156 lines
5 KiB
C++
156 lines
5 KiB
C++
/*
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PROCNODE.hpp - Key abstraction of the Render Engine: a Processing Node
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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 the
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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 procnode.hpp
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** Interface to the processing nodes and the render nodes network.
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**
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** Actually, there are three different interfaces to consider
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** - the ProcNode#pull is the invocation interface. It is call-style (easily callable by C)
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** - the builder interface, comprised by the NodeFactory and the WiringFactory. It's C++ (using templates)
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** - the actual processing function is supposed to be a C function; it uses a set of C functions
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** for accessing the frame buffers with the data to be processed.
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**
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** By using the builder interface, concrete node and wiring descriptor classes are created,
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** based on some templates. These concrete classes form the "glue" to tie the node network
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** together and contain much of the operation beahviour in a hard wired fashion.
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**
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** @see nodefactory.hpp
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** @see operationpoint.hpp
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*/
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#ifndef ENGINE_PROCNODE_H
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#define ENGINE_PROCNODE_H
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#include "pre.hpp"
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#include "proc/lumiera.hpp"
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#include "proc/state.hpp"
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#include "proc/mobject/parameter.hpp"
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#include <vector>
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namespace engine {
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using std::vector;
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using proc_interface::State;
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class ProcNode;
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class NodeFactory;
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typedef ProcNode* PNode;
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template<class E>
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struct RefArray ///< @todo need an implementation and then probably move it into library
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{
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virtual E const& operator[] (uint i) const =0;
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virtual ~RefArray() {}
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};
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/**
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* Interface: Description of the input and output ports,
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* processing function and predecessor nodes for a given ProcNode.
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*/
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class WiringDescriptor
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{
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public:
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virtual ~WiringDescriptor() {}
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virtual uint getNrI() const =0; ///////////TODO: indeed need a virtual function??
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virtual uint getNrO() const =0;
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RefArray<ChannelDescriptor>& out;
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RefArray<InChanDescriptor>& in;
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typedef void (ProcFunc) (BuffHandle::PBuff, uint);
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ProcFunc* processFunction;
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protected:
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WiringDescriptor (RefArray<ChannelDescriptor>& o,
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RefArray<InChanDescriptor>& i,
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ProcFunc pFunc)
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: out(o), in(i),
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processFunction(pFunc)
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{ }
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/** the wiring-dependent part of the node operation.
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* Includes the creation of a one-way state object on the stack
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* holding the actual buffer pointers and issuing the recrusive pull() calls
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* @see NodeWiring#callDown default implementation
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*/
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virtual BuffHandle callDown (State& currentProcess, uint requiredOutputNr) const =0;
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friend class ProcNode;
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};
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/**
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* Key abstraction of the Render Engine: A Data processing Node
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*/
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class ProcNode
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{
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typedef mobject::Parameter<double> Param; //////TODO: just a placeholder for automation as of 6/2008
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vector<Param> params;
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const WiringDescriptor& wiringConfig_;
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protected:
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ProcNode (WiringDescriptor const& wd)
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: wiringConfig_(wd)
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{ }
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virtual ~ProcNode() {};
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friend class NodeFactory;
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public:
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static NodeFactory create; ///////TODO: really? probably we'll rather have a NodeFactory object in the builder...
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/** Engine Core operation: render and pull output from this node.
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* On return, currentProcess will hold onto output buffer(s)
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* containing the calculated result frames. In case this node
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* calculates a multi channel output, only one channel can be
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* retrieved by such a \c pull() call, but you can expect data
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* of the other channels to be processed and fed to cache.
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* @param currentProcess the current processing state for
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* managing buffers and accessing current parameter values
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* @param requiredOutputNr the output channel requested (in case
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* this node delivers more than one output channel)
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* @return handle to the buffer containing the calculated result.
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*/
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BuffHandle
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pull (State& currentProcess, uint requiredOutputNr=0) const
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{
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return this->wiringConfig_.callDown (currentProcess, requiredOutputNr);
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}
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};
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} // namespace engine
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#endif
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