LUMIERA.clone/src/steam/fixture/segment.hpp
Ichthyostega 685b5beba6 Segmentation: simple implementation of time-based access
- 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....
2023-04-27 22:30:49 +02:00

99 lines
3.1 KiB
C++

/*
SEGMENT.hpp - Segment of the timeline for rendering.
Copyright (C) Lumiera.org
2008, Hermann Vosseler <Ichthyostega@web.de>
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 segment.hpp
** Building block of the backbone of the low-level (render node) model
** @todo stalled effort towards a session implementation from 2008
** @todo 2016 likely to stay, but expect some extensive rework
*/
#ifndef STEAM_FIXTURE_SEGMENT_H
#define STEAM_FIXTURE_SEGMENT_H
#include <list>
#include "steam/common.hpp"
#include "steam/mobject/explicitplacement.hpp"
#include "steam/engine/job-ticket.hpp"
#include "lib/time/timevalue.hpp"
using std::list;
namespace steam {
namespace fixture {
using mobject::ExplicitPlacement;
using lib::time::TimeSpan;
using lib::time::Time;
/**
* For the purpose of building and rendering, the fixture (for each timeline)
* is partitioned such that each segment is _structurally constant._
* For each segment there is a RenderGraph (unit of the render engine)
* which is able to render all ExitNodes for this segment.
*
* @ingroup fixture
* @todo 1/2012 Just a Placeholder. The real thing is not yet implemented.
* @todo WIP-WIP as of 4/2023 -- about to pull up the engine backbone
* @see http://lumiera.org/wiki/renderengine.html#Fixture
*/
class Segment
{
protected:
/** begin of this timeline segment. */
TimeSpan span_;
/** render plan / blueprint to use for this segment */
const engine::JobTicket* jobTicket_;
///////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #725 : placeholder code
/** relevant MObjects comprising this segment. */
list<ExplicitPlacement> elements;
// TODO: actually necessary??
// TODO: ownership??
///////////////////////////////////////////////////////////////////////////////////////////////////////TICKET #725 : placeholder code
public:
Segment (TimeSpan covered =TimeSpan::ALL)
: span_{covered}
, jobTicket_{&engine::JobTicket::NOP}
{ }
// default copy acceptable
Time start() const { return span_.start(); }
Time end() const { return span_.end(); }
engine::JobTicket const&
jobTicket() const
{
REQUIRE (jobTicket_);
return *jobTicket_;
}
};
}} // namespace steam::fixture
#endif /*STEAM_FIXTURE_SEGMENT_H*/