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/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.android.camera.panorama;
/**
* The Java interface to JNI calls regarding mosaic stitching.
*
* A high-level usage is:
*
* Mosaic mosaic = new Mosaic();
* mosaic.setSourceImageDimensions(width, height);
* mosaic.reset(blendType);
*
* while ((pixels = hasNextImage()) != null) {
* mosaic.setSourceImage(pixels);
* }
*
* mosaic.createMosaic(highRes);
* byte[] result = mosaic.getFinalMosaic();
*
*/
public class Mosaic {
/**
* In this mode, the images are stitched together in the same spatial arrangement as acquired
* i.e. if the user follows a curvy trajectory, the image boundary of the resulting mosaic will
* be curved in the same manner. This mode is useful if the user wants to capture a mosaic as
* if "painting" the scene using the smart-phone device and does not want any corrective warps
* to distort the captured images.
*/
public static final int BLENDTYPE_FULL = 0;
/**
* This mode is the same as BLENDTYPE_FULL except that the resulting mosaic is rotated
* to balance the first and last images to be approximately at the same vertical offset in the
* output mosaic. This is useful when acquiring a mosaic by a typical panning-like motion to
* remove a one-sided curve in the mosaic (typically due to the camera not staying horizontal
* during the video capture) and convert it to a more symmetrical "smiley-face" like output.
*/
public static final int BLENDTYPE_PAN = 1;
/**
* This mode compensates for typical "smiley-face" like output in longer mosaics and creates
* a rectangular mosaic with minimal black borders (by unwrapping the mosaic onto an imaginary
* cylinder). If the user follows a curved trajectory (instead of a perfect panning trajectory),
* the resulting mosaic here may suffer from some image distortions in trying to map the
* trajectory to a cylinder.
*/
public static final int BLENDTYPE_CYLINDERPAN = 2;
/**
* This mode is basically BLENDTYPE_CYLINDERPAN plus doing a rectangle cropping before returning
* the mosaic. The mode is useful for making the resulting mosaic have a rectangle shape.
*/
public static final int BLENDTYPE_HORIZONTAL =3;
static {
System.loadLibrary("jni_mosaic");
}
/**
* Allocate memory for the image frames at the given resolution.
*
* @param width width of the input frames in pixels
* @param height height of the input frames in pixels
*/
public native void allocateMosaicMemory(int width, int height);
/**
* Free memory allocated by allocateMosaicMemory.
*
*/
public native void freeMosaicMemory();
/**
* Pass the input image frame to the native layer. Each time the a new
* source image t is set, the transformation matrix from the first source
* image to t is computed and returned.
*
* @param pixels source image of NV21 format.
* @return Float array of length 10; first 9 entries correspond to the 3x3
* transformation matrix between the first frame and the passed frame,
* and the last entry is the number of the passed frame,
* where the counting starts from 1.
*/
public native float[] setSourceImage(byte[] pixels);
/**
* This is an alternative to the setSourceImage function above. This should
* be called when the image data is already on the native side in a fixed
* byte array. In implementation, this array is filled by the GL thread
* using glReadPixels directly from GPU memory (where it is accessed by
* an associated SurfaceTexture).
*
* @return Float array of length 10; first 9 entries correspond to the 3x3
* transformation matrix between the first frame and the passed frame,
* and the last entry is the number of the passed frame,
* where the counting starts from 1.
*/
public native float[] setSourceImageFromGPU();
/**
* Set the type of blending.
*
* @param type the blending type defined in the class. {BLENDTYPE_FULL,
* BLENDTYPE_PAN, BLENDTYPE_CYLINDERPAN, BLENDTYPE_HORIZONTAL}
*/
public native void setBlendingType(int type);
/**
* Tell the native layer to create the final mosaic after all the input frame
* data have been collected.
* The case of generating high-resolution mosaic may take dozens of seconds to finish.
*
* @param value True means generating a high-resolution mosaic -
* which is based on the original images set in setSourceImage().
* False means generating a low-resolution version -
* which is based on 1/4 downscaled images from the original images.
*/
public native void createMosaic(boolean value);
/**
* Get the data for the created mosaic.
*
* @return Returns an integer array which contains the final mosaic in the ARGB_8888 format.
* The first MosaicWidth*MosaicHeight values contain the image data, followed by 2
* integers corresponding to the values MosaicWidth and MosaicHeight respectively.
*/
public native int[] getFinalMosaic();
/**
* Get the data for the created mosaic.
*
* @return Returns a byte array which contains the final mosaic in the NV21 format.
* The first MosaicWidth*MosaicHeight*1.5 values contain the image data, followed by
* 8 bytes which pack the MosaicWidth and MosaicHeight integers into 4 bytes each
* respectively.
*/
public native byte[] getFinalMosaicNV21();
/**
* Reset the state of the frame arrays which maintain the captured frame data.
* Also re-initializes the native mosaic object to make it ready for capturing a new mosaic.
*/
public native void reset();
}
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