* Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
92 lines
2.7 KiB
C++
92 lines
2.7 KiB
C++
/*
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ENGINE-SERVICE-MOCK.hpp - dummy render engine implementation for test/development
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Copyright (C)
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2012, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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*/
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/** @file engine-service-mock.hpp
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** Placeholder implementation of the render engine for test and diagnostics.
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** This implementation can be used as a drop-in replacement of the real engine.
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** Of course, it is lacking most of the functionality; it is just usable to detect
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** and verify the actual engine setup and invocation that \em would happen.
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**
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** @todo 1/2012 until the real render engine is usable, this mock implementation
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** will stand-in, allowing us to develop the other parts of the play/render subsystem.
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**
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** @see steam::engine::EngineService "the real thing"
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** @see render-configurator.cpp (activating the mock or the real engine)
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** @see DummyPlayConnection
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** @see EngineInterface_test
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** @see CalcStream_test
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*/
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#ifndef STEAM_ENGINE_ENGINE_SERVICE_MOCK_H
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#define STEAM_ENGINE_ENGINE_SERVICE_MOCK_H
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#include "lib/error.hpp"
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//#include "include/dummy-player-facade.h"
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//#include "include/display-facade.h"
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#include "steam/engine/calc-stream.hpp"
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#include "steam/mobject/model-port.hpp"
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#include "steam/play/timings.hpp"
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#include "steam/play/output-slot.hpp"
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//#include "common/instancehandle.hpp"
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//#include "lib/singleton-ref.hpp"
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#include "steam/engine/engine-service.hpp"
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#include "lib/scoped-ptrvect.hpp"
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namespace steam {
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namespace node { class DummyTick; }
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namespace engine{
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// using std::string;
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// using lumiera::Subsys;
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// using lumiera::Display;
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// using lumiera::DummyPlayer;
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using mobject::ModelPort;
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using steam::play::Timings;
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typedef EngineService::Quality Quality;
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/************************************************************//**
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* Variant of the render engine, reconfigured for mock operation.
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* Especially, this setup leaves out most of the actual Lumiera
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* engine's implementation facilities. There is no scheduler
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* and no frame cache; rather we perform simple dependent
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* calculations which might block.
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*/
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class EngineServiceMock
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: public EngineService
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{
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lib::ScopedPtrVect<node::DummyTick> processors_;
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public:
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EngineServiceMock();
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protected:
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virtual RenderEnvironment& configureCalculation (ModelPort,Timings,Quality);
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};
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}} // namespace steam::engine
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#endif
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