| 1 | // Camera - IXUS100_SD780 - platform_camera.h |
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| 2 | |
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| 3 | // This file contains the various settings values specific to the IXUS100_SD780 camera. |
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| 4 | // This file is referenced via the 'include/camera.h' file and should not be loaded directly. |
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| 5 | |
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| 6 | // If adding a new settings value put a suitable default in 'include/camera.h', |
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| 7 | // along with documentation on what the setting does and how to determine the correct value. |
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| 8 | // If the setting should not have a default value then add it in 'include/camera.h' |
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| 9 | // using the '#undef' directive along with appropriate documentation. |
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| 10 | |
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| 11 | // Override any default values with your camera specific values in this file. Try and avoid |
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| 12 | // having override values that are the same as the default value. |
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| 13 | |
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| 14 | // When overriding a setting value there are two cases: |
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| 15 | // 1. If removing the value, because it does not apply to your camera, use the '#undef' directive. |
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| 16 | // 2. If changing the value it is best to use an '#undef' directive to remove the default value |
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| 17 | // followed by a '#define' to set the new value. |
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| 18 | |
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| 19 | // When porting CHDK to a new camera, check the documentation in 'include/camera.h' |
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| 20 | // for information on each setting. If the default values are correct for your camera then |
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| 21 | // don't override them again in here. |
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| 22 | |
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| 23 | #define CAM_PROPSET 2 |
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| 24 | #define CAM_DRYOS 1 |
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| 25 | |
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| 26 | #define CAM_RAW_ROWPIX 4080 // 12 MP 12bpp |
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| 27 | #define CAM_RAW_ROWS 3048 // VERIFY_SD780 Found RAW #s by searching " CrwAddress %lx, CrwSize H %ld V %ld\r" |
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| 28 | |
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| 29 | #undef CAM_HAS_ERASE_BUTTON |
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| 30 | #undef CAM_USE_ZOOM_FOR_MF |
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| 31 | #define CAM_MULTIPART 1 |
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| 32 | #undef CAM_HAS_IRIS_DIAPHRAGM |
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| 33 | #define CAM_HAS_ND_FILTER 1 |
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| 34 | |
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| 35 | #undef CAM_REMOTE |
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| 36 | #undef CAM_SYNCH |
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| 37 | |
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| 38 | #define CAM_HAS_ZOOM_LEVER 1 |
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| 39 | |
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| 40 | // #define CAM_CAN_SD_OVER_NOT_IN_MF 1 // Camera allows subject distance (focus) override when not in manual focus mode |
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| 41 | // #define CAM_CAN_SD_OVERRIDE 1 // Camera allows to do subject distance override |
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| 42 | |
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| 43 | #undef CAM_HAS_MANUAL_FOCUS |
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| 44 | #define CAM_HAS_USER_TV_MODES 1 |
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| 45 | #define CAM_SHOW_OSD_IN_SHOOT_MENU 1 |
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| 46 | #define CAM_CAN_UNLOCK_OPTICAL_ZOOM_IN_VIDEO 1 |
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| 47 | #define CAM_AF_SCAN_DURING_VIDEO_RECORD 1 |
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| 48 | #define CAM_CHDK_HAS_EXT_VIDEO_MENU 1 |
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| 49 | |
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| 50 | #define CAM_HAS_IS 1 |
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| 51 | #undef CAM_HAS_JOGDIAL |
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| 52 | |
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| 53 | #undef CAM_VIDEO_CONTROL |
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| 54 | #define CAM_VIDEO_QUALITY_ONLY 1 |
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| 55 | |
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| 56 | #define CAM_EXT_TV_RANGE 1 |
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| 57 | |
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| 58 | #undef CAM_UNCACHED_BIT |
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| 59 | #define CAM_UNCACHED_BIT 0x40000000 |
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| 60 | |
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| 61 | #undef CAM_BITMAP_PALETTE |
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| 62 | #define CAM_BITMAP_PALETTE 5 |
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| 63 | |
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| 64 | #undef ZEBRA_HMARGIN0 |
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| 65 | #define ZEBRA_HMARGIN0 150 //zebra adjust buffer height: show use at sx200is: needed for save memory space |
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| 66 | |
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| 67 | #define CAM_QUALITY_OVERRIDE 1 |
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| 68 | #undef CAM_SENSOR_BITS_PER_PIXEL |
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| 69 | #define CAM_SENSOR_BITS_PER_PIXEL 12 |
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| 70 | #undef CAM_WHITE_LEVEL |
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| 71 | #define CAM_WHITE_LEVEL ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) |
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| 72 | #undef CAM_BLACK_LEVEL |
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| 73 | #define CAM_BLACK_LEVEL 127 |
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| 74 | |
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| 75 | // pattern |
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| 76 | //RealRom:FFA99FB4 ADR R0, aObRG1G2BLdLdLd ; "\n OB : (R, G1, G2, B) = (%ld, %ld, %ld"... |
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| 77 | #define cam_CFAPattern 0x02010100 // Red Green Green Blue |
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| 78 | |
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| 79 | // color preliminary (see DNG4PS2 wiki) |
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| 80 | #define CAM_COLORMATRIX1 \ |
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| 81 | 661840, 1000000, -185671, 1000000, -97110, 1000000, \ |
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| 82 | -83661, 1000000, 578860, 1000000, 32308, 1000000, \ |
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| 83 | -8681, 1000000, 70356, 1000000, 207341, 1000000 |
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| 84 | |
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| 85 | //Here is an alternate CAM_COLORMATRIX1 - Current one is nice for me but hey I'm no colour expert. |
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| 86 | //XYZ -> Camera matrix: |
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| 87 | //0.459395 -0.129083 -0.068085 |
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| 88 | //-0.055837 0.400827 0.020378 |
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| 89 | //-0.004622 0.048662 0.139970 |
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| 90 | |
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| 91 | #define cam_CalibrationIlluminant1 17 // Standard Light A |
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| 92 | |
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| 93 | // cropping |
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| 94 | #define CAM_JPEG_WIDTH 4000 |
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| 95 | #define CAM_JPEG_HEIGHT 3000 |
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| 96 | #define CAM_ACTIVE_AREA_X1 40 |
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| 97 | #define CAM_ACTIVE_AREA_Y1 24 |
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| 98 | #define CAM_ACTIVE_AREA_X2 4056 |
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| 99 | #define CAM_ACTIVE_AREA_Y2 3040 |
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| 100 | // camera name |
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| 101 | #define PARAM_CAMERA_NAME 4 // parameter number for GetParameterData sd990: OK |
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| 102 | |
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| 103 | #undef CAM_USES_ASPECT_CORRECTION |
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| 104 | #undef CAM_USES_ASPECT_YCORRECTION |
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| 105 | #define CAM_USES_ASPECT_CORRECTION 1 //camera uses the modified graphics primitives to map screens an viewports to buffers more sized |
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| 106 | #define CAM_USES_ASPECT_YCORRECTION 0 //only uses mappings on x coordinate |
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| 107 | |
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| 108 | #undef ASPECT_XCORRECTION |
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| 109 | #define ASPECT_XCORRECTION(x) ( ((x)<<1) ) |
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| 110 | |
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| 111 | // Note color palette affects grids! |
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| 112 | #undef ASPECT_GRID_XCORRECTION |
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| 113 | #define ASPECT_GRID_XCORRECTION(x) ( (x) ) |
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| 114 | |
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| 115 | #undef ASPECT_GRID_YCORRECTION |
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| 116 | #define ASPECT_GRID_YCORRECTION(y) ( (y) ) |
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| 117 | |
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| 118 | #undef ASPECT_VIEWPORT_XCORRECTION |
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| 119 | #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) |
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| 120 | #undef ASPECT_VIEWPORT_YCORRECTION |
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| 121 | #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) |
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| 122 | |
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| 123 | // Note color palette affects games! |
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| 124 | //games mappings |
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| 125 | #undef GAMES_SCREEN_WIDTH |
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| 126 | #undef GAMES_SCREEN_HEIGHT |
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| 127 | #define GAMES_SCREEN_WIDTH 360 |
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| 128 | #define GAMES_SCREEN_HEIGHT 240 |
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| 129 | #undef ASPECT_GAMES_XCORRECTION |
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| 130 | // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution |
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| 131 | // used by gui.c that configures the draw environment (through new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for |
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| 132 | // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... |
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| 133 | #define ASPECT_GAMES_XCORRECTION(x) ( ((x)<<1) ) |
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| 134 | #undef ASPECT_GAMES_YCORRECTION |
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| 135 | #define ASPECT_GAMES_YCORRECTION(y) ( (y) ) //none |
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| 136 | #define CAM_ZEBRA_ASPECT_ADJUST 1 |
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| 137 | // camera has little free memory |
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| 138 | #define CAM_ZEBRA_NOBUF 1 |
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| 139 | //---------------------------------------------------------- |
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| 140 | |
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