* Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
/*
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NODE-GRAPH-ATTACHMENT.hpp - Binding from a Fixture-Segment into the low-level-Model
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Copyright (C)
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2023, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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*/
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/** @file node-graph-attachment.hpp
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** Link from the Fixture datastructure into the render node network.
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** The Segmentation is a partitioning of the effective timeline into segments with
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** uniform processing structure; however this structure itself is defined as a graph
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** of [render nodes](\ref engine::ProcNode); any specifics and decisions how rendering
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** actually happens are represented in the way some ModelPort is connected to the model,
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** which is the purpose of this binding object, stored as part of each Segment.
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**
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** @todo 2023 WIP-WIP-WIP »Playback Vertical Slice« need at least a drafted model
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*/
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#ifndef STEAM_FIXTURE_NODE_GRAPH_ATTACHMENT_H
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#define STEAM_FIXTURE_NODE_GRAPH_ATTACHMENT_H
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#include "steam/engine/exit-node.hpp"
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//#include "lib/time/timevalue.hpp"
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#include "lib/util.hpp"
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#include <utility>
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namespace steam {
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namespace fixture {
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using engine::ExitNode;
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using engine::ExitNodes;
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/**
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* Binding and access point from a given Segment to access the actual render nodes.
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* For each ModelPort, we can expect to get an ExitNode (the number of ports is fixed
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* for the complete Timeline). However, this ExitNode does not need to be active, since
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* parts of the timeline can be empty, or partially empty for some ModelPort.
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* @warning while this descriptor object is freely copyable, the referred ExitNode(s) are
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* move-only, and will be referred by the JobTicket. Thus a Segment in the Fixture
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* must remain fixed in memory as long as any derived render jobs are alive.
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*
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* @todo WIP-WIP as of 4/2023 -- starting with a fake implementation /////////////////////TICKET #1306 : create an actual link to the low-level Model
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*/
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class NodeGraphAttachment
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{
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ExitNodes exitNodes_;
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public:
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NodeGraphAttachment()
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: exitNodes_{}
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{ }
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NodeGraphAttachment (ExitNodes&& exitNodes)
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: exitNodes_{std::move (exitNodes)}
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{ }
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// default copy acceptable
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ExitNode const&
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operator[] (size_t idx) const
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{
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return idx < exitNodes_.size()? exitNodes_[idx]
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: ExitNode::NIL;
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}
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bool
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empty() const
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{
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return util::isnil (exitNodes_);
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}
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};
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}} // namespace steam::fixture
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#endif /*STEAM_FIXTURE_NODE_GRAPH_ATTACHMENT_H*/
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