merged all drawing functions into a single shader processing function

This commit is contained in:
itsmattkc
2020-11-10 15:50:13 +11:00
parent 1d61f89920
commit 0429e70fe0
46 changed files with 570 additions and 398 deletions
+2 -2
View File
@@ -48,7 +48,7 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, NodeInp
// No-op frag shader (can we return QString() instead?)
operation = QStringLiteral("texture(%1, ove_texcoord)").arg(tex_in->id());
vert = ReadFileAsString(":/shaders/matrix.vert").arg(mat_in->id(), tex_in->id());
vert = FileFunctions::ReadFileAsString(":/shaders/matrix.vert").arg(mat_in->id(), tex_in->id());
} else {
switch (op) {
@@ -329,7 +329,7 @@ NodeValueTable MathNodeBase::ValueInternal(NodeValueDatabase &value, Operation o
float number = RetrieveNumber(number_val);
SampleJob job(val_a.type() == NodeParam::kSamples ? val_a : val_b);
job.InsertValue(number_param, NodeValue(NodeParam::kFloat, number, this));
job.InsertValue(number_param, ShaderValue(number, NodeParam::kFloat));
if (job.HasSamples()) {
if (number_param->is_static()) {