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ZVISION: Modify the RenderTable panorama math to account for panoramas being transposed
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@ -29,7 +29,8 @@ namespace ZVision {
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RenderTable::RenderTable(uint32 numRows, uint32 numColumns)
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RenderTable::RenderTable(uint32 numRows, uint32 numColumns)
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: _numRows(numRows),
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: _numRows(numRows),
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_numColumns(numColumns) {
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_numColumns(numColumns),
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_renderState(RenderState::FLAT) {
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assert(numRows != 0 && numColumns != 0);
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assert(numRows != 0 && numColumns != 0);
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_internalBuffer = new Common::Point[numRows * numColumns];
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_internalBuffer = new Common::Point[numRows * numColumns];
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@ -57,6 +58,21 @@ void RenderTable::setRenderState(RenderState newState) {
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}
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}
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}
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}
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void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 horizontalPitch, Common::Rect subRectangle) {
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uint32 imageWidth = horizontalPitch / 2;
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for (int y = subRectangle.top; y < subRectangle.bottom; y++) {
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uint32 normalizedY = y - subRectangle.top;
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for (int x = subRectangle.left; x < subRectangle.right; x++) {
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uint32 normalizedX = x - subRectangle.left;
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uint32 index = y * _numColumns + x;
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uint32 sourceIndex = _internalBuffer[index].y * imageWidth + _internalBuffer[index].x;
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destBuffer[normalizedY * subRectangle.width() + normalizedX] = sourceBuffer[sourceIndex];
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}
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}
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}
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void RenderTable::generatePanoramaLookupTable() {
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void RenderTable::generatePanoramaLookupTable() {
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float fieldOfView = _panoramaOptions.fieldOfView;
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float fieldOfView = _panoramaOptions.fieldOfView;
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float scale = _panoramaOptions.linearScale;
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float scale = _panoramaOptions.linearScale;
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@ -70,20 +86,23 @@ void RenderTable::generatePanoramaLookupTable() {
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float halfHeightOverTan = halfHeight / tan(fovRadians);
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float halfHeightOverTan = halfHeight / tan(fovRadians);
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float tanOverHalfHeight = tan(fovRadians) / halfHeight;
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float tanOverHalfHeight = tan(fovRadians) / halfHeight;
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for (uint32 x = 0; x < _numRows; x++) {
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// TODO: Change the algorithm to write a whole row at a time instead of a whole column at a time. AKA: for(y) { for(x) {}} instead of for(x) { for(y) {}}
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for (uint32 x = 0; x < _numColumns; x++) {
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// Add an offset of 0.01 to overcome zero tan/atan issue (vertical line on half of screen)
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// Add an offset of 0.01 to overcome zero tan/atan issue (vertical line on half of screen)
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float xPos = (float)x - halfWidth + 0.01;
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float temp = atan(tanOverHalfHeight * ((float)x - halfWidth + 0.01f));
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float tempX = atan(xPos*tanOverHalfHeight);
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int32 newX = floor(scale * halfHeightOverTan * tempX);// + half_w);
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int32 newX = floor((halfHeightOverTan * scale * temp) + halfWidth);
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float cosX = cos(tempX);
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float cosX = cos(temp);
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for (uint32 y = 0; y < _numColumns; y++) {
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for (uint32 y = 0; y < _numRows; y++) {
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int32 newY = floor(halfHeight + (y - halfHeight) * cosX);
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int32 newY = floor(halfHeight + (y - halfHeight) * cosX);
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uint32 index = x * _numColumns + y;
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// Panorama images are transposed. Rather than trying to transpose the source, we know
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_internalBuffer[index].x = newX; //pixel index
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// they will be mutated by this table. Therefore we can swap the axes here
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_internalBuffer[index].y = newY; //pixel index
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uint32 index = y * _numColumns + x;
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_internalBuffer[index].x = newY; //pixel index
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_internalBuffer[index].y = newX; //pixel index
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}
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}
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}
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}
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}
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}
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@ -57,13 +57,15 @@ private:
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} _tiltOptions;
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} _tiltOptions;
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public:
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public:
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RenderState getRenderState() { return _renderState; }
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void setRenderState(RenderState newState);
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void setRenderState(RenderState newState);
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void mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 horizontalPitch, Common::Rect subRectangle);
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private:
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private:
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void generatePanoramaLookupTable();
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void generatePanoramaLookupTable();
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void generateTiltLookupTable();
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void generateTiltLookupTable();
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};
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};
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} // End of namesapce ZVision
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} // End of namespace ZVision
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#endif
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#endif
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