began new infrastructure
Yep, this is another one of my "famous" sweeping rewrites. Expect things to break. Goals for this are: - Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable - Redesign node structure to address issues where UI would stall for lengthy periods of time - Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management - General code cleanup and improvements
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@@ -99,9 +99,9 @@ protected:
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template<typename T, typename U>
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static T PerformAddSubMultDiv(Operation operation, T a, U b);
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static QString GetShaderUniformType(const NodeParam::DataType& type);
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static QString GetShaderUniformType(const NodeValue::Type& type);
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static QString GetShaderVariableCall(const QString& input_id, const NodeParam::DataType& type, const QString &coord_op = QString());
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static QString GetShaderVariableCall(const QString& input_id, const NodeValue::Type& type, const QString &coord_op = QString());
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static QVector4D RetrieveVector(const NodeValue& val);
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@@ -111,7 +111,7 @@ protected:
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ShaderCode GetShaderCodeInternal(const QString &shader_id, NodeInput* param_a_in, NodeInput* param_b_in) const;
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void PushVector(NodeValueTable* output, NodeParam::DataType type, const QVector4D& vec) const;
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void PushVector(NodeValueTable* output, NodeValue::Type type, const QVector4D& vec) const;
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NodeValueTable ValueInternal(NodeValueDatabase &value, Operation operation, Pairing pairing, NodeInput* param_a_in, const NodeValue &val_a, NodeInput* param_b_in, const NodeValue& val_b) const;
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