renderer: moved all shader code into one solidified function

Makes texture-based optimizations easier when they're all in one place.
This commit is contained in:
itsmattkc
2020-06-10 01:54:02 +10:00
parent 29537fea3c
commit 71ec148e76
35 changed files with 274 additions and 191 deletions
+4 -4
View File
@@ -126,12 +126,12 @@ void NodeInputArray::InsertAt(int index)
NodeInput* this_param = sub_params_.at(i);
NodeInput* prev_param = sub_params_.at(i-1);
if (this_param->IsConnected()) {
if (this_param->is_connected()) {
// Disconnect whatever is at this parameter (presumably its connection has already been copied so we can just remove it)
NodeParam::DisconnectEdge(this_param->edges().first());
}
if (prev_param->IsConnected()) {
if (prev_param->is_connected()) {
// Get edge here (only one since it's an input)
NodeEdgePtr edge = prev_param->edges().first();
@@ -161,14 +161,14 @@ void NodeInputArray::RemoveAt(int index)
for (int i=index;i<sub_params_.size();i++) {
NodeInput* this_param = sub_params_.at(i);
if (this_param->IsConnected()) {
if (this_param->is_connected()) {
// Disconnect current edge
NodeParam::DisconnectEdge(this_param->edges().first());
}
if (i < sub_params_.size() - 1) {
NodeInput* next_param = sub_params_.at(i + 1);
if (next_param->IsConnected()) {
if (next_param->is_connected()) {
// Get edge from next param
NodeEdgePtr edge = next_param->edges().first();