72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
/*
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RENDERENGINE.hpp - a complete network of processing nodes usable for rendering
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Copyright (C) Lumiera.org
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2008, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file renderengine.hpp
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** (Planned) access point to the render engine as service.
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** @deprecated a pile of crap, leftovers and started drafts, stalled since 2011 -- but maybe here to stay...
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*/
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#ifndef STEAM_ENGINE_RENDERENGINE_H
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#define STEAM_ENGINE_RENDERENGINE_H
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#include "steam/engine/rendergraph.hpp"
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#include <list>
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/////////////////////////////TODO 7/11 this is a piece of debris, left over from the first attempt to complete the render nodes network.
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/////////////////////////////TODO Meanwhile the intention is to treat the render nodes network more like a data structure,
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/////////////////////////////TODO consequently this will become some kind of root or anchor point for this network
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//////////TODO for the "real" engine API: look at engine-serivce.hpp
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namespace steam {
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namespace engine {
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using std::list;
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/**
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* @todo this was planned to become the frontend
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* to the render node network, which can be considered
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* at the lower end of the middle layer; the actual
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* render operations are mostly implemented by the vault layer
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* ////////TODO WIP as of 12/2010
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*/
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class RenderEngine
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: public RenderGraph
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{
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public:
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///// TODO: find out about the public operations
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// note: the play controller lives in the steam-layer,
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// but is a subsystem separate of the session.
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RenderEngine();
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private:
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list<RenderGraph> renderSegments;
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};
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}} // namespace steam::engine
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#endif /*STEAM_ENGINE_RENDERENGINE_H*/
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