/* * Copyright (C) 2012 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. */ /** * The Scene class implements a simple physical simulation of a scene, using the * CIE 1931 colorspace to represent light in physical units (lux). * * It's fairly approximate, but does provide a scene with realistic widely * variable illumination levels and colors over time. * */ #ifndef HW_EMULATOR_CAMERA2_SCENE_H #define HW_EMULATOR_CAMERA2_SCENE_H #include "utils/Timers.h" namespace android { class Scene { public: Scene(int sensorWidthPx, int sensorHeightPx, float sensorSensitivity); ~Scene(); // Set the filter coefficients for the red, green, and blue filters on the // sensor. Used as an optimization to pre-calculate various illuminance // values. Two different green filters can be provided, to account for // possible cross-talk on a Bayer sensor. Must be called before // calculateScene. void setColorFilterXYZ( float rX, float rY, float rZ, float grX, float grY, float grZ, float gbX, float gbY, float gbZ, float bX, float bY, float bZ); // Set time of day (24-hour clock). This controls the general light levels // in the scene. Must be called before calculateScene void setHour(int hour); // Get current hour int getHour(); // Set the duration of exposure for determining luminous exposure. // Must be called before calculateScene void setExposureDuration(float seconds); // Calculate scene information for current hour and the time offset since // the hour. Must be called at least once before calling getLuminousExposure. // Resets pixel readout location to 0,0 void calculateScene(nsecs_t time); // Set sensor pixel readout location. void setReadoutPixel(int x, int y); // Get sensor response in physical units (electrons) for light hitting the // current readout pixel, after passing through color filters. The readout // pixel will be auto-incremented. The returned array can be indexed with // ColorChannels. const uint32_t* getPixelElectrons(); enum ColorChannels { R = 0, Gr, Gb, B, Y, Cb, Cr, NUM_CHANNELS }; private: // Sensor color filtering coefficients in XYZ float mFilterR[3]; float mFilterGr[3]; float mFilterGb[3]; float mFilterB[3]; int mOffsetX, mOffsetY; int mMapDiv; int mHandshakeX, mHandshakeY; int mSensorWidth; int mSensorHeight; int mCurrentX; int mCurrentY; int mSubX; int mSubY; int mSceneX; int mSceneY; int mSceneIdx; uint32_t *mCurrentSceneMaterial; int mHour; float mExposureDuration; float mSensorSensitivity; enum Materials { GRASS = 0, GRASS_SHADOW, HILL, WALL, ROOF, DOOR, CHIMNEY, WINDOW, SUN, SKY, MOON, NUM_MATERIALS }; uint32_t mCurrentColors[NUM_MATERIALS*NUM_CHANNELS]; /** * Constants for scene definition. These are various degrees of approximate. */ // Fake handshake parameters. Two shake frequencies per axis, plus magnitude // as a fraction of a scene tile, and relative magnitudes for the frequencies static const float kHorizShakeFreq1; static const float kHorizShakeFreq2; static const float kVertShakeFreq1; static const float kVertShakeFreq2; static const float kFreq1Magnitude; static const float kFreq2Magnitude; static const float kShakeFraction; // RGB->YUV conversion static const float kRgb2Yuv[12]; // Aperture of imaging lens static const float kAperture; // Sun, moon illuminance levels in 2-hour increments. These don't match any // real day anywhere. static const uint32_t kTimeStep = 2; static const float kSunlight[]; static const float kMoonlight[]; static const int kSunOverhead; static const int kMoonOverhead; // Illumination levels for various conditions, in lux static const float kDirectSunIllum; static const float kDaylightShadeIllum; static const float kSunsetIllum; static const float kTwilightIllum; static const float kFullMoonIllum; static const float kClearNightIllum; static const float kStarIllum; static const float kLivingRoomIllum; // Chromaticity of various illumination sources static const float kIncandescentXY[2]; static const float kDirectSunlightXY[2]; static const float kDaylightXY[2]; static const float kNoonSkyXY[2]; static const float kMoonlightXY[2]; static const float kSunsetXY[2]; static const uint8_t kSelfLit; static const uint8_t kShadowed; static const uint8_t kSky; static const float kMaterials_xyY[NUM_MATERIALS][3]; static const uint8_t kMaterialsFlags[NUM_MATERIALS]; static const int kSceneWidth; static const int kSceneHeight; static const uint8_t kScene[]; }; } #endif // HW_EMULATOR_CAMERA2_SCENE_H