222 lines
6.6 KiB
C++
222 lines
6.6 KiB
C++
/*
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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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/**
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* The Scene class implements a simple physical simulation of a scene, using the
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* CIE 1931 colorspace to represent light in physical units (lux).
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*
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* It's fairly approximate, but does provide a scene with realistic widely
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* variable illumination levels and colors over time.
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*
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*/
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#ifndef HW_EMULATOR_CAMERA2_SCENE_H
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#define HW_EMULATOR_CAMERA2_SCENE_H
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#include "utils/Timers.h"
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namespace android {
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class Scene {
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public:
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Scene(int sensorWidthPx,
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int sensorHeightPx,
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float sensorSensitivity);
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~Scene();
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// Set the filter coefficients for the red, green, and blue filters on the
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// sensor. Used as an optimization to pre-calculate various illuminance
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// values. Two different green filters can be provided, to account for
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// possible cross-talk on a Bayer sensor. Must be called before
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// calculateScene.
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void 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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// Set time of day (24-hour clock). This controls the general light levels
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// in the scene. Must be called before calculateScene
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void setHour(int hour);
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// Get current hour
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int getHour();
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// Set the duration of exposure for determining luminous exposure.
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// Must be called before calculateScene
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void setExposureDuration(float seconds);
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// Calculate scene information for current hour and the time offset since
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// the hour. Must be called at least once before calling getLuminousExposure.
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// Resets pixel readout location to 0,0
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void calculateScene(nsecs_t time);
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// Set sensor pixel readout location.
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inline void 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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// Get sensor response in physical units (electrons) for light hitting the
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// current readout pixel, after passing through color filters. The readout
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// pixel will be auto-incremented. The returned array can be indexed with
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// ColorChannels.
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inline const uint32_t* 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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enum ColorChannels {
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R = 0,
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Gr,
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Gb,
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B,
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Y,
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Cb,
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Cr,
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NUM_CHANNELS
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};
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// Max scene width and height. Calculation for larger scene consumes much
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// CPU resource. So we put a limit here.
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static const int kMaxWidth;
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static const int kMaxHeight;
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private:
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// Sensor color filtering coefficients in XYZ
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float mFilterR[3];
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float mFilterGr[3];
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float mFilterGb[3];
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float mFilterB[3];
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int mOffsetX, mOffsetY;
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int mMapDiv;
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int mHandshakeX, mHandshakeY;
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int mSensorWidth;
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int mSensorHeight;
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int mCurrentX;
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int mCurrentY;
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int mSubX;
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int mSubY;
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int mSceneX;
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int mSceneY;
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int mSceneIdx;
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uint32_t *mCurrentSceneMaterial;
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int mHour;
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float mExposureDuration;
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//float mSensorSensitivity;
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enum Materials {
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GRASS = 0,
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GRASS_SHADOW,
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HILL,
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WALL,
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ROOF,
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DOOR,
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CHIMNEY,
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WINDOW,
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SUN,
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SKY,
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MOON,
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NUM_MATERIALS
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};
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uint32_t mCurrentColors[NUM_MATERIALS*NUM_CHANNELS];
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/**
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* Constants for scene definition. These are various degrees of approximate.
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*/
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// Fake handshake parameters. Two shake frequencies per axis, plus magnitude
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// as a fraction of a scene tile, and relative magnitudes for the frequencies
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static const float kHorizShakeFreq1;
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static const float kHorizShakeFreq2;
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static const float kVertShakeFreq1;
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static const float kVertShakeFreq2;
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static const float kFreq1Magnitude;
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static const float kFreq2Magnitude;
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static const float kShakeFraction;
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// RGB->YUV conversion
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static const float kRgb2Yuv[12];
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// Aperture of imaging lens
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static const float kAperture;
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// Sun, moon illuminance levels in 2-hour increments. These don't match any
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// real day anywhere.
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static const uint32_t kTimeStep = 2;
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static const float kSunlight[];
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static const float kMoonlight[];
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static const int kSunOverhead;
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static const int kMoonOverhead;
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// Illumination levels for various conditions, in lux
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static const float kDirectSunIllum;
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static const float kDaylightShadeIllum;
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static const float kSunsetIllum;
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static const float kTwilightIllum;
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static const float kFullMoonIllum;
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static const float kClearNightIllum;
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static const float kStarIllum;
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static const float kLivingRoomIllum;
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// Chromaticity of various illumination sources
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static const float kIncandescentXY[2];
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static const float kDirectSunlightXY[2];
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static const float kDaylightXY[2];
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static const float kNoonSkyXY[2];
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static const float kMoonlightXY[2];
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static const float kSunsetXY[2];
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static const uint8_t kSelfLit;
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static const uint8_t kShadowed;
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static const uint8_t kSky;
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static const float kMaterials_xyY[NUM_MATERIALS][3];
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static const uint8_t kMaterialsFlags[NUM_MATERIALS];
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static const int kSceneWidth;
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static const int kSceneHeight;
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static const uint8_t kScene[];
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};
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}
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#endif // HW_EMULATOR_CAMERA2_SCENE_H
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