From 83a5ef51131ab1a9b22bf886f826ae899bc5ff66 Mon Sep 17 00:00:00 2001 From: Anton Khirnov Date: Thu, 19 May 2022 15:36:44 +0200 Subject: [PATCH] lavfi/vf_v360: fix barrelsplit transform with padding Make it match Facebook's transform360 (https://github.com/facebook/transform360) Fixes one part of #9725. --- libavfilter/vf_v360.c | 51 +++++++++++++++++++------------------------ 1 file changed, 23 insertions(+), 28 deletions(-) diff --git a/libavfilter/vf_v360.c b/libavfilter/vf_v360.c index 620a995733..0c6a1a7d25 100644 --- a/libavfilter/vf_v360.c +++ b/libavfilter/vf_v360.c @@ -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;