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libopenshot/src/Timeline.cpp

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#include "../include/Timeline.h"
using namespace openshot;
// Default Constructor for the timeline (which sets the canvas width and height)
Timeline::Timeline(int width, int height, Framerate fps, int sample_rate, int channels) :
width(width), height(height), fps(fps), sample_rate(sample_rate), channels(channels)
{
// Init viewport size (curve based, because it can be animated)
viewport_scale = Keyframe(100.0);
viewport_x = Keyframe(0.0);
viewport_y = Keyframe(0.0);
// Init background color
color.red = Keyframe(0.0);
color.green = Keyframe(0.0);
color.blue = Keyframe(0.0);
// Init cache
int64 bytes = height * width * 4 + (44100 * 2 * 4);
final_cache = Cache(20 * bytes); // 20 frames, 4 colors of chars, 2 audio channels of 4 byte floats
// Init FileInfo struct (clear all values)
InitFileInfo();
info.width = width;
info.height = height;
info.fps = fps.GetFraction();
info.sample_rate = sample_rate;
info.channels = channels;
info.video_timebase = fps.GetFraction().Reciprocal();
}
// Add an openshot::Clip to the timeline
void Timeline::AddClip(Clip* clip)
{
// All clips must be converted to the frame rate of this timeline,
// so assign the same frame rate to each clip.
clip->Reader()->info.fps = fps.GetFraction();
// Add clip to list
clips.push_back(clip);
// Sort clips
SortClips();
}
// Remove an openshot::Clip to the timeline
void Timeline::RemoveClip(Clip* clip)
{
clips.remove(clip);
}
// Calculate time of a frame number, based on a framerate
float Timeline::calculate_time(int number, Framerate rate)
{
// Get float version of fps fraction
float raw_fps = rate.GetFPS();
// Return the time (in seconds) of this frame
return float(number - 1) / raw_fps;
}
// Process a new layer of video or audio
void Timeline::add_layer(tr1::shared_ptr<Frame> new_frame, Clip* source_clip, int clip_frame_number, int timeline_frame_number)
{
// Get the clip's frame & image
tr1::shared_ptr<Frame> source_frame;
#pragma omp critical (reader_lock)
source_frame = tr1::shared_ptr<Frame>(source_clip->GetFrame(clip_frame_number));
// No frame found... so bail
if (!source_frame)
return;
tr1::shared_ptr<Magick::Image> source_image;
/* COPY AUDIO - with correct volume */
if (source_clip->Reader()->info.has_audio)
for (int channel = 0; channel < source_frame->GetAudioChannelsCount(); channel++)
{
float initial_volume = 1.0f;
float previous_volume = source_clip->volume.GetValue(clip_frame_number - 1); // previous frame's percentage of volume (0 to 1)
float volume = source_clip->volume.GetValue(clip_frame_number); // percentage of volume (0 to 1)
// If no ramp needed, set initial volume = clip's volume
if (isEqual(previous_volume, volume))
initial_volume = volume;
// Apply ramp to source frame (if needed)
if (!isEqual(previous_volume, volume))
source_frame->ApplyGainRamp(channel, 0, source_frame->GetAudioSamplesCount(), previous_volume, volume);
// Copy audio samples (and set initial volume). Mix samples with existing audio samples. The gains are added together, to
// be sure to set the gain's correctly, so the sum does not exceed 1.0 (of audio distortion will happen).
new_frame->AddAudio(false, channel, 0, source_frame->GetAudioSamples(channel), source_frame->GetAudioSamplesCount(), initial_volume);
}
/* GET IMAGE DATA - OR GENERATE IT */
if (!source_clip->Waveform())
// Get actual frame image data
source_image = source_frame->GetImage();
else
{
// Get the color of the waveform
int red = source_clip->wave_color.red.GetInt(timeline_frame_number);
int green = source_clip->wave_color.green.GetInt(timeline_frame_number);
int blue = source_clip->wave_color.blue.GetInt(timeline_frame_number);
// Generate Waveform Dynamically (the size of the timeline)
source_image = source_frame->GetWaveform(width, height, red, green, blue);
}
// Get some basic image properties
int source_width = source_image->columns();
int source_height = source_image->rows();
/* ALPHA & OPACITY */
if (source_clip->alpha.GetValue(clip_frame_number) != 0)
{
float alpha = 1.0 - source_clip->alpha.GetValue(clip_frame_number);
source_image->quantumOperator(Magick::OpacityChannel, Magick::MultiplyEvaluateOperator, alpha);
}
/* RESIZE SOURCE IMAGE - based on scale type */
Magick::Geometry new_size(width, height);
switch (source_clip->scale)
{
case (SCALE_FIT):
new_size.aspect(false); // respect aspect ratio
source_image->resize(new_size);
source_width = source_image->size().width();
source_height = source_image->size().height();
break;
case (SCALE_STRETCH):
new_size.aspect(true); // ignore aspect ratio
source_image->resize(new_size);
source_width = source_image->size().width();
source_height = source_image->size().height();
break;
case (SCALE_CROP):
Magick::Geometry width_size(width, round(width / (float(source_width) / float(source_height))));
Magick::Geometry height_size(round(height / (float(source_height) / float(source_width))), height);
new_size.aspect(false); // respect aspect ratio
if (width_size.width() >= width && width_size.height() >= height)
source_image->resize(width_size); // width is larger, so resize to it
else
source_image->resize(height_size); // height is larger, so resize to it
source_width = source_image->size().width();
source_height = source_image->size().height();
break;
}
/* GRAVITY LOCATION - Initialize X & Y to the correct values (before applying location curves) */
float x = 0.0; // left
float y = 0.0; // top
switch (source_clip->gravity)
{
case (GRAVITY_TOP):
x = (width - source_width) / 2.0; // center
break;
case (GRAVITY_TOP_RIGHT):
x = width - source_width; // right
break;
case (GRAVITY_LEFT):
y = (height - source_height) / 2.0; // center
break;
case (GRAVITY_CENTER):
x = (width - source_width) / 2.0; // center
y = (height - source_height) / 2.0; // center
break;
case (GRAVITY_RIGHT):
x = width - source_width; // right
y = (height - source_height) / 2.0; // center
break;
case (GRAVITY_BOTTOM_LEFT):
y = (height - source_height); // bottom
break;
case (GRAVITY_BOTTOM):
x = (width - source_width) / 2.0; // center
y = (height - source_height); // bottom
break;
case (GRAVITY_BOTTOM_RIGHT):
x = width - source_width; // right
y = (height - source_height); // bottom
break;
}
/* LOCATION, ROTATION, AND SCALE */
float r = source_clip->rotation.GetValue(clip_frame_number); // rotate in degrees
x += width * source_clip->location_x.GetValue(clip_frame_number); // move in percentage of final width
y += height * source_clip->location_y.GetValue(clip_frame_number); // move in percentage of final height
float sx = source_clip->scale_x.GetValue(clip_frame_number); // percentage X scale
float sy = source_clip->scale_y.GetValue(clip_frame_number); // percentage Y scale
bool is_x_animated = source_clip->location_x.Points.size() > 2;
bool is_y_animated = source_clip->location_y.Points.size() > 2;
int offset_x = -1;
int offset_y = -1;
bool transformed = false;
if ((!isEqual(x, 0) || !isEqual(y, 0)) && (isEqual(r, 0) && isEqual(sx, 1) && isEqual(sy, 1) && !is_x_animated && !is_y_animated))
{
//cout << "SIMPLE" << endl;
// If only X and Y are different, and no animation is being used (just set the offset for speed)
offset_x = round(x);
offset_y = round(y);
transformed = true;
} else if (!isEqual(r, 0) || !isEqual(x, 0) || !isEqual(y, 0) || !isEqual(sx, 1) || !isEqual(sy, 1))
{
//cout << "COMPLEX" << endl;
/* RESIZE SOURCE CANVAS - to the same size as timeline canvas */
if (source_width != width || source_height != height)
{
source_image->borderColor(Magick::Color("none"));
source_image->border(Magick::Geometry(1, 1, 0, 0, false, false)); // prevent stretching of edge pixels (during the canvas resize)
source_image->size(Magick::Geometry(width, height, 0, 0, false, false)); // resize the canvas (to prevent clipping)
}
// Use the distort operator, which is very CPU intensive
// origin X,Y Scale Angle NewX,NewY
double distort_args[7] = {0,0, sx,sy, r, x,y };
source_image->distort(Magick::ScaleRotateTranslateDistortion, 7, distort_args, false);
transformed = true;
}
/* Is this the 1st layer? And the same size as this image? */
if (new_frame->GetImage()->columns() == 1 && !transformed && source_frame->GetHeight() == new_frame->GetHeight() && source_frame->GetWidth() == new_frame->GetWidth())
{
// Just use this image as the background
new_frame->AddImage(source_image);
}
else if (new_frame->GetImage()->columns() == 1)
{
/* CREATE BACKGROUND COLOR - needed if this is the 1st layer */
int red = color.red.GetInt(timeline_frame_number);
int green = color.green.GetInt(timeline_frame_number);
int blue = color.blue.GetInt(timeline_frame_number);
new_frame->AddColor(width, height, Magick::Color(red, green, blue, 0));
/* COMPOSITE SOURCE IMAGE (LAYER) ONTO FINAL IMAGE */
tr1::shared_ptr<Magick::Image> new_image = new_frame->GetImage();
new_image->composite(*source_image.get(), offset_x, offset_y, Magick::OverCompositeOp);
}
else
{
/* COMPOSITE SOURCE IMAGE (LAYER) ONTO FINAL IMAGE */
tr1::shared_ptr<Magick::Image> new_image = new_frame->GetImage();
new_image->composite(*source_image.get(), offset_x, offset_y, Magick::OverCompositeOp);
}
}
// Update the list of 'opened' clips
void Timeline::update_open_clips(Clip *clip, bool is_open)
{
// is clip already in list?
bool clip_found = open_clips.count(clip);
if (clip_found && !is_open)
{
// Mark clip "to be removed"
closing_clips.push_back(clip);
}
else if (!clip_found && is_open)
{
// Add clip to 'opened' list, because it's missing
open_clips[clip] = clip;
// Open the clip's reader
clip->Open();
}
}
// Update the list of 'closed' clips
void Timeline::update_closed_clips()
{
// Close all "to be closed" clips
list<Clip*>::iterator clip_itr;
for (clip_itr=closing_clips.begin(); clip_itr != closing_clips.end(); ++clip_itr)
{
// Get clip object from the iterator
Clip *clip = (*clip_itr);
// Close the clip's reader
clip->Close();
// Remove clip from 'opened' list, because it's closed now
open_clips.erase(clip);
}
// Clear list
closing_clips.clear();
}
// Sort clips by position on the timeline
void Timeline::SortClips()
{
// sort clips
clips.sort(compare_clip_pointers());
}
// Close the reader (and any resources it was consuming)
void Timeline::Close()
{
// Close all open clips
list<Clip*>::iterator clip_itr;
for (clip_itr=clips.begin(); clip_itr != clips.end(); ++clip_itr)
{
// Get clip object from the iterator
Clip *clip = (*clip_itr);
// Open or Close this clip, based on if it's intersecting or not
update_open_clips(clip, false);
}
// Actually close the clips
update_closed_clips();
}
// Open the reader (and start consuming resources)
void Timeline::Open()
{
}
// Calculate the # of samples per video frame (for a specific frame number)
int Timeline::GetSamplesPerFrame(int frame_number)
{
// Get the total # of samples for the previous frame, and the current frame (rounded)
double fps_value = fps.GetFraction().Reciprocal().ToDouble();
double previous_samples = round((sample_rate * fps_value) * (frame_number - 1));
double total_samples = round((sample_rate * fps_value) * frame_number);
// Subtract the previous frame's total samples with this frame's total samples. Not all sample rates can
// be evenly divided into frames, so each frame can have have different # of samples.
double samples_per_frame = total_samples - previous_samples;
return samples_per_frame;
}
// Compare 2 floating point numbers for equality
bool Timeline::isEqual(double a, double b)
{
return fabs(a - b) < 0.000001;
}
// Get an openshot::Frame object for a specific frame number of this reader.
tr1::shared_ptr<Frame> Timeline::GetFrame(int requested_frame) throw(ReaderClosed)
{
// Adjust out of bounds frame number
if (requested_frame < 1)
requested_frame = 1;
// Check cache
if (final_cache.Exists(requested_frame))
return final_cache.GetFrame(requested_frame);
else
{
// Minimum number of packets to process (for performance reasons)
int minimum_frames = omp_get_num_procs();
//omp_set_num_threads(1);
omp_set_nested(true);
#pragma omp parallel
{
#pragma omp single
{
// Loop through all requested frames
for (int frame_number = requested_frame; frame_number < requested_frame + minimum_frames; frame_number++)
{
#pragma omp task firstprivate(frame_number)
{
// Create blank frame (which will become the requested frame)
tr1::shared_ptr<Frame> new_frame(tr1::shared_ptr<Frame>(new Frame(frame_number, width, height, "#000000", GetSamplesPerFrame(frame_number), channels)));
new_frame->SetSampleRate(info.sample_rate);
// Calculate time of frame
float requested_time = calculate_time(frame_number, fps);
// Find Clips at this time
list<Clip*>::iterator clip_itr;
for (clip_itr=clips.begin(); clip_itr != clips.end(); ++clip_itr)
{
// Get clip object from the iterator
Clip *clip = (*clip_itr);
// Does clip intersect the current requested time
float clip_duration = clip->End() - clip->Start();
bool does_clip_intersect = (clip->Position() <= requested_time && clip->Position() + clip_duration >= requested_time);
// Open (or schedule for closing) this clip, based on if it's intersecting or not
#pragma omp critical (reader_lock)
update_open_clips(clip, does_clip_intersect);
// Clip is visible
if (does_clip_intersect)
{
// Determine the frame needed for this clip (based on the position on the timeline)
float time_diff = (requested_time - clip->Position()) + clip->Start();
int clip_frame_number = round(time_diff * fps.GetFPS()) + 1;
// Add clip's frame as layer
add_layer(new_frame, clip, clip_frame_number, frame_number);
} else
cout << "FRAME NOT IN CLIP DURATION: frame: " << frame_number << ", pos: " << clip->Position() << ", end: " << clip->End() << endl;
// Check for empty frame image (and fill with color)
if (new_frame->GetImage()->columns() == 1)
{
int red = color.red.GetInt(frame_number);
int green = color.green.GetInt(frame_number);
int blue = color.blue.GetInt(frame_number);
new_frame->AddColor(width, height, Magick::Color(red, green, blue));
}
// Add final frame to cache
#pragma omp critical (timeline_cache)
final_cache.Add(frame_number, new_frame);
} // end clip loop
} // end omp task
} // end frame loop
// Actually close all clips no longer needed
#pragma omp critical (reader_lock)
update_closed_clips();
} // end omp single
} // end omp parallel
// Return frame (or blank frame)
return final_cache.GetFrame(requested_frame);
}
}