avfilter/vf_v360: factor vector normalization out

pull/322/head
Paul B Mahol 5 years ago
parent a0abcb4a31
commit 7985430c70
  1. 57
      libavfilter/vf_v360.c

@ -689,6 +689,20 @@ static inline void rotate_cube_face_inverse(float *uf, float *vf, int rotation)
}
}
/**
* Normalize vector.
*
* @param vec vector
*/
static void normalize_vector(float *vec)
{
const float norm = sqrtf(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]);
vec[0] /= norm;
vec[1] /= norm;
vec[2] /= norm;
}
/**
* Calculate 3D coordinates on sphere for corresponding cubemap position.
* Common operation for every cubemap.
@ -704,7 +718,6 @@ static void cube_to_xyz(const V360Context *s,
float *vec)
{
const int direction = s->out_cubemap_direction_order[face];
float norm;
float l_x, l_y, l_z;
uf /= (1.f - s->out_pad);
@ -745,10 +758,11 @@ static void cube_to_xyz(const V360Context *s,
break;
}
norm = sqrtf(l_x * l_x + l_y * l_y + l_z * l_z);
vec[0] = l_x / norm;
vec[1] = l_y / norm;
vec[2] = l_z / norm;
vec[0] = l_x;
vec[1] = l_y;
vec[2] = l_z;
normalize_vector(vec);
}
/**
@ -1396,16 +1410,12 @@ static void stereographic_to_xyz(const V360Context *s,
const float x = z * (2.f * i / width - 1.f);
const float y = z * (2.f * j / height - 1.f);
const float xy = x * x + y * y;
float norm;
vec[0] = 2.f * x / (1.f + xy);
vec[1] = (-1.f + xy) / (1.f + xy);
vec[2] = 2.f * y / (1.f + xy);
norm = sqrtf(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]);
vec[0] /= norm;
vec[1] /= norm;
vec[2] /= norm;
normalize_vector(vec);
}
/**
@ -1555,7 +1565,6 @@ static void eac_to_xyz(const V360Context *s,
int u_face, v_face, face;
float l_x, l_y, l_z;
float norm;
float uf = (float)i / width;
float vf = (float)j / height;
@ -1629,10 +1638,11 @@ static void eac_to_xyz(const V360Context *s,
av_assert0(0);
}
norm = sqrtf(l_x * l_x + l_y * l_y + l_z * l_z);
vec[0] = l_x / norm;
vec[1] = l_y / norm;
vec[2] = l_z / norm;
vec[0] = l_x;
vec[1] = l_y;
vec[2] = l_z;
normalize_vector(vec);
}
/**
@ -1735,11 +1745,11 @@ static void flat_to_xyz(const V360Context *s,
const float l_y = -s->flat_range[1] * (2.f * j / height - 1.f);
const float l_z = s->flat_range[2];
const float norm = sqrtf(l_x * l_x + l_y * l_y + l_z * l_z);
vec[0] = l_x;
vec[1] = l_y;
vec[2] = l_z;
vec[0] = l_x / norm;
vec[1] = l_y / norm;
vec[2] = l_z / norm;
normalize_vector(vec);
}
/**
@ -1833,7 +1843,6 @@ static void barrel_to_xyz(const V360Context *s,
const int eh = height / 2;
float uf, vf;
float norm;
if (j < eh) { // UP
uf = 2.f * (i - 4 * ew) / ew - 1.f;
@ -1856,17 +1865,13 @@ static void barrel_to_xyz(const V360Context *s,
l_y = -1.f;
l_z = vf;
}
norm = sqrtf(l_x * l_x + l_y * l_y + l_z * l_z);
l_x /= norm;
l_y /= norm;
l_z /= norm;
}
vec[0] = l_x;
vec[1] = l_y;
vec[2] = l_z;
normalize_vector(vec);
}
/**

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