LUMIERA.clone/src/steam/mobject/session/segmentation.hpp
Ichthyostega 6261779531 Global-Layer-Renaming: rearrange directories
backend -> vault
proc -> steam
gui -> stage
2018-11-15 23:28:03 +01:00

85 lines
3 KiB
C++

/*
SEGMENTATION.hpp - Partitioning of a timeline for organising the render graph.
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 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 <list>
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 <i>structurally constant</i>.
* 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<Segment> segments_;
};
}}} // namespace proc::mobject::session
#endif