- 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....
99 lines
3.1 KiB
C++
99 lines
3.1 KiB
C++
/*
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SEGMENT.hpp - Segment of the timeline for rendering.
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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 segment.hpp
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** Building block of the backbone of the low-level (render node) model
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** @todo stalled effort towards a session implementation from 2008
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** @todo 2016 likely to stay, but expect some extensive rework
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*/
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#ifndef STEAM_FIXTURE_SEGMENT_H
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#define STEAM_FIXTURE_SEGMENT_H
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#include <list>
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#include "steam/common.hpp"
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#include "steam/mobject/explicitplacement.hpp"
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#include "steam/engine/job-ticket.hpp"
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#include "lib/time/timevalue.hpp"
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using std::list;
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namespace steam {
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namespace fixture {
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using mobject::ExplicitPlacement;
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using lib::time::TimeSpan;
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using lib::time::Time;
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/**
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* For the purpose of building and rendering, the fixture (for each timeline)
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* is partitioned such that each segment is _structurally constant._
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* For each segment there is a RenderGraph (unit of the render engine)
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* which is able to render all ExitNodes for this segment.
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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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* @todo WIP-WIP as of 4/2023 -- about to pull up the engine backbone
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* @see http://lumiera.org/wiki/renderengine.html#Fixture
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*/
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class Segment
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{
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protected:
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/** begin of this timeline segment. */
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TimeSpan span_;
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/** render plan / blueprint to use for this segment */
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const engine::JobTicket* jobTicket_;
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///////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #725 : placeholder code
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/** relevant MObjects comprising this segment. */
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list<ExplicitPlacement> elements;
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// TODO: actually necessary??
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// TODO: ownership??
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///////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #725 : placeholder code
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public:
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Segment (TimeSpan covered =TimeSpan::ALL)
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: span_{covered}
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, jobTicket_{&engine::JobTicket::NOP}
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{ }
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// default copy acceptable
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Time start() const { return span_.start(); }
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Time end() const { return span_.end(); }
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engine::JobTicket const&
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jobTicket() const
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{
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REQUIRE (jobTicket_);
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return *jobTicket_;
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}
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};
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}} // namespace steam::fixture
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#endif /*STEAM_FIXTURE_SEGMENT_H*/
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