Lumiera  0.pre.03
»edit your freedom«
procnode.hpp File Reference

Go to the source code of this file.

Description

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 also
nodefactory.hpp
operationpoint.hpp

Definition in file procnode.hpp.

#include "lib/error.hpp"
#include "steam/common.hpp"
#include "steam/state.hpp"
#include "steam/asset/proc.hpp"
#include "steam/mobject/parameter.hpp"
#include "steam/engine/channel-descriptor.hpp"
#include "lib/frameid.hpp"
#include "lib/ref-array.hpp"
#include <vector>

Classes

class  ProcNode
 Key abstraction of the Render Engine: A Data processing Node. More...
 
class  WiringDescriptor
 Interface: Description of the input and output ports, processing function and predecessor nodes for a given ProcNode. More...
 

Namespaces

 steam
 Steam-Layer implementation namespace root.
 
 steam::engine
 Lumiera's render engine core and operational control.