Files
libopenshot/tests/FrameMapper_Tests.cpp

192 lines
6.2 KiB
C++

/**
* @file
* @brief Unit tests for openshot::FrameMapper
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of
* OpenShot Library (libopenshot), an open-source project dedicated to
* delivering high quality video editing and animation solutions to the
* world. For more information visit <http://www.openshot.org/>.
*
* OpenShot Library (libopenshot) is free software: you can redistribute it
* and/or modify it under the terms of the GNU Affero 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 (libopenshot) 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 Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*
* Also, if your software can interact with users remotely through a computer
* network, you should also make sure that it provides a way for users to
* get its source. For example, if your program is a web application, its
* interface could display a "Source" link that leads users to an archive
* of the code. There are many ways you could offer source, and different
* solutions will be better for different programs; see section 13 for the
* specific requirements.
*
* You should also get your employer (if you work as a programmer) or school,
* if any, to sign a "copyright disclaimer" for the program, if necessary.
* For more information on this, and how to apply and follow the GNU AGPL, see
* <http://www.gnu.org/licenses/>.
*/
#include "UnitTest++.h"
#include "../include/OpenShot.h"
using namespace std;
using namespace openshot;
TEST(FrameMapper_Get_Valid_Frame)
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping between 24 fps and 29.97 fps using classic pulldown
FrameMapper mapping(&r, Fraction(30000, 1001), PULLDOWN_CLASSIC);
try
{
// Should find this frame
MappedFrame f = mapping.GetMappedFrame(125);
CHECK(true); // success
}
catch (OutOfBoundsFrame &e)
{
// Unexpected failure to find frame
CHECK(false);
}
}
TEST(FrameMapper_Invalid_Frame_Too_Small)
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping 24 fps and 29.97 fps
FrameMapper mapping(&r, Fraction(30000, 1001), PULLDOWN_CLASSIC);
// Check invalid frame number
CHECK_THROW(mapping.GetMappedFrame(0), OutOfBoundsFrame);
}
TEST(FrameMapper_24_fps_to_30_fps_Pulldown_Classic)
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping 24 fps and 29.97 fps
FrameMapper mapping(&r, Fraction(30000, 1001), PULLDOWN_CLASSIC);
MappedFrame frame2 = mapping.GetMappedFrame(2);
MappedFrame frame3 = mapping.GetMappedFrame(3);
// Check for 3 fields of frame 2
CHECK_EQUAL(2, frame2.Odd.Frame);
CHECK_EQUAL(2, frame2.Even.Frame);
CHECK_EQUAL(2, frame3.Odd.Frame);
CHECK_EQUAL(3, frame3.Even.Frame);
}
TEST(FrameMapper_24_fps_to_30_fps_Pulldown_Advanced)
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping 24 fps and 29.97 fps
FrameMapper mapping(&r, Fraction(30000, 1001), PULLDOWN_ADVANCED);
MappedFrame frame2 = mapping.GetMappedFrame(2);
MappedFrame frame3 = mapping.GetMappedFrame(3);
MappedFrame frame4 = mapping.GetMappedFrame(4);
// Check for advanced pulldown (only 1 fake frame)
CHECK_EQUAL(2, frame2.Odd.Frame);
CHECK_EQUAL(2, frame2.Even.Frame);
CHECK_EQUAL(2, frame3.Odd.Frame);
CHECK_EQUAL(3, frame3.Even.Frame);
CHECK_EQUAL(3, frame4.Odd.Frame);
CHECK_EQUAL(3, frame4.Even.Frame);
}
TEST(FrameMapper_24_fps_to_30_fps_Pulldown_None)
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping 24 fps and 29.97 fps
FrameMapper mapping(&r, Fraction(30000, 1001), PULLDOWN_NONE);
MappedFrame frame4 = mapping.GetMappedFrame(4);
MappedFrame frame5 = mapping.GetMappedFrame(5);
// Check for advanced pulldown (only 1 fake frame)
CHECK_EQUAL(4, frame4.Odd.Frame);
CHECK_EQUAL(4, frame4.Even.Frame);
CHECK_EQUAL(4, frame5.Odd.Frame);
CHECK_EQUAL(4, frame5.Even.Frame);
}
TEST(FrameMapper_30_fps_to_24_fps_Pulldown_Classic)
{
// Create a reader
DummyReader r(Fraction(30000, 1001), 720, 480, 22000, 2, 5.0);
// Create mapping between 29.97 fps and 24 fps
FrameMapper mapping(&r, Fraction(24, 1), PULLDOWN_CLASSIC);
MappedFrame frame3 = mapping.GetMappedFrame(3);
MappedFrame frame4 = mapping.GetMappedFrame(4);
MappedFrame frame5 = mapping.GetMappedFrame(5);
// Check for advanced pulldown (only 1 fake frame)
CHECK_EQUAL(4, frame3.Odd.Frame);
CHECK_EQUAL(3, frame3.Even.Frame);
CHECK_EQUAL(5, frame4.Odd.Frame);
CHECK_EQUAL(4, frame4.Even.Frame);
CHECK_EQUAL(6, frame5.Odd.Frame);
CHECK_EQUAL(6, frame5.Even.Frame);
}
TEST(FrameMapper_30_fps_to_24_fps_Pulldown_Advanced)
{
// Create a reader
DummyReader r(Fraction(30000, 1001), 720, 480, 22000, 2, 5.0);
// Create mapping between 29.97 fps and 24 fps
FrameMapper mapping(&r, Fraction(24, 1), PULLDOWN_ADVANCED);
MappedFrame frame2 = mapping.GetMappedFrame(2);
MappedFrame frame3 = mapping.GetMappedFrame(3);
MappedFrame frame4 = mapping.GetMappedFrame(4);
// Check for advanced pulldown (only 1 fake frame)
CHECK_EQUAL(2, frame2.Odd.Frame);
CHECK_EQUAL(2, frame2.Even.Frame);
CHECK_EQUAL(4, frame3.Odd.Frame);
CHECK_EQUAL(4, frame3.Even.Frame);
CHECK_EQUAL(5, frame4.Odd.Frame);
CHECK_EQUAL(5, frame4.Even.Frame);
}
TEST(FrameMapper_30_fps_to_24_fps_Pulldown_None)
{
// Create a reader
DummyReader r(Fraction(30000, 1001), 720, 480, 22000, 2, 5.0);
// Create mapping between 29.97 fps and 24 fps
FrameMapper mapping(&r, Fraction(24, 1), PULLDOWN_NONE);
MappedFrame frame4 = mapping.GetMappedFrame(4);
MappedFrame frame5 = mapping.GetMappedFrame(5);
// Check for advanced pulldown (only 1 fake frame)
CHECK_EQUAL(4, frame4.Odd.Frame);
CHECK_EQUAL(4, frame4.Even.Frame);
CHECK_EQUAL(6, frame5.Odd.Frame);
CHECK_EQUAL(6, frame5.Even.Frame);
}