removed all dependence on NodeOutputs

If Nodes only have the one output, we don't need to do so much differentiation
between them. Previous iteration used outputs as like a distinct function
within a Node (e.g. length output would return one result, buffer output would
produce a different result - each run different code to produce their results).
Now in this iteration, it's more accurate to say a Node is just one function
(which seems more appropriate for a node system anyway).
This commit is contained in:
itsmattkc
2019-12-06 00:23:26 +11:00
parent f424d8b44e
commit d25dda5275
45 changed files with 253 additions and 407 deletions
-7
View File
@@ -2,8 +2,6 @@
AudioInput::AudioInput()
{
samples_output_ = new NodeOutput("samples_out");
AddParameter(samples_output_);
}
Node *AudioInput::copy() const
@@ -31,11 +29,6 @@ QString AudioInput::Description() const
return tr("Import an audio footage stream.");
}
NodeOutput *AudioInput::samples_output()
{
return samples_output_;
}
NodeValueTable AudioInput::Value(const NodeValueDatabase &value) const
{
return value[footage_input_];
-3
View File
@@ -15,13 +15,10 @@ public:
virtual QString Category() const override;
virtual QString Description() const override;
NodeOutput* samples_output();
protected:
virtual NodeValueTable Value(const NodeValueDatabase& value) const override;
private:
NodeOutput* samples_output_;
};
#endif // AUDIOINPUT_H
+11 -23
View File
@@ -13,9 +13,6 @@ VideoInput::VideoInput()
matrix_input_ = new NodeInput("matrix_in");
matrix_input_->set_data_type(NodeInput::kMatrix);
AddParameter(matrix_input_);
texture_output_ = new NodeOutput("tex_out");
AddParameter(texture_output_);
}
Node *VideoInput::copy() const
@@ -53,27 +50,18 @@ NodeInput *VideoInput::matrix_input() const
return matrix_input_;
}
NodeOutput *VideoInput::texture_output() const
QString VideoInput::Code() const
{
return texture_output_;
}
QString VideoInput::Code(NodeOutput *output) const
{
if (output == texture_output()) {
return "#version 110\n"
"\n"
"varying vec2 v_texcoord;\n"
"\n"
"uniform sampler2D footage_in;\n"
"uniform mat4 matrix_in;\n"
"\n"
"void main(void) {\n"
" gl_FragColor = texture2D(footage_in, vec2(vec4(v_texcoord, 0.0, 1.0) * matrix_in));\n"
"}\n";
}
return Node::Code(output);
return "#version 110\n"
"\n"
"varying vec2 v_texcoord;\n"
"\n"
"uniform sampler2D footage_in;\n"
"uniform mat4 matrix_in;\n"
"\n"
"void main(void) {\n"
" gl_FragColor = texture2D(footage_in, vec2(vec4(v_texcoord, 0.0, 1.0) * matrix_in));\n"
"}\n";
}
/*
+1 -5
View File
@@ -22,9 +22,7 @@ public:
NodeInput* matrix_input() const;
NodeOutput* texture_output() const;
virtual QString Code(NodeOutput* output) const override;
virtual QString Code() const override;
//virtual void Hash(QCryptographicHash *hash, NodeOutput* from, const rational &time) override;
@@ -33,8 +31,6 @@ protected:
private:
NodeInput* matrix_input_;
NodeOutput* texture_output_;
};
#endif // VIDEOINPUT_H