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
+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";
}
/*