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190 lines
6.7 KiB
C++
190 lines
6.7 KiB
C++
#ifndef OPENSHOT_FRAMEMAPPER_H
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#define OPENSHOT_FRAMEMAPPER_H
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/**
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* \file
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* \brief Header file for the FrameMapper class
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* \author Copyright (c) 2011 Jonathan Thomas
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*/
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#include <assert.h>
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#include <iostream>
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#include <math.h>
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#include <vector>
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#include "../include/FileReaderBase.h"
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#include "../include/FrameRate.h"
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#include "../include/Exceptions.h"
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#include "../include/KeyFrame.h"
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using namespace std;
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namespace openshot
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{
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/**
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* This enumeration determines how frame rates are increased or decreased, and
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* whether to apply pull-down techniques or not. Pull-down techniques are only
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* needed to remove artificial fields added when converting between 24 fps (film)
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* and television fps (29.97 fps NTSC or 25 fps PAL).
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*/
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enum Pulldown_Method
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{
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PULLDOWN_CLASSIC, // Classic 2:3:2:3 pull-down
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PULLDOWN_ADVANCED, // Advanced 2:3:3:2 pull-down (minimal dirty frames)
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PULLDOWN_NONE, // Do not apply pull-down techniques, just repeat or skip entire frames
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};
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/**
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* \brief This struct holds a single field (half a frame).
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*
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* A frame of video is made up of 2 fields (half a frame). This struct points to which original
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* frame, and whether this is the ODD or EVEN lines (i.e. top or bottom).
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*/
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struct Field
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{
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int Frame;
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bool isOdd;
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Field() : Frame(0), isOdd(true) { };
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Field(int frame, bool isodd)
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{
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Frame = frame;
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isOdd = isodd;
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}
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};
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/**
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* \brief This struct holds a the range of samples needed by this frame
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*
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* When frame rate is changed, the audio needs to be redistributed among the remaining
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* frames. This struct holds the range samples needed by the this frame.
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*/
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struct SampleRange
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{
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int starting_frame;
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int starting_sample;
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int ending_frame;
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int ending_sample;
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SampleRange() : starting_frame(0), starting_sample(0), ending_frame(0), ending_sample(0) { };
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};
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/**
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* \brief This struct holds two fields which together make up a complete video frame.
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*
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* These fields can point at different original frame numbers, for example the odd lines from
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* frame 3, and the even lines of frame 4, if required by a pull-down technique.
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*/
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struct MappedFrame
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{
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Field Odd;
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Field Even;
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SampleRange Samples;
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};
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/**
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* \brief This class creates a mapping between 2 different frame rates, applying a specific pull-down technique.
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*
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* This class creates a mapping between 2 different video files, and supports many pull-down techniques,
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* such as 2:3:2:3 or 2:3:3:2, and also supports inverse telecine. Pull-down techniques are only needed to remove
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* artificial fields added when converting between 24 fps (film) and television fps (29.97 fps NTSC or 25 fps PAL).
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*
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* Please see the following <b>Example Code</b>:
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* \code
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* // Create a frame mapper for a clip with 100 frames, and convert the frame rate (from 24 fps to 29.97 fps)
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* FrameMapper mapping(100, Framerate(24, 1), Framerate(30000, 1001), PULLDOWN_CLASSIC);
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* Frame frame2 = mapping.GetFrame(2);
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* assert(frame2.Odd.Frame == 2);
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* \endcode
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*/
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class FrameMapper {
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private:
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int m_length; // Length in frames of a video file
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vector<Field> fields; // List of all fields
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vector<MappedFrame> frames; // List of all frames
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bool field_toggle; // Internal odd / even toggle (used when building the mapping)
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Framerate m_original; // The original frame rate
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Framerate m_target; // The target frame rate
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Pulldown_Method m_pulldown; // The pull-down technique
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FileReaderBase *m_reader; // The source video reader
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// Internal methods used by init
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void AddField(int frame);
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void AddField(Field field);
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// Use the original and target frame rates and a pull-down technique to create
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// a mapping between the original fields and frames or a video to a new frame rate.
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// This might repeat or skip fields and frames of the original video, depending on
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// whether the frame rate is increasing or decreasing.
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void Init();
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public:
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/// Default constructor for FrameMapper class
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FrameMapper(FileReaderBase *reader, Framerate target, Pulldown_Method pulldown);
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/// Get a frame based on the target frame rate and the new frame number of a frame
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MappedFrame GetFrame(int TargetFrameNumber) throw(OutOfBoundsFrame);
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/// Get the target framerate
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Framerate TargetFPS() { return m_target; };
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/// Get the source framerate
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Framerate SourceFPS() { return m_original; };
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/// Set the target framerate
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void TargetFPS(Framerate new_fps) { m_target = new_fps; };
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/// Set the source framerate
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void SourceFPS(Framerate new_fps) { m_original = new_fps; };
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/**
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* \brief Re-map time to slow down, speed up, or reverse a clip based on a Keyframe.
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*
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* This method re-maps the time of a clip, or in other words, changes the sequence and/or
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* duration of frames in a clip. Because this method accepts a Keyframe, the time, sequence,
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* and direction of frames can be based on LINEAR, BEZIER, or CONSTANT values.
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*
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* The X axis of the Keyframe represents the time (in frames) of this clip. If you make the
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* X axis longer than the number of frames in the clip, if will slow down your clip. If the
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* X axis is shorter than your clip, it will speed up your clip. The Y axis determines which
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* original frame from the media file will be played. For example, if you clip has 100 frames,
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* and your Keyframe goes from (1,1) to (100,100), the clip will playback in the original sequence,
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* and at the original speed. If your Keyframe goes from (1,100) to (100,1), it will playback in the
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* reverse direction, and at normal speed. If your Keyframe goes from (1,100) to (500,1),
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* it will play in reverse at 1/5 the original speed.
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*
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* Please see the following <b>Example Code</b>:
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* \code
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* // Create a mapping between 24 fps and 24 fps (a mapping is required for time-remapping)
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* FrameMapper mapping(100, Framerate(24, 1), Framerate(24, 1), PULLDOWN_NONE);
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*
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* // Print the mapping (before it's been time-mapped)
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* mapping.PrintMapping();
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* cout << "-----------------------" << endl;
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*
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* // Create a Keyframe to re-map time (forward, reverse, and then forward again)
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* Keyframe kf;
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* kf.AddPoint(Point(Coordinate(1, 1), LINEAR));
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* kf.AddPoint(Point(Coordinate(40, 40), LINEAR));
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* kf.AddPoint(Point(Coordinate(60, 20), LINEAR)); // Reverse for 20 frames
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* kf.AddPoint(Point(Coordinate(100, 100), LINEAR)); // Play to end (in fast forward)
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*
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* // Use the Keyframe to remap the time of this clip
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* mapping.MapTime(kf);
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*
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* // Print the mapping again (to see the time remapping)
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* mapping.PrintMapping();
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* \endcode
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*/
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void MapTime(Keyframe new_time) throw(OutOfBoundsFrame);
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/// Print all of the original frames and which new frames they map to
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void PrintMapping();
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};
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}
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#endif
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