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