/*
* Copyright (c) 2014 Vittorio Giovara
*
* This file is part of FFmpeg.
*
* FFmpeg is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* FFmpeg 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef AVUTIL_DISPLAY_H
#define AVUTIL_DISPLAY_H
#include
/**
* The display transformation matrix specifies an affine transformation that
* should be applied to video frames for correct presentation. It is compatible
* with the matrices stored in the ISO/IEC 14496-12 container format.
*
* The data is a 3x3 matrix represented as a 9-element array:
*
* | a b u |
* (a, b, u, c, d, v, x, y, w) -> | c d v |
* | x y w |
*
* All numbers are stored in native endianness, as 16.16 fixed-point values,
* except for u, v and w, which are stored as 2.30 fixed-point values.
*
* The transformation maps a point (p, q) in the source (pre-transformation)
* frame to the point (p', q') in the destination (post-transformation) frame as
* follows:
* | a b u |
* (p, q, 1) . | c d v | = z * (p', q', 1)
* | x y w |
*
* The transformation can also be more explicitly written in components as
* follows:
* p' = (a * p + c * q + x) / z;
* q' = (b * p + d * q + y) / z;
* z = u * p + v * q + w
*/
/**
* Extract the rotation component of the transformation matrix.
*
* @param matrix the transformation matrix
* @return the angle (in degrees) by which the transformation rotates the frame
* counterclockwise. The angle will be in range [-180.0, 180.0],
* or NaN if the matrix is singular.
*
* @note floating point numbers are inherently inexact, so callers are
* recommended to round the return value to nearest integer before use.
*/
double av_display_rotation_get(const int32_t matrix[9]);
/**
* Initialize a transformation matrix describing a pure counterclockwise
* rotation by the specified angle (in degrees).
*
* @param matrix an allocated transformation matrix (will be fully overwritten
* by this function)
* @param angle rotation angle in degrees.
*/
void av_display_rotation_set(int32_t matrix[9], double angle);
/**
* Flip the input matrix horizontally and/or vertically.
*
* @param matrix an allocated transformation matrix
* @param hflip whether the matrix should be flipped horizontally
* @param vflip whether the matrix should be flipped vertically
*/
void av_display_matrix_flip(int32_t matrix[9], int hflip, int vflip);
#endif /* AVUTIL_DISPLAY_H */