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
@@ -321,7 +321,7 @@ void Node::Hash(QCryptographicHash &hash, const rational& time) const
// For a single frame, we only care about one of the times
rational input_time = InputTimeAdjustment(input, TimeRange(time, time)).in();
if (input->IsConnected()) {
if (input->is_connected()) {
// Traverse down this edge
input->get_connected_node()->Hash(hash, input_time);
} else {
@@ -689,7 +689,7 @@ QList<TimeRange> Node::TransformTimeTo(const TimeRange &time, Node *target, Node
// If this input is connected, traverse it to see if we stumble across the specified `node`
foreach (NodeInput* input, inputs) {
if (input->IsConnected()) {
if (input->is_connected()) {
TimeRange input_adjustment = InputTimeAdjustment(input, time);
Node* connected = input->get_connected_node();
@@ -710,7 +710,7 @@ QList<TimeRange> Node::TransformTimeTo(const TimeRange &time, Node *target, Node
// If this input is connected, traverse it to see if we stumble across the specified `node`
foreach (NodeOutput* output, outputs) {
if (output->IsConnected()) {
if (output->is_connected()) {
foreach (NodeEdgePtr edge, output->edges()) {
Node* input_node = edge->input()->parentNode();
@@ -790,7 +790,7 @@ bool Node::HasParamOfType(NodeParam::Type type, bool must_be_connected) const
{
foreach (NodeParam* p, params_) {
if (p->type() == type
&& (p->IsConnected() || !must_be_connected)) {
&& (p->is_connected() || !must_be_connected)) {
return true;
}
}