Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Contribute to GitLab
Sign in / Register
Toggle navigation
F
ffmpeg.wasm-core
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Linshizhi
ffmpeg.wasm-core
Commits
b632ad81
Commit
b632ad81
authored
Sep 19, 2019
by
Paul B Mahol
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
avfilter/vf_v360: add ball projection format
parent
b766a13d
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
92 additions
and
0 deletions
+92
-0
filters.texi
doc/filters.texi
+3
-0
v360.h
libavfilter/v360.h
+1
-0
vf_v360.c
libavfilter/vf_v360.c
+88
-0
No files found.
doc/filters.texi
View file @
b632ad81
...
...
@@ -18060,6 +18060,9 @@ If diagonal field of view is set it overrides horizontal and vertical field of v
@item mercator
Mercator format.
@item ball
Ball format, gives significant distortion toward the back.
@end table
@item interp
...
...
libavfilter/v360.h
View file @
b632ad81
...
...
@@ -40,6 +40,7 @@ enum Projections {
CUBEMAP_1_6
,
STEREOGRAPHIC
,
MERCATOR
,
BALL
,
NB_PROJECTIONS
,
};
...
...
libavfilter/vf_v360.c
View file @
b632ad81
...
...
@@ -66,6 +66,7 @@ static const AVOption v360_options[] = {
{
"c1x6"
,
"cubemap 1x6"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
CUBEMAP_1_6
},
0
,
0
,
FLAGS
,
"in"
},
{
"sg"
,
"stereographic"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
STEREOGRAPHIC
},
0
,
0
,
FLAGS
,
"in"
},
{
"mercator"
,
"mercator"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
MERCATOR
},
0
,
0
,
FLAGS
,
"in"
},
{
"ball"
,
"ball"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
BALL
},
0
,
0
,
FLAGS
,
"in"
},
{
"output"
,
"set output projection"
,
OFFSET
(
out
),
AV_OPT_TYPE_INT
,
{.
i64
=
CUBEMAP_3_2
},
0
,
NB_PROJECTIONS
-
1
,
FLAGS
,
"out"
},
{
"e"
,
"equirectangular"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
EQUIRECTANGULAR
},
0
,
0
,
FLAGS
,
"out"
},
{
"equirect"
,
"equirectangular"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
EQUIRECTANGULAR
},
0
,
0
,
FLAGS
,
"out"
},
...
...
@@ -81,6 +82,7 @@ static const AVOption v360_options[] = {
{
"c1x6"
,
"cubemap 1x6"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
CUBEMAP_1_6
},
0
,
0
,
FLAGS
,
"out"
},
{
"sg"
,
"stereographic"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
STEREOGRAPHIC
},
0
,
0
,
FLAGS
,
"out"
},
{
"mercator"
,
"mercator"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
MERCATOR
},
0
,
0
,
FLAGS
,
"out"
},
{
"ball"
,
"ball"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
BALL
},
0
,
0
,
FLAGS
,
"out"
},
{
"interp"
,
"set interpolation method"
,
OFFSET
(
interp
),
AV_OPT_TYPE_INT
,
{.
i64
=
BILINEAR
},
0
,
NB_INTERP_METHODS
-
1
,
FLAGS
,
"interp"
},
{
"near"
,
"nearest neighbour"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
NEAREST
},
0
,
0
,
FLAGS
,
"interp"
},
{
"nearest"
,
"nearest neighbour"
,
0
,
AV_OPT_TYPE_CONST
,
{.
i64
=
NEAREST
},
0
,
0
,
FLAGS
,
"interp"
},
...
...
@@ -1582,6 +1584,80 @@ static void mercator_to_xyz(const V360Context *s,
vec
[
2
]
=
-
cos_theta
*
cos_phi
;
}
/**
* Calculate frame position in ball format for corresponding 3D coordinates on sphere.
*
* @param s filter context
* @param vec coordinates on sphere
* @param width frame width
* @param height frame height
* @param us horizontal coordinates for interpolation window
* @param vs vertical coordinates for interpolation window
* @param du horizontal relative coordinate
* @param dv vertical relative coordinate
*/
static
void
xyz_to_ball
(
const
V360Context
*
s
,
const
float
*
vec
,
int
width
,
int
height
,
uint16_t
us
[
4
][
4
],
uint16_t
vs
[
4
][
4
],
float
*
du
,
float
*
dv
)
{
const
float
l
=
hypotf
(
vec
[
0
],
vec
[
1
]);
const
float
r
=
sinf
(
acosf
(
-
vec
[
2
])
*
0
.
5
f
);
float
uf
,
vf
;
int
ui
,
vi
;
uf
=
(
1
.
f
-
r
*
vec
[
0
]
/
l
)
*
width
/
2
.
f
;
vf
=
(
1
.
f
+
r
*
vec
[
1
]
/
l
)
*
height
/
2
.
f
;
ui
=
floorf
(
uf
);
vi
=
floorf
(
vf
);
*
du
=
uf
-
ui
;
*
dv
=
vf
-
vi
;
for
(
int
i
=
-
1
;
i
<
3
;
i
++
)
{
for
(
int
j
=
-
1
;
j
<
3
;
j
++
)
{
us
[
i
+
1
][
j
+
1
]
=
mod
(
ui
+
j
,
width
);
vs
[
i
+
1
][
j
+
1
]
=
av_clip
(
vi
+
i
,
0
,
height
-
1
);
}
}
}
/**
* Calculate 3D coordinates on sphere for corresponding frame position in ball format.
*
* @param s filter context
* @param i horizontal position on frame [0, width)
* @param j vertical position on frame [0, height)
* @param width frame width
* @param height frame height
* @param vec coordinates on sphere
*/
static
void
ball_to_xyz
(
const
V360Context
*
s
,
int
i
,
int
j
,
int
width
,
int
height
,
float
*
vec
)
{
const
float
x
=
(
2
.
f
*
i
)
/
width
-
1
.
f
;
const
float
y
=
(
2
.
f
*
j
)
/
height
-
1
.
f
;
const
float
l
=
hypotf
(
x
,
y
);
if
(
l
<=
1
.
f
)
{
const
float
phi
=
atan2f
(
x
,
y
);
const
float
theta
=
2
.
f
*
asinf
(
l
);
const
float
sin_phi
=
sinf
(
phi
);
const
float
cos_phi
=
cosf
(
phi
);
const
float
sin_theta
=
sinf
(
theta
);
const
float
cos_theta
=
cosf
(
theta
);
vec
[
0
]
=
sin_theta
*
sin_phi
;
vec
[
1
]
=
-
sin_theta
*
cos_phi
;
vec
[
2
]
=
-
cos_theta
;
}
else
{
vec
[
0
]
=
0
.
f
;
vec
[
1
]
=
-
1
.
f
;
vec
[
2
]
=
0
.
f
;
}
}
/**
* Prepare data for processing equi-angular cubemap input format.
*
...
...
@@ -2429,6 +2505,12 @@ static int config_output(AVFilterLink *outlink)
wf
=
w
;
hf
=
h
;
break
;
case
BALL
:
s
->
in_transform
=
xyz_to_ball
;
err
=
0
;
wf
=
w
;
hf
=
h
/
2
.
f
;
break
;
default
:
av_log
(
ctx
,
AV_LOG_ERROR
,
"Specified input format is not handled.
\n
"
);
return
AVERROR_BUG
;
...
...
@@ -2499,6 +2581,12 @@ static int config_output(AVFilterLink *outlink)
w
=
roundf
(
wf
);
h
=
roundf
(
hf
);
break
;
case
BALL
:
s
->
out_transform
=
ball_to_xyz
;
prepare_out
=
NULL
;
w
=
roundf
(
wf
);
h
=
roundf
(
hf
*
2
.
f
);
break
;
default
:
av_log
(
ctx
,
AV_LOG_ERROR
,
"Specified output format is not handled.
\n
"
);
return
AVERROR_BUG
;
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment