--- /dev/null
+/*
+ * 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.
+ */
+
+//#define LOG_NDEBUG 0
+#define LOG_TAG "EmulatedCamera_Scene"
+#include <utils/Log.h>
+#include <stdlib.h>
+#include <cmath>
+#include "Scene.h"
+
+// TODO: This should probably be done host-side in OpenGL for speed and better
+// quality
+
+namespace android {
+
+// Define single-letter shortcuts for scene definition, for directly indexing
+// mCurrentColors
+#define G (Scene::GRASS * Scene::NUM_CHANNELS)
+#define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
+#define H (Scene::HILL * Scene::NUM_CHANNELS)
+#define W (Scene::WALL * Scene::NUM_CHANNELS)
+#define R (Scene::ROOF * Scene::NUM_CHANNELS)
+#define D (Scene::DOOR * Scene::NUM_CHANNELS)
+#define C (Scene::CHIMNEY * Scene::NUM_CHANNELS)
+#define I (Scene::WINDOW * Scene::NUM_CHANNELS)
+#define U (Scene::SUN * Scene::NUM_CHANNELS)
+#define K (Scene::SKY * Scene::NUM_CHANNELS)
+#define M (Scene::MOON * Scene::NUM_CHANNELS)
+
+const int Scene::kSceneWidth = 20;
+const int Scene::kSceneHeight = 20;
+
+const uint8_t Scene::kScene[Scene::kSceneWidth * Scene::kSceneHeight] = {
+ // 5 10 15 20
+ K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
+ K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
+ K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
+ K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
+ K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K, // 5
+ K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,K,
+ K,K,K,K,K,K,K,K,H,H,H,H,H,H,H,H,H,H,H,H,
+ K,K,K,K,K,K,K,K,H,H,H,H,H,H,H,C,C,H,H,H,
+ K,K,K,K,K,K,H,H,H,H,H,H,H,H,H,C,C,H,H,H,
+ H,K,K,K,K,K,H,R,R,R,R,R,R,R,R,R,R,R,R,H, // 10
+ H,K,K,K,K,H,H,R,R,R,R,R,R,R,R,R,R,R,R,H,
+ H,H,H,K,K,H,H,R,R,R,R,R,R,R,R,R,R,R,R,H,
+ H,H,H,K,K,H,H,H,W,W,W,W,W,W,W,W,W,W,H,H,
+ S,S,S,G,G,S,S,S,W,W,W,W,W,W,W,W,W,W,S,S,
+ S,G,G,G,G,S,S,S,W,I,I,W,D,D,W,I,I,W,S,S, // 15
+ G,G,G,G,G,G,S,S,W,I,I,W,D,D,W,I,I,W,S,S,
+ G,G,G,G,G,G,G,G,W,W,W,W,D,D,W,W,W,W,G,G,
+ G,G,G,G,G,G,G,G,W,W,W,W,D,D,W,W,W,W,G,G,
+ G,G,G,G,G,G,G,G,S,S,S,S,S,S,S,S,S,S,G,G,
+ G,G,G,G,G,G,G,G,S,S,S,S,S,S,S,S,S,S,G,G, // 20
+ // 5 10 15 20
+};
+
+#undef G
+#undef S
+#undef H
+#undef W
+#undef R
+#undef D
+#undef C
+#undef I
+#undef U
+#undef K
+#undef M
+
+Scene::Scene(
+ int sensorWidthPx,
+ int sensorHeightPx,
+ float sensorSensitivity):
+ mSensorWidth(sensorWidthPx),
+ mSensorHeight(sensorHeightPx),
+ mHour(12),
+ mExposureDuration(0.033f),
+ mSensorSensitivity(sensorSensitivity)
+{
+ // Map scene to sensor pixels
+ if (mSensorWidth > mSensorHeight) {
+ mMapDiv = (mSensorWidth / (kSceneWidth + 1) ) + 1;
+ } else {
+ mMapDiv = (mSensorHeight / (kSceneHeight + 1) ) + 1;
+ }
+ mOffsetX = (kSceneWidth * mMapDiv - mSensorWidth) / 2;
+ mOffsetY = (kSceneHeight * mMapDiv - mSensorHeight) / 2;
+
+ // Assume that sensor filters are sRGB primaries to start
+ mFilterR[0] = 3.2406f; mFilterR[1] = -1.5372f; mFilterR[2] = -0.4986f;
+ mFilterGr[0] = -0.9689f; mFilterGr[1] = 1.8758f; mFilterGr[2] = 0.0415f;
+ mFilterGb[0] = -0.9689f; mFilterGb[1] = 1.8758f; mFilterGb[2] = 0.0415f;
+ mFilterB[0] = 0.0557f; mFilterB[1] = -0.2040f; mFilterB[2] = 1.0570f;
+
+
+}
+
+Scene::~Scene() {
+}
+
+void Scene::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) {
+ mFilterR[0] = rX; mFilterR[1] = rY; mFilterR[2] = rZ;
+ mFilterGr[0] = grX; mFilterGr[1] = grY; mFilterGr[2] = grZ;
+ mFilterGb[0] = gbX; mFilterGb[1] = gbY; mFilterGb[2] = gbZ;
+ mFilterB[0] = bX; mFilterB[1] = bY; mFilterB[2] = bZ;
+}
+
+void Scene::setHour(int hour) {
+ ALOGV("Hour set to: %d", hour);
+ mHour = hour % 24;
+}
+
+int Scene::getHour() {
+ return mHour;
+}
+
+void Scene::setExposureDuration(float seconds) {
+ mExposureDuration = seconds;
+}
+
+void Scene::calculateScene(nsecs_t time) {
+ // Calculate time fractions for interpolation
+ int timeIdx = mHour / kTimeStep;
+ int nextTimeIdx = (timeIdx + 1) % (24 / kTimeStep);
+ const nsecs_t kOneHourInNsec = 1e9 * 60 * 60;
+ nsecs_t timeSinceIdx = (mHour - timeIdx * kTimeStep) * kOneHourInNsec + time;
+ float timeFrac = timeSinceIdx / (float)(kOneHourInNsec * kTimeStep);
+
+ // Determine overall sunlight levels
+ float sunLux =
+ kSunlight[timeIdx] * (1 - timeFrac) +
+ kSunlight[nextTimeIdx] * timeFrac;
+ ALOGV("Sun lux: %f", sunLux);
+
+ float sunShadeLux = sunLux * (kDaylightShadeIllum / kDirectSunIllum);
+
+ // Determine sun/shade illumination chromaticity
+ float currentSunXY[2];
+ float currentShadeXY[2];
+
+ const float *prevSunXY, *nextSunXY;
+ const float *prevShadeXY, *nextShadeXY;
+ if (kSunlight[timeIdx] == kSunsetIllum ||
+ kSunlight[timeIdx] == kTwilightIllum) {
+ prevSunXY = kSunsetXY;
+ prevShadeXY = kSunsetXY;
+ } else {
+ prevSunXY = kDirectSunlightXY;
+ prevShadeXY = kDaylightXY;
+ }
+ if (kSunlight[nextTimeIdx] == kSunsetIllum ||
+ kSunlight[nextTimeIdx] == kTwilightIllum) {
+ nextSunXY = kSunsetXY;
+ nextShadeXY = kSunsetXY;
+ } else {
+ nextSunXY = kDirectSunlightXY;
+ nextShadeXY = kDaylightXY;
+ }
+ currentSunXY[0] = prevSunXY[0] * (1 - timeFrac) +
+ nextSunXY[0] * timeFrac;
+ currentSunXY[1] = prevSunXY[1] * (1 - timeFrac) +
+ nextSunXY[1] * timeFrac;
+
+ currentShadeXY[0] = prevShadeXY[0] * (1 - timeFrac) +
+ nextShadeXY[0] * timeFrac;
+ currentShadeXY[1] = prevShadeXY[1] * (1 - timeFrac) +
+ nextShadeXY[1] * timeFrac;
+
+ ALOGV("Sun XY: %f, %f, Shade XY: %f, %f",
+ currentSunXY[0], currentSunXY[1],
+ currentShadeXY[0], currentShadeXY[1]);
+
+ // Converting for xyY to XYZ:
+ // X = Y / y * x
+ // Y = Y
+ // Z = Y / y * (1 - x - y);
+ float sunXYZ[3] = {
+ sunLux / currentSunXY[1] * currentSunXY[0],
+ sunLux,
+ sunLux / currentSunXY[1] *
+ (1 - currentSunXY[0] - currentSunXY[1])
+ };
+ float sunShadeXYZ[3] = {
+ sunShadeLux / currentShadeXY[1] * currentShadeXY[0],
+ sunShadeLux,
+ sunShadeLux / currentShadeXY[1] *
+ (1 - currentShadeXY[0] - currentShadeXY[1])
+ };
+ ALOGV("Sun XYZ: %f, %f, %f",
+ sunXYZ[0], sunXYZ[1], sunXYZ[2]);
+ ALOGV("Sun shade XYZ: %f, %f, %f",
+ sunShadeXYZ[0], sunShadeXYZ[1], sunShadeXYZ[2]);
+
+ // Determine moonlight levels
+ float moonLux =
+ kMoonlight[timeIdx] * (1 - timeFrac) +
+ kMoonlight[nextTimeIdx] * timeFrac;
+ float moonShadeLux = moonLux * (kDaylightShadeIllum / kDirectSunIllum);
+
+ float moonXYZ[3] = {
+ moonLux / kMoonlightXY[1] * kMoonlightXY[0],
+ moonLux,
+ moonLux / kMoonlightXY[1] *
+ (1 - kMoonlightXY[0] - kMoonlightXY[1])
+ };
+ float moonShadeXYZ[3] = {
+ moonShadeLux / kMoonlightXY[1] * kMoonlightXY[0],
+ moonShadeLux,
+ moonShadeLux / kMoonlightXY[1] *
+ (1 - kMoonlightXY[0] - kMoonlightXY[1])
+ };
+
+ // Determine starlight level
+ const float kClearNightXYZ[3] = {
+ kClearNightIllum / kMoonlightXY[1] * kMoonlightXY[0],
+ kClearNightIllum,
+ kClearNightIllum / kMoonlightXY[1] *
+ (1 - kMoonlightXY[0] - kMoonlightXY[1])
+ };
+
+ // Calculate direct and shaded light
+ float directIllumXYZ[3] = {
+ sunXYZ[0] + moonXYZ[0] + kClearNightXYZ[0],
+ sunXYZ[1] + moonXYZ[1] + kClearNightXYZ[1],
+ sunXYZ[2] + moonXYZ[2] + kClearNightXYZ[2],
+ };
+
+ float shadeIllumXYZ[3] = {
+ kClearNightXYZ[0],
+ kClearNightXYZ[1],
+ kClearNightXYZ[2]
+ };
+
+ shadeIllumXYZ[0] += (mHour < kSunOverhead) ? sunXYZ[0] : sunShadeXYZ[0];
+ shadeIllumXYZ[1] += (mHour < kSunOverhead) ? sunXYZ[1] : sunShadeXYZ[1];
+ shadeIllumXYZ[2] += (mHour < kSunOverhead) ? sunXYZ[2] : sunShadeXYZ[2];
+
+ // Moon up period covers 23->0 transition, shift for simplicity
+ int adjHour = (mHour + 12) % 24;
+ int adjMoonOverhead = (kMoonOverhead + 12 ) % 24;
+ shadeIllumXYZ[0] += (adjHour < adjMoonOverhead) ?
+ moonXYZ[0] : moonShadeXYZ[0];
+ shadeIllumXYZ[1] += (adjHour < adjMoonOverhead) ?
+ moonXYZ[1] : moonShadeXYZ[1];
+ shadeIllumXYZ[2] += (adjHour < adjMoonOverhead) ?
+ moonXYZ[2] : moonShadeXYZ[2];
+
+ ALOGV("Direct XYZ: %f, %f, %f",
+ directIllumXYZ[0],directIllumXYZ[1],directIllumXYZ[2]);
+ ALOGV("Shade XYZ: %f, %f, %f",
+ shadeIllumXYZ[0], shadeIllumXYZ[1], shadeIllumXYZ[2]);
+
+ for (int i = 0; i < NUM_MATERIALS; i++) {
+ // Converting for xyY to XYZ:
+ // X = Y / y * x
+ // Y = Y
+ // Z = Y / y * (1 - x - y);
+ float matXYZ[3] = {
+ kMaterials_xyY[i][2] / kMaterials_xyY[i][1] *
+ kMaterials_xyY[i][0],
+ kMaterials_xyY[i][2],
+ kMaterials_xyY[i][2] / kMaterials_xyY[i][1] *
+ (1 - kMaterials_xyY[i][0] - kMaterials_xyY[i][1])
+ };
+
+ if (kMaterialsFlags[i] == 0 || kMaterialsFlags[i] & kSky) {
+ matXYZ[0] *= directIllumXYZ[0];
+ matXYZ[1] *= directIllumXYZ[1];
+ matXYZ[2] *= directIllumXYZ[2];
+ } else if (kMaterialsFlags[i] & kShadowed) {
+ matXYZ[0] *= shadeIllumXYZ[0];
+ matXYZ[1] *= shadeIllumXYZ[1];
+ matXYZ[2] *= shadeIllumXYZ[2];
+ } // else if (kMaterialsFlags[i] * kSelfLit), do nothing
+
+ ALOGV("Mat %d XYZ: %f, %f, %f", i, matXYZ[0], matXYZ[1], matXYZ[2]);
+ float luxToElectrons = mSensorSensitivity * mExposureDuration /
+ (kAperture * kAperture);
+ mCurrentColors[i*NUM_CHANNELS + 0] =
+ (mFilterR[0] * matXYZ[0] +
+ mFilterR[1] * matXYZ[1] +
+ mFilterR[2] * matXYZ[2])
+ * luxToElectrons;
+ mCurrentColors[i*NUM_CHANNELS + 1] =
+ (mFilterGr[0] * matXYZ[0] +
+ mFilterGr[1] * matXYZ[1] +
+ mFilterGr[2] * matXYZ[2])
+ * luxToElectrons;
+ mCurrentColors[i*NUM_CHANNELS + 2] =
+ (mFilterGb[0] * matXYZ[0] +
+ mFilterGb[1] * matXYZ[1] +
+ mFilterGb[2] * matXYZ[2])
+ * luxToElectrons;
+ mCurrentColors[i*NUM_CHANNELS + 3] =
+ (mFilterB[0] * matXYZ[0] +
+ mFilterB[1] * matXYZ[1] +
+ mFilterB[2] * matXYZ[2])
+ * luxToElectrons;
+
+ ALOGV("Color %d RGGB: %d, %d, %d, %d", i,
+ mCurrentColors[i*NUM_CHANNELS + 0],
+ mCurrentColors[i*NUM_CHANNELS + 1],
+ mCurrentColors[i*NUM_CHANNELS + 2],
+ mCurrentColors[i*NUM_CHANNELS + 3]);
+ }
+ // Shake viewpoint; horizontal and vertical sinusoids at roughly
+ // human handshake frequencies
+ mHandshakeX =
+ ( kFreq1Magnitude * std::sin(kHorizShakeFreq1 * timeSinceIdx) +
+ kFreq2Magnitude * std::sin(kHorizShakeFreq2 * timeSinceIdx) ) *
+ mMapDiv * kShakeFraction;
+
+ mHandshakeY =
+ ( kFreq1Magnitude * std::sin(kVertShakeFreq1 * timeSinceIdx) +
+ kFreq2Magnitude * std::sin(kVertShakeFreq2 * timeSinceIdx) ) *
+ mMapDiv * kShakeFraction;
+
+ // Set starting pixel
+ setReadoutPixel(0,0);
+}
+
+void Scene::setReadoutPixel(int x, int y) {
+ mCurrentX = x;
+ mCurrentY = y;
+ mSubX = (x + mOffsetX + mHandshakeX) % mMapDiv;
+ mSubY = (y + mOffsetY + mHandshakeY) % mMapDiv;
+ mSceneX = (x + mOffsetX + mHandshakeX) / mMapDiv;
+ mSceneY = (y + mOffsetY + mHandshakeY) / mMapDiv;
+ mSceneIdx = mSceneY * kSceneWidth + mSceneX;
+ mCurrentSceneMaterial = &(mCurrentColors[kScene[mSceneIdx]]);
+}
+
+const uint32_t* Scene::getPixelElectrons() {
+ const uint32_t *pixel = mCurrentSceneMaterial;
+ mCurrentX++;
+ mSubX++;
+ if (mCurrentX >= mSensorWidth) {
+ mCurrentX = 0;
+ mCurrentY++;
+ if (mCurrentY >= mSensorHeight) mCurrentY = 0;
+ setReadoutPixel(mCurrentX, mCurrentY);
+ } else if (mSubX > mMapDiv) {
+ mSceneIdx++;
+ mSceneX++;
+ mCurrentSceneMaterial = &(mCurrentColors[kScene[mSceneIdx]]);
+ mSubX = 0;
+ }
+ return pixel;
+}
+
+// Handshake model constants.
+// Frequencies measured in a nanosecond timebase
+const float Scene::kHorizShakeFreq1 = 2 * M_PI * 2 / 1e9; // 2 Hz
+const float Scene::kHorizShakeFreq2 = 2 * M_PI * 13 / 1e9; // 13 Hz
+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