/* SEGMENTATION.hpp - Partitioning of a timeline for organising the render graph. 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. */ /** @file segmentation.hpp ** Part of the Fixture datastructure to manage time segments of constant structure. ** The Fixture is result of the build process and separation between high-level and ** low-level model. It's kind of an effective resulting timeline, and split into segments ** of constant wiring structure: whenever the processing nodes need to be wired differently ** for some timespan, we start a new segment of the timeline. This might be for the duration ** of a clip, or just for the duration of a transition, when the pipes of both clips need to ** be wired up in parallel. ** ** Within the Fixture, a Segment of the timeline is used as attachment point for all the ** render nodes relevant for rendering this segment. Thus, the Segmentation defines the ** index and access datastructure to get at any point of the render node network. ** Moreover, the segments are used as foundation for render node memory management ** ** @todo stalled effort towards a session implementation from 2008 ** @todo 2016 likely to stay, but expect some extensive rework ** ** @see Fixture ** @see ModelPort */ #ifndef MOBJECT_SESSION_SEGMENTATION_H #define MOBJECT_SESSION_SEGMENTATION_H #include "proc/mobject/session/segment.hpp" #include using std::list; namespace proc { namespace mobject { namespace session { /** * For the purpose of building and rendering, the fixture (for each timeline) * is partitioned such that each segment is structurally constant. * The Segmentation defines and maintains this partitioning. Further, * it is the general entry point for accessing the correct part of the engine * responsible for a given timeline time point. * @see SegmentationTool actually calculating the Segmentation * * @todo 1/2012 Just a Placeholder. The real thing is not yet implemented. * @see http://lumiera.org/wiki/renderengine.html#Fixture */ class Segmentation { /////////////////////////////////////////////////TODO: placeholder code /** segments of the engine in ordered sequence. */ list segments_; }; }}} // namespace proc::mobject::session #endif