- introduce a JobTicket::NOP (null-object pattern) - assuming that the function splitSplice() will retain complete coverage allways Remark: `Fixture::getPlaylistForRender()` is a leftover from the very early implementation drafts. This function was more or less based on the way Cinelerra works; it is clear by now that Lumiera can not possibly work this way, given that we'll build a low-level model and dispatch precompiled render jobs....
105 lines
3.5 KiB
C++
105 lines
3.5 KiB
C++
/*
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FIXTURE.hpp - the (low level) representation of the Session with explicit placement data
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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 fixture.hpp
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** Backbone data structure of the low-level render node model
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** The fixture defines the boundary between the Session (high-level) realm
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** and the internals of the render engine. The goal of a Builder run is to
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** build a new Fixture. All relative or indirect referrals are resolved at that point
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** and all time positions or output designations are made explicit. The Fixture defines
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** a Segmentation of every (top-level) timeline, and thus defines those segments which
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** can be rendered with a single wiring configuration. This Segmentation, as defined as
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** part of the Fixture, is also the foundation for memory management within the engine
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** model, since the allocation of render nodes for a given segment happens at once, and
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** segments are obliterated as a whole, when being replaced by a new version as result
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** of a more recent builder run. Ongoing render processes are also tracked per segment,
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** which allows the individual calculation steps just to assume the data is "there".
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**
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** @ingroup fixture
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**
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** @todo WIP implementation of session core from 2010
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** @todo as of 2016, this effort is considered stalled but basically valid
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*/
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#ifndef STEAM_FIXTURE_FIXTURE_H
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#define STEAM_FIXTURE_FIXTURE_H
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#include "steam/fixture/segmentation.hpp"
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#include "steam/mobject/session/fork.hpp"
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#include "steam/mobject/explicitplacement.hpp"
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#include "steam/mobject/session/auto.hpp"
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#include "lib/nocopy.hpp"
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#include <memory>
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#include <list>
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using std::list;
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using std::shared_ptr;
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using std::unique_ptr;
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namespace steam {
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namespace fixture {
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using mobject::session::Auto;
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using mobject::ExplicitPlacement;
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/**
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* @ingroup fixture
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* @todo 1/2012 Just a Placeholder. The real thing is not yet implemented.
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* @see http://lumiera.org/wiki/renderengine.html#Fixture
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*/
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class Fixture
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: util::NonCopyable
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{
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protected:
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///////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #725 : placeholder code
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list<ExplicitPlacement> content_;
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unique_ptr<Segmentation> partitioning_;
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///////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #573 who creates the fixture?
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public:
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Auto<double>* getAutomation () ; ///< @todo: just a placeholder at the moment!!!
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bool isValid() const;
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private:
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virtual bool validate()
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{
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TODO ("how to validate a Fixture?");
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return false;
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}
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};
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using PFixture = shared_ptr<Fixture>;
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}} // namespace steam::fixture
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#endif /*STEAM_FIXTURE_FIXTURE_H*/
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