LUMIERA.clone/src/proc/engine/procnode.hpp

176 lines
5.6 KiB
C++

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