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avfilter/vf_v360: partialy revert previous commit
roll/pitch can do exactly same thing.
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@ -18040,10 +18040,6 @@ Format specific options:
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@item h_fov
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@item v_fov
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Set horizontal/vertical field of view. Values in degrees.
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@item p_lon
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@item p_lat
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Set central point of projection longitude/latitude. Values in degrees.
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@end table
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@end table
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@ -105,7 +105,6 @@ typedef struct V360Context {
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float h_fov, v_fov;
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float flat_range[3];
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float p_lon, p_lat;
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float input_mirror_modifier[2];
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@ -33,8 +33,6 @@
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* 5) Remap input frame to output frame using precalculated data
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*/
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#include <float.h>
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#include "libavutil/avassert.h"
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#include "libavutil/imgutils.h"
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#include "libavutil/pixdesc.h"
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@ -107,8 +105,6 @@ static const AVOption v360_options[] = {
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{ "iv_flip", "flip in video vertically", OFFSET(iv_flip), AV_OPT_TYPE_BOOL, {.i64=0}, 0, 1, FLAGS, "iv_flip"},
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{ "in_trans", "transpose video input", OFFSET(in_transpose), AV_OPT_TYPE_BOOL, {.i64=0}, 0, 1, FLAGS, "in_transpose"},
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{ "out_trans", "transpose video output", OFFSET(out_transpose), AV_OPT_TYPE_BOOL, {.i64=0}, 0, 1, FLAGS, "out_transpose"},
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{ "p_lon", "central projection longitude", OFFSET(p_lon), AV_OPT_TYPE_FLOAT, {.dbl=0.f}, -180.f, 180.f, FLAGS, "p_lon"},
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{ "p_lat", "central projection latitude", OFFSET(p_lat), AV_OPT_TYPE_FLOAT, {.dbl=90.f}, -90.f, 90.f, FLAGS, "p_lat"},
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{ NULL }
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};
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@ -1412,24 +1408,11 @@ static void stereographic_to_xyz(const V360Context *s,
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{
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const float x = ((2.f * i) / width - 1.f) * (s->h_fov / 180.f) * M_PI;
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const float y = ((2.f * j) / height - 1.f) * (s->v_fov / 90.f) * M_PI_2;
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const float rho = hypotf(x, y) + FLT_EPSILON;
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const float c = 2.f * atan2f(rho, 0.15f / 2.f);
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const float cos_c = cosf(c);
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const float sin_c = sinf(c);
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const float cp_x = s->p_lon / 180.f * M_PI;
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const float cp_y = s->p_lat / 90.f * M_PI_2;
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const float xy = x * x + y * y;
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const float phi = cp_x + atan2f(x * sin_c, rho * cosf(cp_y) * cos_c - y * sinf(cp_y) * sin_c);
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const float theta = asinf(cos_c * sinf(cp_y) + (y * sin_c * cosf(cp_y)) / rho);
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const float sin_phi = sinf(phi);
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const float cos_phi = cosf(phi);
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const float sin_theta = sinf(theta);
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const float cos_theta = cosf(theta);
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vec[0] = cos_theta * sin_phi;
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vec[1] = -sin_theta;
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vec[2] = -cos_theta * cos_phi;
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vec[0] = 2.f * x / (1.f + xy);
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vec[1] = (-1.f + xy) / (1.f + xy);
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vec[2] = 2.f * y / (1.f + xy);
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normalize_vector(vec);
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}
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