lavfi/vf_v360: fix barrelsplit transform with padding

Make it match Facebook's transform360
(https://github.com/facebook/transform360)

Fixes one part of #9725.
This commit is contained in:
Anton Khirnov 2022-05-19 15:36:44 +02:00
parent 82784ddf33
commit 83a5ef5113
1 changed files with 23 additions and 28 deletions

View File

@ -3676,37 +3676,39 @@ static int xyz_to_barrelsplit(const V360Context *s,
} else {
const float scalew = s->fin_pad > 0 ? 1.f - s->fin_pad / (width / 3.f) : 1.f - s->in_pad;
const float scaleh = s->fin_pad > 0 ? 1.f - s->fin_pad / (height / 4.f) : 1.f - s->in_pad;
int v_offset = 0;
ew = width / 3;
eh = height / 4;
u_shift = 2 * ew;
uf = vec[0] / vec[1] * scalew;
vf = vec[2] / vec[1] * scaleh;
if (theta <= 0.f && theta >= -M_PI_2 &&
phi <= M_PI_2 && phi >= -M_PI_2) {
uf = -vec[0] / vec[1];
vf = -vec[2] / vec[1];
// front top
uf *= -1.0f;
vf = -(vf + 1.f) * scaleh + 1.f;
v_shift = 0;
v_offset = -eh;
} else if (theta >= 0.f && theta <= M_PI_2 &&
phi <= M_PI_2 && phi >= -M_PI_2) {
uf = vec[0] / vec[1];
vf = -vec[2] / vec[1];
// front bottom
vf = -(vf - 1.f) * scaleh;
v_shift = height * 0.25f;
} else if (theta <= 0.f && theta >= -M_PI_2) {
uf = vec[0] / vec[1];
vf = vec[2] / vec[1];
// back top
vf = (vf - 1.f) * scaleh + 1.f;
v_shift = height * 0.5f;
v_offset = -eh;
} else {
uf = -vec[0] / vec[1];
vf = vec[2] / vec[1];
// back bottom
uf *= -1.0f;
vf = (vf + 1.f) * scaleh;
v_shift = height * 0.75f;
}
uf = 0.5f * width / 3.f * (uf * scalew + 1.f);
vf = height * 0.25f * (vf * scaleh + 1.f) + v_offset;
uf = 0.5f * width / 3.f * (uf + 1.f);
vf *= height * 0.25f;
}
ui = floorf(uf);
@ -3764,29 +3766,22 @@ static int barrelsplit_to_xyz(const V360Context *s,
const float scalew = s->fout_pad > 0 ? 1.f - s->fout_pad / (width / 3.f) : 1.f - s->out_pad;
const float scaleh = s->fout_pad > 0 ? 1.f - s->fout_pad / (height / 4.f) : 1.f - s->out_pad;
const int face = floorf(y * 4.f);
const float facef = floorf(y * 4.f);
const int face = facef;
const float dir_vert = (face == 1 || face == 3) ? 1.0f : -1.0f;
float uf, vf;
uf = x * 3.f - 2.f;
switch (face) {
case 0:
vf = y * 2.f;
case 0: // front top
case 1: // front bottom
uf = 1.f - uf;
vf = 0.5f - vf;
vf = (0.5f - 2.f * y) / scaleh + facef;
break;
case 1:
vf = y * 2.f;
uf = 1.f - uf;
vf = 1.f - (vf - 0.5f);
break;
case 2:
vf = y * 2.f - 0.5f;
vf = 1.f - (1.f - vf);
break;
case 3:
vf = y * 2.f - 1.5f;
case 2: // back top
case 3: // back bottom
vf = (y * 2.f - 1.5f) / scaleh + 3.f - facef;
break;
}
l_x = (0.5f - uf) / scalew;