/* PROCPATT.hpp - template for building some render processing network Copyright (C) Lumiera.org 2008, Hermann Vosseler This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ #ifndef ASSET_PROCPATT_H #define ASSET_PROCPATT_H #include "lib/query.hpp" #include "proc/asset/struct.hpp" #include using std::vector; namespace asset { using lumiera::P; using lib::Symbol; class Proc; class ProcPatt; class BuildInstruct; typedef P PProc; typedef P PProcPatt; typedef vector InstructionSequence; /** * "Processing Pattern" is a structural Asset * representing information how to build some part * of the render engine's processing nodes network. */ class ProcPatt : public Struct { InstructionSequence instructions_; ProcPatt (const Asset::Ident&, const InstructionSequence&); protected: explicit ProcPatt (const Asset::Ident& idi); friend class StructFactoryImpl; public: P newCopy (string newID) const; ProcPatt& attach (Symbol where, PProc& node); ProcPatt& operator+= (PProcPatt& toReuse); }; } // namespace asset #endif