renderer: moved all shader code into one solidified function
Makes texture-based optimizations easier when they're all in one place.
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+4
-4
@@ -321,7 +321,7 @@ void Node::Hash(QCryptographicHash &hash, const rational& time) const
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// For a single frame, we only care about one of the times
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rational input_time = InputTimeAdjustment(input, TimeRange(time, time)).in();
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if (input->IsConnected()) {
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if (input->is_connected()) {
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// Traverse down this edge
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input->get_connected_node()->Hash(hash, input_time);
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} else {
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@@ -689,7 +689,7 @@ QList<TimeRange> Node::TransformTimeTo(const TimeRange &time, Node *target, Node
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// If this input is connected, traverse it to see if we stumble across the specified `node`
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foreach (NodeInput* input, inputs) {
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if (input->IsConnected()) {
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if (input->is_connected()) {
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TimeRange input_adjustment = InputTimeAdjustment(input, time);
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Node* connected = input->get_connected_node();
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@@ -710,7 +710,7 @@ QList<TimeRange> Node::TransformTimeTo(const TimeRange &time, Node *target, Node
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// If this input is connected, traverse it to see if we stumble across the specified `node`
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foreach (NodeOutput* output, outputs) {
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if (output->IsConnected()) {
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if (output->is_connected()) {
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foreach (NodeEdgePtr edge, output->edges()) {
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Node* input_node = edge->input()->parentNode();
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@@ -790,7 +790,7 @@ bool Node::HasParamOfType(NodeParam::Type type, bool must_be_connected) const
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{
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foreach (NodeParam* p, params_) {
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if (p->type() == type
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&& (p->IsConnected() || !must_be_connected)) {
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&& (p->is_connected() || !must_be_connected)) {
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return true;
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}
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}
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