189 lines
6.6 KiB
C++
189 lines
6.6 KiB
C++
/*
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PROCNODE.hpp - Key abstraction of the Render Engine: a Processing Node
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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 procnode.hpp
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** Interface to the processing nodes and the render nodes network.
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**
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** Actually, there are three different interfaces to consider
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** - the ProcNode#pull is the invocation interface. It is call-style (easily callable by C)
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** - the builder interface, comprised by the NodeFactory and the WiringFactory. It's C++ (using templates)
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** - the actual processing function is supposed to be a C function; it uses a set of C functions
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** for accessing the frame buffers with the data to be processed.
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**
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** By using the builder interface, concrete node and wiring descriptor classes are created,
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** based on some templates. These concrete classes form the "glue" to tie the node network
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** together and contain much of the operation behaviour in a hard wired fashion.
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**
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** @see nodefactory.hpp
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** @see operationpoint.hpp
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*/
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#ifndef ENGINE_PROCNODE_H
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#define ENGINE_PROCNODE_H
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#include "lib/error.hpp"
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#include "proc/common.hpp"
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#include "proc/state.hpp"
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#include "proc/asset/proc.hpp"
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#include "proc/mobject/parameter.hpp"
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#include "proc/engine/channel-descriptor.hpp"
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#include "lib/frameid.hpp"
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#include "lib/ref-array.hpp"
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#include <vector>
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#include <boost/noncopyable.hpp>
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namespace proc {
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namespace engine {
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using std::vector;
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using proc_interface::State;
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using lumiera::NodeID;
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class ProcNode;
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typedef ProcNode* PNode;
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/**
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* Interface: Description of the input and output ports,
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* processing function and predecessor nodes for a given ProcNode.
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*
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* @todo the design of this part is messy in several respects.
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* Basically, its left-over from a first prototypical implementation from 2008
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* As of 1/2012, we're re-shaping that engine interface and invocation with a top-down approach,
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* starting from the player. Anyhow, you can expect the basic setup to remain as-is: there will
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* be a ProcNode and a WiringDescriptor, telling how it's connected to its predecessors, and
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* defining how the Node is supposed to operate
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*/
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class WiringDescriptor
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{
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public: /* === public information record describing the node graph === */
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uint nrO;
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uint nrI;
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lib::RefArray<ChannelDescriptor>& out;
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lib::RefArray<InChanDescriptor>& in;
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typedef asset::Proc::ProcFunc ProcFunc;
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ProcFunc* procFunction;
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NodeID const& nodeID;
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virtual ~WiringDescriptor() {}
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protected:
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WiringDescriptor (lib::RefArray<ChannelDescriptor>& o,
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lib::RefArray<InChanDescriptor>& i,
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ProcFunc pFunc, NodeID const& nID)
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: out(o), in(i),
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procFunction(pFunc),
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nodeID(nID)
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{
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nrO = out.size();
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nrI = in.size();
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}
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/* ==== strategy API for configuring the node operation ==== */
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friend class ProcNode; /////////////////////////////////TODO 1/12 : wouldn't it be better to extract that API into a distinct strategy?
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/** the wiring-dependent part of the node operation.
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* Includes the creation of a one-way state object on the stack
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* holding the actual buffer pointers and issuing the recursive pull() calls
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* @see NodeWiring#callDown default implementation
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*/
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virtual BuffHandle
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callDown (State& currentProcess, uint requiredOutputNr) const =0;
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};
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/**
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* Key abstraction of the Render Engine: A Data processing Node
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*
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* @todo it's not clear as of 9/09 if ProcNode shall be an ABC/Interface
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* It might be used as ABC (as was the original intention) when implementing
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* several query/information functions. In that case, the ctor will become protected.
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* The alternative would be to push down these information-retrieval part into a
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* configurable element within WiringDescriptor, in which case we even might drop
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* ProcNode as a frontend entirely.
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*/
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class ProcNode
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: boost::noncopyable
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{
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typedef mobject::Parameter<double> Param; //////TODO: just a placeholder for automation as of 6/2008
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vector<Param> params;
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const WiringDescriptor& wiringConfig_;
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public:
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ProcNode (WiringDescriptor const& wd)
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: wiringConfig_(wd)
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{ }
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virtual ~ProcNode() {}; /////////////////////////TODO: do we still intend to build a hierarchy below ProcNode???
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public:
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bool isValid() const;
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/** output channel count */
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uint nrO() { return wiringConfig_.nrO; }
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/** Engine Core operation: render and pull output from this node.
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* On return, currentProcess will hold onto output buffer(s)
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* containing the calculated result frames. In case this node
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* calculates a multichannel output, only one channel can be
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* retrieved by such a \c pull() call, but you can expect data
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* of the other channels to be processed and fed to cache.
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* @param currentProcess the current processing state for
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* managing buffers and accessing current parameter values
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* @param requestedOutputNr the output channel requested
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* (in case this node delivers more than one output channel)
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* @return handle to the buffer containing the calculated result.
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*/
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BuffHandle
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pull (State& currentProcess, uint requestedOutputNr=0) const
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{
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return this->wiringConfig_.callDown (currentProcess, requestedOutputNr);
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}
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};
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inline bool
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ProcNode::isValid() const
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{
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UNIMPLEMENTED ("ProcNode validity self-check");
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return false; //////////////////////////TODO
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}
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}} // namespace proc::engine
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#endif
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