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// OpenGL ES 2.0 code
#include <jni.h>
#include <android/log.h>
#include <db_utilities_camera.h>
#include "mosaic/ImageUtils.h"
#include "mosaic_renderer/FrameBuffer.h"
#include "mosaic_renderer/WarpRenderer.h"
#include "mosaic_renderer/SurfaceTextureRenderer.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "mosaic_renderer_jni.h"
#define LOG_TAG "MosaicRenderer"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
#define LOGV(...) __android_log_print(ANDROID_LOG_VERBOSE,LOG_TAG,__VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
// Texture handle
GLuint gSurfaceTextureID[1];
bool gWarpImage = true;
// Low-Res input image frame in RGB format for preview rendering and processing
// and high-res RGB input image for processing.
unsigned char* gPreviewImageRGB[NR];
// Low-Res & high-res preview image width
int gPreviewImageRGBWidth[NR];
// Low-Res & high-res preview image height
int gPreviewImageRGBHeight[NR];
// Semaphore to protect simultaneous read/writes from gPreviewImageRGB
sem_t gPreviewImageRGB_semaphore;
sem_t gPreviewImageReady_semaphore;
// Off-screen preview FBO width (large enough to store the entire
// preview mosaic).
int gPreviewFBOWidth;
// Off-screen preview FBO height (large enough to store the entire
// preview mosaic).
int gPreviewFBOHeight;
// Shader to copy input SurfaceTexture into and RGBA FBO. The two shaders
// render to the textures with dimensions corresponding to the low-res and
// high-res image frames.
SurfaceTextureRenderer gSurfTexRenderer[NR];
// Off-screen FBOs to store the low-res and high-res RGBA copied out from
// the SurfaceTexture by the gSurfTexRenderers.
FrameBuffer gBufferInput[NR];
// Shader to add warped current frame to the preview FBO
WarpRenderer gWarper;
// Shader to warp and render the preview FBO to the screen
WarpRenderer gPreview;
// Off-screen FBO to store the result of gWarper
FrameBuffer gBuffer;
// Affine transformation in GL 4x4 format (column-major) to warp the
// current frame into the first frame coordinate system.
GLfloat g_dAffinetransGL[16];
// Affine transformation in GL 4x4 format (column-major) to warp the
// preview FBO into the current frame coordinate system.
GLfloat g_dAffinetransInvGL[16];
// GL 4x4 Identity transformation
GLfloat g_dAffinetransIdent[] = {
1., 0., 0., 0.,
0., 1., 0., 0.,
0., 0., 1., 0.,
0., 0., 0., 1.};
const int GL_TEXTURE_EXTERNAL_OES_ENUM = 0x8D65;
static void printGLString(const char *name, GLenum s) {
const char *v = (const char *) glGetString(s);
LOGI("GL %s = %s\n", name, v);
}
// @return false if there was an error
bool checkGlError(const char* op) {
GLint error = glGetError();
if (error != 0) {
LOGE("after %s() glError (0x%x)\n", op, error);
return false;
}
return true;
}
void bindSurfaceTexture(GLuint texId)
{
glBindTexture(GL_TEXTURE_EXTERNAL_OES_ENUM, texId);
// Can't do mipmapping with camera source
glTexParameterf(GL_TEXTURE_EXTERNAL_OES_ENUM, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
glTexParameterf(GL_TEXTURE_EXTERNAL_OES_ENUM, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
// Clamp to edge is the only option
glTexParameteri(GL_TEXTURE_EXTERNAL_OES_ENUM, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES_ENUM, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
}
void ClearPreviewImageRGB(int mID)
{
unsigned char* ptr = gPreviewImageRGB[mID];
for(int j = 0, i = 0;
j < gPreviewImageRGBWidth[mID] * gPreviewImageRGBHeight[mID] * 4;
j += 4)
{
ptr[i++] = 0;
ptr[i++] = 0;
ptr[i++] = 0;
ptr[i++] = 255;
}
}
void ConvertAffine3x3toGL4x4(double *matGL44, double *mat33)
{
matGL44[0] = mat33[0];
matGL44[1] = mat33[3];
matGL44[2] = 0.0;
matGL44[3] = mat33[6];
matGL44[4] = mat33[1];
matGL44[5] = mat33[4];
matGL44[6] = 0.0;
matGL44[7] = mat33[7];
matGL44[8] = 0;
matGL44[9] = 0;
matGL44[10] = 1.0;
matGL44[11] = 0.0;
matGL44[12] = mat33[2];
matGL44[13] = mat33[5];
matGL44[14] = 0.0;
matGL44[15] = mat33[8];
}
// This function computes fills the 4x4 matrices g_dAffinetrans and
// g_dAffinetransInv using the specified 3x3 affine transformation
// between the first captured frame and the current frame. The computed
// g_dAffinetrans is such that it warps the current frame into the
// coordinate system of the first frame. Thus, applying this transformation
// to each successive frame builds up the preview mosaic in the first frame
// coordinate system. Then the computed g_dAffinetransInv is such that it
// warps the computed preview mosaic into the coordinate system of the
// original (as captured) current frame. This has the effect of showing
// the current frame as is (without warping) but warping the rest of the
// mosaic data to still be in alignment with this frame.
void UpdateWarpTransformation(float *trs)
{
double H[9], Hinv[9], Hp[9], Htemp[9];
double K[9], Kinv[9];
int w = gPreviewImageRGBWidth[LR];
int h = gPreviewImageRGBHeight[LR];
// K is the transformation to map the canonical [-1,1] vertex coordinate
// system to the [0,w] image coordinate system before applying the given
// affine transformation trs.
K[0] = w / 2.0;
K[1] = 0.0;
K[2] = w / 2.0;
K[3] = 0.0;
K[4] = -h / 2.0;
K[5] = h / 2.0;
K[6] = 0.0;
K[7] = 0.0;
K[8] = 1.0;
db_Identity3x3(Kinv);
db_InvertCalibrationMatrix(Kinv, K);
for(int i=0; i<9; i++)
{
H[i] = trs[i];
}
// Move the origin such that the frame is centered in the previewFBO
H[2] += (gPreviewFBOWidth / 2 - gPreviewImageRGBWidth[LR] / 2);
H[5] -= (gPreviewFBOHeight / 2 - gPreviewImageRGBHeight[LR] / 2);
// Hp = inv(K) * H * K
db_Identity3x3(Htemp);
db_Multiply3x3_3x3(Htemp, H, K);
db_Multiply3x3_3x3(Hp, Kinv, Htemp);
ConvertAffine3x3toGL4x4(g_dAffinetrans, Hp);
////////////////////////////////////////////////
////// Compute g_dAffinetransInv now... //////
////////////////////////////////////////////////
w = gPreviewFBOWidth;
h = gPreviewFBOHeight;
K[0] = w / 2.0;
K[1] = 0.0;
K[2] = w / 2.0;
K[3] = 0.0;
K[4] = h / 2.0;
K[5] = h / 2.0;
K[6] = 0.0;
K[7] = 0.0;
K[8] = 1.0;
db_Identity3x3(Kinv);
db_InvertCalibrationMatrix(Kinv, K);
db_Identity3x3(Hinv);
db_InvertAffineTransform(Hinv, H);
Hinv[2] += (gPreviewFBOWidth / 2 - gPreviewImageRGBWidth[LR] / 2);
Hinv[5] -= (gPreviewFBOHeight / 2 - gPreviewImageRGBHeight[LR] / 2);
// Hp = inv(K) * Hinv * K
db_Identity3x3(Htemp);
db_Multiply3x3_3x3(Htemp, Hinv, K);
db_Multiply3x3_3x3(Hp, Kinv, Htemp);
ConvertAffine3x3toGL4x4(g_dAffinetransInv, Hp);
}
void AllocateTextureMemory(int widthHR, int heightHR, int widthLR, int heightLR)
{
gPreviewImageRGBWidth[HR] = widthHR;
gPreviewImageRGBHeight[HR] = heightHR;
gPreviewImageRGBWidth[LR] = widthLR;
gPreviewImageRGBHeight[LR] = heightLR;
sem_init(&gPreviewImageRGB_semaphore, 0, 1);
sem_init(&gPreviewImageReady_semaphore, 0, 1);
sem_wait(&gPreviewImageRGB_semaphore);
gPreviewImageRGB[LR] = ImageUtils::allocateImage(gPreviewImageRGBWidth[LR],
gPreviewImageRGBHeight[LR], 4);
ClearPreviewImageRGB(LR);
gPreviewImageRGB[HR] = ImageUtils::allocateImage(gPreviewImageRGBWidth[HR],
gPreviewImageRGBHeight[HR], 4);
ClearPreviewImageRGB(HR);
sem_post(&gPreviewImageRGB_semaphore);
gPreviewFBOWidth = PREVIEW_FBO_WIDTH_SCALE * gPreviewImageRGBWidth[LR];
gPreviewFBOHeight = PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageRGBHeight[LR];
UpdateWarpTransformation(g_dAffinetransIdent);
}
void FreeTextureMemory()
{
sem_wait(&gPreviewImageRGB_semaphore);
ImageUtils::freeImage(gPreviewImageRGB[LR]);
ImageUtils::freeImage(gPreviewImageRGB[HR]);
sem_post(&gPreviewImageRGB_semaphore);
sem_destroy(&gPreviewImageRGB_semaphore);
sem_destroy(&gPreviewImageReady_semaphore);
}
extern "C"
{
JNIEXPORT jint JNICALL Java_com_android_camera_panorama_MosaicRenderer_init(
JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_reset(
JNIEnv * env, jobject obj, jint width, jint height);
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_preprocess(
JNIEnv * env, jobject obj, jfloatArray stMatrix);
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_transferGPUtoCPU(
JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_step(
JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_ready(
JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_setWarping(
JNIEnv * env, jobject obj, jboolean flag);
};
JNIEXPORT jint JNICALL Java_com_android_camera_panorama_MosaicRenderer_init(
JNIEnv * env, jobject obj)
{
gSurfTexRenderer[LR].InitializeGLProgram();
gSurfTexRenderer[HR].InitializeGLProgram();
gWarper.InitializeGLProgram();
gPreview.InitializeGLProgram();
gBuffer.InitializeGLContext();
gBufferInput[LR].InitializeGLContext();
gBufferInput[HR].InitializeGLContext();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenTextures(1, gSurfaceTextureID);
// bind the surface texture
bindSurfaceTexture(gSurfaceTextureID[0]);
return (jint) gSurfaceTextureID[0];
}
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_reset(
JNIEnv * env, jobject obj, jint width, jint height)
{
gBuffer.Init(gPreviewFBOWidth, gPreviewFBOHeight, GL_RGBA);
gBufferInput[LR].Init(gPreviewImageRGBWidth[LR],
gPreviewImageRGBHeight[LR], GL_RGBA);
gBufferInput[HR].Init(gPreviewImageRGBWidth[HR],
gPreviewImageRGBHeight[HR], GL_RGBA);
sem_wait(&gPreviewImageRGB_semaphore);
ClearPreviewImageRGB(LR);
ClearPreviewImageRGB(HR);
sem_post(&gPreviewImageRGB_semaphore);
// bind the surface texture
bindSurfaceTexture(gSurfaceTextureID[0]);
gSurfTexRenderer[LR].SetupGraphics(&gBufferInput[LR]);
gSurfTexRenderer[LR].Clear(0.0, 0.0, 0.0, 1.0);
gSurfTexRenderer[LR].SetViewportMatrix(1, 1, 1, 1);
gSurfTexRenderer[LR].SetScalingMatrix(1.0f, -1.0f);
gSurfTexRenderer[LR].SetInputTextureName(gSurfaceTextureID[0]);
gSurfTexRenderer[LR].SetInputTextureType(GL_TEXTURE_EXTERNAL_OES_ENUM);
gSurfTexRenderer[HR].SetupGraphics(&gBufferInput[HR]);
gSurfTexRenderer[HR].Clear(0.0, 0.0, 0.0, 1.0);
gSurfTexRenderer[HR].SetViewportMatrix(1, 1, 1, 1);
gSurfTexRenderer[HR].SetScalingMatrix(1.0f, -1.0f);
gSurfTexRenderer[HR].SetInputTextureName(gSurfaceTextureID[0]);
gSurfTexRenderer[HR].SetInputTextureType(GL_TEXTURE_EXTERNAL_OES_ENUM);
gWarper.SetupGraphics(&gBuffer);
gWarper.Clear(0.0, 0.0, 0.0, 1.0);
gWarper.SetViewportMatrix(gPreviewImageRGBWidth[LR],
gPreviewImageRGBHeight[LR], gBuffer.GetWidth(),
gBuffer.GetHeight());
gWarper.SetScalingMatrix(1.0f, 1.0f);
gWarper.SetInputTextureName(gBufferInput[LR].GetTextureName());
gWarper.SetInputTextureType(GL_TEXTURE_2D);
gPreview.SetupGraphics(width, height);
gPreview.Clear(0.0, 0.0, 0.0, 1.0);
gPreview.SetViewportMatrix(1, 1, 1, 1);
gPreview.SetScalingMatrix(1.0f, -1.0f);
gPreview.SetInputTextureName(gBuffer.GetTextureName());
gPreview.SetInputTextureType(GL_TEXTURE_2D);
}
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_preprocess(
JNIEnv * env, jobject obj, jfloatArray stMatrix)
{
jfloat *stmat = env->GetFloatArrayElements(stMatrix, 0);
gSurfTexRenderer[LR].SetSTMatrix((float*) stmat);
gSurfTexRenderer[HR].SetSTMatrix((float*) stmat);
env->ReleaseFloatArrayElements(stMatrix, stmat, 0);
gSurfTexRenderer[LR].DrawTexture(g_dAffinetransIdent);
gSurfTexRenderer[HR].DrawTexture(g_dAffinetransIdent);
}
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_transferGPUtoCPU(
JNIEnv * env, jobject obj)
{
sem_wait(&gPreviewImageRGB_semaphore);
// Bind to the input LR FBO and read the Low-Res data from there...
glBindFramebuffer(GL_FRAMEBUFFER, gBufferInput[LR].GetFrameBufferName());
glReadPixels(0,
0,
gBufferInput[LR].GetWidth(),
gBufferInput[LR].GetHeight(),
GL_RGBA,
GL_UNSIGNED_BYTE,
gPreviewImageRGB[LR]);
checkGlError("glReadPixels LR");
// Bind to the input HR FBO and read the high-res data from there...
glBindFramebuffer(GL_FRAMEBUFFER, gBufferInput[HR].GetFrameBufferName());
glReadPixels(0,
0,
gBufferInput[HR].GetWidth(),
gBufferInput[HR].GetHeight(),
GL_RGBA,
GL_UNSIGNED_BYTE,
gPreviewImageRGB[HR]);
checkGlError("glReadPixels HR");
sem_post(&gPreviewImageRGB_semaphore);
}
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_step(
JNIEnv * env, jobject obj)
{
// Use the gWarper shader to apply the current frame transformation to the
// current frame and then add it to the gBuffer FBO.
gWarper.DrawTexture(g_dAffinetransGL);
// Use the gPreview shader to apply the inverse of the current frame
// transformation to the gBuffer FBO and render it to the screen.
gPreview.DrawTexture(g_dAffinetransInvGL);
}
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_setWarping(
JNIEnv * env, jobject obj, jboolean flag)
{
// TODO: Review this logic
if(gWarpImage != (bool) flag) //switching from viewfinder to capture or vice-versa
{
gWarper.Clear(0.0, 0.0, 0.0, 1.0);
gPreview.Clear(0.0, 0.0, 0.0, 1.0);
// Clear the screen to black.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
gWarpImage = (bool)flag;
}
JNIEXPORT void JNICALL Java_com_android_camera_panorama_MosaicRenderer_ready(
JNIEnv * env, jobject obj)
{
if(!gWarpImage)
{
// TODO: Review this logic...
UpdateWarpTransformation(g_dAffinetransIdent);
for(int i=0; i<16; i++)
{
g_dAffinetrans[i] = g_dAffinetransIdent[i];
g_dAffinetransInv[i] = g_dAffinetransIdent[i];
}
g_dAffinetrans[12] = 1.0f;
g_dAffinetrans[13] = 1.0f;
}
for(int i=0; i<16; i++)
{
g_dAffinetransGL[i] = g_dAffinetrans[i];
g_dAffinetransInvGL[i] = g_dAffinetransInv[i];
}
}
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