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* 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
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* 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.
#include "android/frameworks/sensorservice/1.0/ISensorManager.h"
#include "android/frameworks/sensorservice/1.0/types.h"
#include "utils/Timers.h"
namespace android {
using ::android::frameworks::sensorservice::V1_0::IEventQueue;
using ::android::frameworks::sensorservice::V1_0::IEventQueueCallback;
using ::android::hardware::sensors::V1_0::Event;
using ::android::hardware::Return;
using ::android::hardware::Void;
class EmulatedScene : public RefBase {
EmulatedScene(int sensor_width_px, int sensor_height_px,
float sensor_sensitivity, int sensor_orientation,
bool is_front_facing);
void InitializeSensorQueue();
void Initialize(int sensor_width_px, int sensor_height_px,
float sensor_sensitivity);
// 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() const;
// Set the duration of exposure for determining luminous exposure.
// Must be called before calculateScene
void SetExposureDuration(float seconds);
// Set test pattern mode; this draws a solid-color image set to the color
// defined by test pattern data
void SetTestPattern(bool enabled);
void SetTestPatternData(uint32_t data[4]);
// Calculate scene information for current hour and the time offset since
// the hour. Resets pixel readout location to 0,0
void CalculateScene(nsecs_t time, int32_t handshake_divider);
// 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 horizontally. The returned array can be
// indexed with ColorChannels.
const uint32_t* GetPixelElectrons();
// 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 vertically. The returned array can be
// indexed with ColorChannels.
const uint32_t* GetPixelElectronsColumn();
enum ColorChannels { R = 0, Gr, Gb, B, Y, Cb, Cr, NUM_CHANNELS };
static const int kSceneWidth = 20;
static const int kSceneHeight = 20;
class SensorHandler : public IEventQueueCallback {
SensorHandler(wp<EmulatedScene> scene) : scene_(scene) {
// IEventQueueCallback interface
Return<void> onEvent(const Event& e) override;
wp<EmulatedScene> scene_;
void InitiliazeSceneRotation(bool clock_wise);
int32_t sensor_handle_;
sp<IEventQueue> sensor_event_queue_;
std::atomic_uint32_t screen_rotation_;
uint8_t scene_rot0_[kSceneWidth*kSceneHeight];
uint8_t scene_rot90_[kSceneWidth*kSceneHeight];
uint8_t scene_rot180_[kSceneWidth*kSceneHeight];
uint8_t scene_rot270_[kSceneWidth*kSceneHeight];
uint8_t *current_scene_;
int32_t sensor_orientation_;
bool is_front_facing_;
// Sensor color filtering coefficients in XYZ
float filter_r_[3];
float filter_gr_[3];
float filter_gb_[3];
float filter_b_[3];
int offset_x_, offset_y_;
int map_div_;
int handshake_x_, handshake_y_;
int sensor_width_;
int sensor_height_;
int current_x_;
int current_y_;
int sub_x_;
int sub_y_;
int scene_x_;
int scene_y_;
int scene_idx_;
uint32_t* current_scene_material_;
int hour_;
float exposure_duration_;
float sensor_sensitivity_; // electrons per lux-second
bool test_pattern_mode_; // SOLID_COLOR only
uint32_t test_pattern_data_[4];
enum Materials {
GRASS = 0,
uint32_t current_colors_[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;
// 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 uint8_t kScene[];
} // namespace android