Lumiera
0.pre.03
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Go to the source code of this file.
The active core within a CalcStream, causing the render mechanism to re-trigger repeatedly.
Rendering is seen as an open-ended, ongoing process, and thus the management and planning of the render process itself is performed chunk wise and embedded into the other rendering calculations. The _"rendering-as-it-is-planned-right-now"_ can be represented as a closure to the jobs, which perform and update this plan on the go. And in fact, the head of the planning process, the CalcStream, maintains this closure instance, as parametrised with the appropriate configuration for the specific playback/render process underway. Enclosed into this instance lives the actual job planning pipeline, connected at the rear to the dispatcher and thus to the fixture and the low-level model
Definition in file render-drive.hpp.
#include "steam/common.hpp"
#include "steam/mobject/model-port.hpp"
#include "steam/engine/dispatcher.hpp"
#include "steam/play/timings.hpp"
#include "vault/gear/job.h"
Classes | |
class | RenderDrive |
The active drive to keep the render process going – implemented as a job planning job, that repeatedly triggers itself again for the next planning chunk. More... | |
class | RenderEnvironment |
Abstract definition of the environment hosting a given render activity (CalcStream). More... | |
Namespaces | |
steam | |
Steam-Layer implementation namespace root. | |
steam::engine | |
Lumiera's render engine core and operational control. | |