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<a href="display_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*</span>
<a name="l00002"></a>00002 <span class="comment"> * Copyright (c) 2014 Vittorio Giovara <vittorio.giovara@gmail.com></span>
<a name="l00003"></a>00003 <span class="comment"> *</span>
<a name="l00004"></a>00004 <span class="comment"> * This file is part of FFmpeg.</span>
<a name="l00005"></a>00005 <span class="comment"> *</span>
<a name="l00006"></a>00006 <span class="comment"> * FFmpeg is free software; you can redistribute it and/or</span>
<a name="l00007"></a>00007 <span class="comment"> * modify it under the terms of the GNU Lesser General Public</span>
<a name="l00008"></a>00008 <span class="comment"> * License as published by the Free Software Foundation; either</span>
<a name="l00009"></a>00009 <span class="comment"> * version 2.1 of the License, or (at your option) any later version.</span>
<a name="l00010"></a>00010 <span class="comment"> *</span>
<a name="l00011"></a>00011 <span class="comment"> * FFmpeg is distributed in the hope that it will be useful,</span>
<a name="l00012"></a>00012 <span class="comment"> * but WITHOUT ANY WARRANTY; without even the implied warranty of</span>
<a name="l00013"></a>00013 <span class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</span>
<a name="l00014"></a>00014 <span class="comment"> * Lesser General Public License for more details.</span>
<a name="l00015"></a>00015 <span class="comment"> *</span>
<a name="l00016"></a>00016 <span class="comment"> * You should have received a copy of the GNU Lesser General Public</span>
<a name="l00017"></a>00017 <span class="comment"> * License along with FFmpeg; if not, write to the Free Software</span>
<a name="l00018"></a>00018 <span class="comment"> * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA</span>
<a name="l00019"></a>00019 <span class="comment"> */</span>
<a name="l00020"></a>00020
<a name="l00021"></a>00021 <span class="preprocessor">#ifndef AVUTIL_DISPLAY_H</span>
<a name="l00022"></a>00022 <span class="preprocessor"></span><span class="preprocessor">#define AVUTIL_DISPLAY_H</span>
<a name="l00023"></a>00023 <span class="preprocessor"></span>
<a name="l00024"></a>00024 <span class="preprocessor">#include <stdint.h></span>
<a name="l00025"></a>00025 <span class="comment"></span>
<a name="l00026"></a>00026 <span class="comment">/**</span>
<a name="l00027"></a>00027 <span class="comment"> * The display transformation matrix specifies an affine transformation that</span>
<a name="l00028"></a>00028 <span class="comment"> * should be applied to video frames for correct presentation. It is compatible</span>
<a name="l00029"></a>00029 <span class="comment"> * with the matrices stored in the ISO/IEC 14496-12 container format.</span>
<a name="l00030"></a>00030 <span class="comment"> *</span>
<a name="l00031"></a>00031 <span class="comment"> * The data is a 3x3 matrix represented as a 9-element array:</span>
<a name="l00032"></a>00032 <span class="comment"> *</span>
<a name="l00033"></a>00033 <span class="comment"> * | a b u |</span>
<a name="l00034"></a>00034 <span class="comment"> * (a, b, u, c, d, v, x, y, w) -> | c d v |</span>
<a name="l00035"></a>00035 <span class="comment"> * | x y w |</span>
<a name="l00036"></a>00036 <span class="comment"> *</span>
<a name="l00037"></a>00037 <span class="comment"> * All numbers are stored in native endianness, as 16.16 fixed-point values,</span>
<a name="l00038"></a>00038 <span class="comment"> * except for u, v and w, which are stored as 2.30 fixed-point values.</span>
<a name="l00039"></a>00039 <span class="comment"> *</span>
<a name="l00040"></a>00040 <span class="comment"> * The transformation maps a point (p, q) in the source (pre-transformation)</span>
<a name="l00041"></a>00041 <span class="comment"> * frame to the point (p', q') in the destination (post-transformation) frame as</span>
<a name="l00042"></a>00042 <span class="comment"> * follows:</span>
<a name="l00043"></a>00043 <span class="comment"> * | a b u |</span>
<a name="l00044"></a>00044 <span class="comment"> * (p, q, 1) . | c d v | = z * (p', q', 1)</span>
<a name="l00045"></a>00045 <span class="comment"> * | x y w |</span>
<a name="l00046"></a>00046 <span class="comment"> *</span>
<a name="l00047"></a>00047 <span class="comment"> * The transformation can also be more explicitly written in components as</span>
<a name="l00048"></a>00048 <span class="comment"> * follows:</span>
<a name="l00049"></a>00049 <span class="comment"> * p' = (a * p + c * q + x) / z;</span>
<a name="l00050"></a>00050 <span class="comment"> * q' = (b * p + d * q + y) / z;</span>
<a name="l00051"></a>00051 <span class="comment"> * z = u * p + v * q + w</span>
<a name="l00052"></a>00052 <span class="comment"> */</span>
<a name="l00053"></a>00053 <span class="comment"></span>
<a name="l00054"></a>00054 <span class="comment">/**</span>
<a name="l00055"></a>00055 <span class="comment"> * Extract the rotation component of the transformation matrix.</span>
<a name="l00056"></a>00056 <span class="comment"> *</span>
<a name="l00057"></a>00057 <span class="comment"> * @param matrix the transformation matrix</span>
<a name="l00058"></a>00058 <span class="comment"> * @return the angle (in degrees) by which the transformation rotates the frame</span>
<a name="l00059"></a>00059 <span class="comment"> * counterclockwise. The angle will be in range [-180.0, 180.0],</span>
<a name="l00060"></a>00060 <span class="comment"> * or NaN if the matrix is singular.</span>
<a name="l00061"></a>00061 <span class="comment"> *</span>
<a name="l00062"></a>00062 <span class="comment"> * @note floating point numbers are inherently inexact, so callers are</span>
<a name="l00063"></a>00063 <span class="comment"> * recommended to round the return value to nearest integer before use.</span>
<a name="l00064"></a>00064 <span class="comment"> */</span>
<a name="l00065"></a>00065 <span class="keywordtype">double</span> <a class="code" href="display_8h.html#aac2ea94d3f66496c758349450b5b0217" title="The display transformation matrix specifies an affine transformation that should be applied to video ...">av_display_rotation_get</a>(<span class="keyword">const</span> int32_t matrix[9]);
<a name="l00066"></a>00066 <span class="comment"></span>
<a name="l00067"></a>00067 <span class="comment">/**</span>
<a name="l00068"></a>00068 <span class="comment"> * Initialize a transformation matrix describing a pure counterclockwise</span>
<a name="l00069"></a>00069 <span class="comment"> * rotation by the specified angle (in degrees).</span>
<a name="l00070"></a>00070 <span class="comment"> *</span>
<a name="l00071"></a>00071 <span class="comment"> * @param matrix an allocated transformation matrix (will be fully overwritten</span>
<a name="l00072"></a>00072 <span class="comment"> * by this function)</span>
<a name="l00073"></a>00073 <span class="comment"> * @param angle rotation angle in degrees.</span>
<a name="l00074"></a>00074 <span class="comment"> */</span>
<a name="l00075"></a>00075 <span class="keywordtype">void</span> <a class="code" href="display_8h.html#a5964303bfe085ad33683bc2454768d4a" title="Initialize a transformation matrix describing a pure counterclockwise rotation by the specified angle...">av_display_rotation_set</a>(int32_t matrix[9], <span class="keywordtype">double</span> angle);
<a name="l00076"></a>00076 <span class="comment"></span>
<a name="l00077"></a>00077 <span class="comment">/**</span>
<a name="l00078"></a>00078 <span class="comment"> * Flip the input matrix horizontally and/or vertically.</span>
<a name="l00079"></a>00079 <span class="comment"> *</span>
<a name="l00080"></a>00080 <span class="comment"> * @param matrix an allocated transformation matrix</span>
<a name="l00081"></a>00081 <span class="comment"> * @param hflip whether the matrix should be flipped horizontally</span>
<a name="l00082"></a>00082 <span class="comment"> * @param vflip whether the matrix should be flipped vertically</span>
<a name="l00083"></a>00083 <span class="comment"> */</span>
<a name="l00084"></a>00084 <span class="keywordtype">void</span> <a class="code" href="display_8h.html#add236b7ced34637aa9f0a9bceaeac5c3" title="Flip the input matrix horizontally and/or vertically.">av_display_matrix_flip</a>(int32_t matrix[9], <span class="keywordtype">int</span> hflip, <span class="keywordtype">int</span> vflip);
<a name="l00085"></a>00085
<a name="l00086"></a>00086 <span class="preprocessor">#endif </span><span class="comment">/* AVUTIL_DISPLAY_H */</span>
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