- introduce a new entity: RenderDrive - it supersedes the CalcPlanCalculation, but is managed by CalcStream - moreover, the RenderDrive will house a IterTreeExplorer-Pipeline - define the concerns and relationships more clearly (see Drawing) - prerequisite to disentangle the Job-planning "mechanics"
101 lines
3.1 KiB
C++
101 lines
3.1 KiB
C++
/*
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ENGINE-SERVICE-MOCK.hpp - dummy render engine implementation for test/development
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Copyright (C) Lumiera.org
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2012, 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 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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