#ifndef OPENSHOT_FRAMEMAPPER_H #define OPENSHOT_FRAMEMAPPER_H /** * \file * \brief Header file for the FrameMapper class * \author Copyright (c) 2011 Jonathan Thomas */ #include #include #include #include #include "../include/FrameRate.h" #include "../include/Exceptions.h" #include "../include/KeyFrame.h" using namespace std; namespace openshot { /** * This enumeration determines how frame rates are increased or decreased, and * whether to apply pull-down techniques or not. 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 Pulldown_Method { 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 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; }; /** * \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). * * 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 { private: int m_length; // Length in frames of a video file vector fields; // List of all fields vector frames; // List of all frames bool field_toggle; // Internal odd / even toggle (used when building the mapping) Framerate m_original; // The original frame rate Framerate m_target; // The target frame rate Pulldown_Method m_pulldown; // The pull-down technique // 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(); public: /// Default constructor for FrameMapper class FrameMapper(int Length, Framerate original, Framerate target, Pulldown_Method pulldown); /// Get a frame based on the target frame rate and the new frame number of a frame MappedFrame GetFrame(int TargetFrameNumber) throw(OutOfBoundsFrame); /** * \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); /// Print all of the original frames and which new frames they map to void PrintMapping(); }; } #endif