -128.f,
|
||||
0.5f, -0.41869f, -0.08131f, -128.f,
|
||||
};
|
||||
|
||||
// Aperture of imaging lens
|
||||
const float Scene::kAperture = 2.8;
|
||||
|
||||
// Sun illumination levels through the day
|
||||
const float Scene::kSunlight[24/kTimeStep] =
|
||||
{
|
||||
0, // 00:00
|
||||
0,
|
||||
0,
|
||||
kTwilightIllum, // 06:00
|
||||
kDirectSunIllum,
|
||||
kDirectSunIllum,
|
||||
kDirectSunIllum, // 12:00
|
||||
kDirectSunIllum,
|
||||
kDirectSunIllum,
|
||||
kSunsetIllum, // 18:00
|
||||
kTwilightIllum,
|
||||
0
|
||||
};
|
||||
|
||||
// Moon illumination levels through the day
|
||||
const float Scene::kMoonlight[24/kTimeStep] =
|
||||
{
|
||||
kFullMoonIllum, // 00:00
|
||||
kFullMoonIllum,
|
||||
0,
|
||||
0, // 06:00
|
||||
0,
|
||||
0,
|
||||
0, // 12:00
|
||||
0,
|
||||
0,
|
||||
0, // 18:00
|
||||
0,
|
||||
kFullMoonIllum
|
||||
};
|
||||
|
||||
const int Scene::kSunOverhead = 12;
|
||||
const int Scene::kMoonOverhead = 0;
|
||||
|
||||
// Used for sun illumination levels
|
||||
const float Scene::kDirectSunIllum = 100000;
|
||||
const float Scene::kSunsetIllum = 400;
|
||||
const float Scene::kTwilightIllum = 4;
|
||||
// Used for moon illumination levels
|
||||
const float Scene::kFullMoonIllum = 1;
|
||||
// Other illumination levels
|
||||
const float Scene::kDaylightShadeIllum = 20000;
|
||||
const float Scene::kClearNightIllum = 2e-3;
|
||||
const float Scene::kStarIllum = 2e-6;
|
||||
const float Scene::kLivingRoomIllum = 50;
|
||||
|
||||
const float Scene::kIncandescentXY[2] = { 0.44757f, 0.40745f};
|
||||
const float Scene::kDirectSunlightXY[2] = { 0.34842f, 0.35161f};
|
||||
const float Scene::kDaylightXY[2] = { 0.31271f, 0.32902f};
|
||||
const float Scene::kNoonSkyXY[2] = { 0.346f, 0.359f};
|
||||
const float Scene::kMoonlightXY[2] = { 0.34842f, 0.35161f};
|
||||
const float Scene::kSunsetXY[2] = { 0.527f, 0.413f};
|
||||
|
||||
const uint8_t Scene::kSelfLit = 0x01;
|
||||
const uint8_t Scene::kShadowed = 0x02;
|
||||
const uint8_t Scene::kSky = 0x04;
|
||||
|
||||
// For non-self-lit materials, the Y component is normalized with 1=full
|
||||
// reflectance; for self-lit materials, it's the constant illuminance in lux.
|
||||
const float Scene::kMaterials_xyY[Scene::NUM_MATERIALS][3] = {
|
||||
{ 0.3688f, 0.4501f, .1329f }, // GRASS
|
||||
{ 0.3688f, 0.4501f, .1329f }, // GRASS_SHADOW
|
||||
{ 0.3986f, 0.5002f, .4440f }, // HILL
|
||||
{ 0.3262f, 0.5040f, .2297f }, // WALL
|
||||
{ 0.4336f, 0.3787f, .1029f }, // ROOF
|
||||
{ 0.3316f, 0.2544f, .0639f }, // DOOR
|
||||
{ 0.3425f, 0.3577f, .0887f }, // CHIMNEY
|
||||
{ kIncandescentXY[0], kIncandescentXY[1], kLivingRoomIllum }, // WINDOW
|
||||
{ kDirectSunlightXY[0], kDirectSunlightXY[1], kDirectSunIllum }, // SUN
|
||||
{ kNoonSkyXY[0], kNoonSkyXY[1], kDaylightShadeIllum / kDirectSunIllum }, // SKY
|
||||
{ kMoonlightXY[0], kMoonlightXY[1], kFullMoonIllum } // MOON
|
||||
};
|
||||
|
||||
const uint8_t Scene::kMaterialsFlags[Scene::NUM_MATERIALS] = {
|
||||
0,
|
||||
kShadowed,
|
||||
kShadowed,
|
||||
kShadowed,
|
||||
kShadowed,
|
||||
kShadowed,
|
||||
kShadowed,
|
||||
kSelfLit,
|
||||
kSelfLit,
|
||||
kSky,
|
||||
kSelfLit,
|
||||
};
|
||||
|
||||
} // namespace android
|
||||
Loading…
Add table
Add a link
Reference in a new issue