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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@@ -73,9 +73,9 @@ void HistogramScope::DrawScope(TexturePtr managed_tex, QVariant pipeline)
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ShaderJob shader_job;
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shader_job.InsertValue(QStringLiteral("viewport"), ShaderValue(QVector2D(width(), height()), NodeParam::kVec2));
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shader_job.InsertValue(QStringLiteral("histogram_scale"), ShaderValue(histogram_scale, NodeParam::kFloat));
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shader_job.InsertValue(QStringLiteral("histogram_power"), ShaderValue(histogram_power, NodeParam::kFloat));
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shader_job.InsertValue(QStringLiteral("viewport"), NodeValue(NodeValue::kVec2, QVector2D(width(), height())));
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shader_job.InsertValue(QStringLiteral("histogram_scale"), NodeValue(NodeValue::kFloat, histogram_scale));
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shader_job.InsertValue(QStringLiteral("histogram_power"), NodeValue(NodeValue::kFloat, histogram_power));
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if (!texture_row_sums_
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|| texture_row_sums_->width() != this->width()
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@@ -86,11 +86,11 @@ void HistogramScope::DrawScope(TexturePtr managed_tex, QVariant pipeline)
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}
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// Draw managed texture to a sums texture
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shader_job.InsertValue(QStringLiteral("ove_maintex"), ShaderValue(QVariant::fromValue(managed_tex), NodeParam::kTexture));
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shader_job.InsertValue(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(managed_tex)));
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renderer()->BlitToTexture(pipeline, shader_job, texture_row_sums_.get());
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// Draw sums into a histogram
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shader_job.InsertValue(QStringLiteral("ove_maintex"), ShaderValue(QVariant::fromValue(texture_row_sums_), NodeParam::kTexture));
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shader_job.InsertValue(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(texture_row_sums_)));
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renderer()->Blit(pipeline_secondary_, shader_job, texture_row_sums_->params());
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// Draw line overlays
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