/** * @file * @brief Header file for the FrameMapper class * @author Jonathan Thomas * * @section LICENSE * * Copyright (c) 2008-2013 OpenShot Studios, LLC * (http://www.openshotstudios.com). This file is part of * OpenShot Library (http://www.openshot.org), an open-source project * dedicated to delivering high quality video editing and animation solutions * to the world. * * OpenShot Library is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenShot Library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenShot Library. If not, see . */ #ifndef OPENSHOT_FRAMEMAPPER_H #define OPENSHOT_FRAMEMAPPER_H #include #include #include #include #include #include "../include/Cache.h" #include "../include/ReaderBase.h" #include "../include/Frame.h" #include "../include/FrameRate.h" #include "../include/Exceptions.h" #include "../include/KeyFrame.h" using namespace std; namespace openshot { /** * @brief This enumeration determines how frame rates are increased or decreased. * * Pull-down techniques are only needed to remove artificial fields added when converting * between 24 fps (film) and television fps (29.97 fps NTSC or 25 fps PAL). */ enum PulldownType { PULLDOWN_CLASSIC, ///< Classic 2:3:2:3 pull-down PULLDOWN_ADVANCED, ///< Advanced 2:3:3:2 pull-down (minimal dirty frames) PULLDOWN_NONE, ///< Do not apply pull-down techniques, just repeat or skip entire frames }; /** * @brief This struct holds a single field (half a frame). * * A frame of video is made up of 2 fields (half a frame). This struct points to which original * frame, and whether this is the ODD or EVEN lines (i.e. top or bottom). */ struct Field { int Frame; bool isOdd; Field() : Frame(0), isOdd(true) { }; Field(int frame, bool isodd) { Frame = frame; isOdd = isodd; } }; /** * @brief This struct holds a the range of samples needed by this frame * * When frame rate is changed, the audio needs to be redistributed among the remaining * frames. This struct holds the range samples needed by the this frame. */ struct SampleRange { int frame_start; int sample_start; int frame_end; int sample_end; int total; }; /** * @brief This struct holds two fields which together make up a complete video frame. * * These fields can point at different original frame numbers, for example the odd lines from * frame 3, and the even lines of frame 4, if required by a pull-down technique. */ struct MappedFrame { Field Odd; Field Even; SampleRange Samples; }; /** * @brief This class creates a mapping between 2 different frame rates, applying a specific pull-down technique. * * This class creates a mapping between 2 different video files, and supports many pull-down techniques, * such as 2:3:2:3 or 2:3:3:2, and also supports inverse telecine. Pull-down techniques are only needed to remove * artificial fields added when converting between 24 fps (film) and television fps (29.97 fps NTSC or 25 fps PAL). * * The following graphic displays a how frame rates are mapped, and how time remapping affects the order * of frames returned from the FrameMapper. * \image html /doc/images/FrameMapper.png * * Please see the following Example Code: * \code * // Create a frame mapper for a clip with 100 frames, and convert the frame rate (from 24 fps to 29.97 fps) * FrameMapper mapping(100, Framerate(24, 1), Framerate(30000, 1001), PULLDOWN_CLASSIC); * Frame frame2 = mapping.GetFrame(2); * assert(frame2.Odd.Frame == 2); * \endcode */ class FrameMapper : public ReaderBase { private: bool field_toggle; // Internal odd / even toggle (used when building the mapping) Framerate original; // The original frame rate Framerate target; // The target frame rate PulldownType pulldown; // The pull-down technique ReaderBase *reader; // The source video reader Cache final_cache; // Cache of actual Frame objects // Internal methods used by init void AddField(int frame); void AddField(Field field); // Use the original and target frame rates and a pull-down technique to create // a mapping between the original fields and frames or a video to a new frame rate. // This might repeat or skip fields and frames of the original video, depending on // whether the frame rate is increasing or decreasing. void Init(); /// Calculate the # of samples per video frame (for a specific frame number) int GetSamplesPerFrame(int frame_number, Fraction rate); public: // Init some containers vector fields; // List of all fields vector frames; // List of all frames /// Default constructor for FrameMapper class FrameMapper(ReaderBase *reader, Framerate target, PulldownType pulldown); /// Close the internal reader void Close(); /// Get a frame based on the target frame rate and the new frame number of a frame MappedFrame GetMappedFrame(int TargetFrameNumber) throw(OutOfBoundsFrame); /// @brief This method is required for all derived classes of ReaderBase, and return the /// openshot::Frame object, which contains the image and audio information for that /// frame of video. /// /// @returns The requested frame of video /// @param requested_frame The frame number that is requested. tr1::shared_ptr GetFrame(int requested_frame) throw(ReaderClosed); /// Get the target framerate Framerate TargetFPS() { return target; }; /// Get the source framerate Framerate SourceFPS() { return original; }; /// Set the target framerate void TargetFPS(Framerate new_fps) { target = new_fps; }; /// Set the source framerate void SourceFPS(Framerate new_fps) { original = new_fps; }; /** * @brief Re-map time to slow down, speed up, or reverse a clip based on a Keyframe. * * This method re-maps the time of a clip, or in other words, changes the sequence and/or * duration of frames in a clip. Because this method accepts a Keyframe, the time, sequence, * and direction of frames can be based on LINEAR, BEZIER, or CONSTANT values. * * The X axis of the Keyframe represents the time (in frames) of this clip. If you make the * X axis longer than the number of frames in the clip, if will slow down your clip. If the * X axis is shorter than your clip, it will speed up your clip. The Y axis determines which * original frame from the media file will be played. For example, if you clip has 100 frames, * and your Keyframe goes from (1,1) to (100,100), the clip will playback in the original sequence, * and at the original speed. If your Keyframe goes from (1,100) to (100,1), it will playback in the * reverse direction, and at normal speed. If your Keyframe goes from (1,100) to (500,1), * it will play in reverse at 1/5 the original speed. * * Please see the following Example Code: * \code * // Create a mapping between 24 fps and 24 fps (a mapping is required for time-remapping) * FrameMapper mapping(100, Framerate(24, 1), Framerate(24, 1), PULLDOWN_NONE); * * // Print the mapping (before it's been time-mapped) * mapping.PrintMapping(); * cout << "-----------------------" << endl; * * // Create a Keyframe to re-map time (forward, reverse, and then forward again) * Keyframe kf; * kf.AddPoint(Point(Coordinate(1, 1), LINEAR)); * kf.AddPoint(Point(Coordinate(40, 40), LINEAR)); * kf.AddPoint(Point(Coordinate(60, 20), LINEAR)); // Reverse for 20 frames * kf.AddPoint(Point(Coordinate(100, 100), LINEAR)); // Play to end (in fast forward) * * // Use the Keyframe to remap the time of this clip * mapping.MapTime(kf); * * // Print the mapping again (to see the time remapping) * mapping.PrintMapping(); * \endcode */ void MapTime(Keyframe new_time) throw(OutOfBoundsFrame); /// Open the internal reader void Open() throw(InvalidFile); /// Print all of the original frames and which new frames they map to void PrintMapping(); }; } #endif