/* PROCNODE.hpp - Key abstraction of the Render Engine: a Processing Node 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. */ #ifndef ENGINE_PROCNODE_H #define ENGINE_PROCNODE_H #include #include "proc/state.hpp" #include "proc/mobject/parameter.hpp" namespace engine { using std::vector; using proc_interface::State; class ProcNode; class NodeFactory; typedef ProcNode* PNode; /** * Description of the input and output ports and the * predecessor nodes for a given ProcNode. */ struct WiringDescriptor { }; /** * Adapter to shield the ProcNode from the actual buffer management, * allowing the processing function within ProcNode to use logical * buffer IDs. StateAdapter is created on the stack for each pull() * call, using setup/wiring data preconfigured by the builder. * Its job is to provide the actual implementation of the Cache * push / fetch and recursive downcall to render the source frames. */ class StateAdapter : public State { State& parent_; State& current_; protected: StateAdapter (State& callingProcess, WiringDescriptor const&) : parent_ (callingProcess), current_(callingProcess.getCurrentImplementation()) { } friend class ProcNode; // both are sharing implementation details... virtual State& getCurrentImplementation () { return current_; } /** contains the details of Cache query and recursive calls * to the predecessor node(s), eventually followed by the * ProcNode::process() callback */ void retrieve(); }; /** * Key abstraction of the Render Engine: A Data processing Node */ class ProcNode { typedef mobject::Parameter Param; //////TODO: just a placeholder for automation as of 6/2008 vector params; protected: ProcNode(); virtual ~ProcNode() {}; friend class NodeFactory; /** Callback doing the actual calculations * after input / output buffers are ready * @internal dispatch to implementation. * Client code should use #pull() */ virtual void process(State&) = 0; friend void StateAdapter::retrieve(); // to issue the process() callback if necessary /** Extension point for subclasses to modify the input sources * according to automation data and other state dependent properties. */ virtual WiringDescriptor const& getWiring (State&); public: static NodeFactory create; /** Engine Core operation: render and pull output from this node. * On return, currentProcess will hold onto output buffer(s) * containing the calculated result frames. */ void pull (State& currentProcess) { StateAdapter thisStep (currentProcess, getWiring (currentProcess)); thisStep.retrieve(); // fetch or calculate results } }; } // namespace engine #endif