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).
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@@ -63,11 +63,6 @@ QVariant OpenGLWorker::FrameToValue(FramePtr frame)
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return QVariant::fromValue(footage_tex);
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}
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bool OpenGLWorker::OutputIsAccelerated(NodeOutput* output)
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{
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return shader_cache_->HasShader(output);
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}
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void OpenGLWorker::CloseInternal()
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{
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buffer_.Destroy();
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@@ -83,10 +78,13 @@ void OpenGLWorker::ParametersChangedEvent()
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}
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}
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NodeValueTable OpenGLWorker::RunNodeAccelerated(NodeOutput *out)
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void OpenGLWorker::RunNodeAccelerated(Node *node, const NodeValueDatabase *input_params, NodeValueTable *output_params)
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{
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OpenGLShaderPtr shader = shader_cache_->GetShader(out);
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Node* node = out->parentNode();
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OpenGLShaderPtr shader = shader_cache_->GetShader(node);
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if (shader == nullptr) {
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return;
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}
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// Create the output texture
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OpenGLTexturePtr output = std::make_shared<OpenGLTexture>();
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@@ -109,35 +107,42 @@ NodeValueTable OpenGLWorker::RunNodeAccelerated(NodeOutput *out)
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// This variable is used in the shader, let's set it to our value
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NodeInput* input = static_cast<NodeInput*>(param);
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// Get value from database at this input
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const NodeValueTable& input_data = (*input_params)[input];
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// Try to get a value from it
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QVariant value = input_data.Get(input->data_type());
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switch (input->data_type()) {
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case NodeInput::kInt:
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shader->setUniformValue(variable_location, input->value().toInt());
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shader->setUniformValue(variable_location, value.toInt());
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break;
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case NodeInput::kFloat:
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shader->setUniformValue(variable_location, input->value().toFloat());
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shader->setUniformValue(variable_location, value.toFloat());
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break;
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case NodeInput::kVec2:
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shader->setUniformValue(variable_location, input->value().value<QVector2D>());
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shader->setUniformValue(variable_location, value.value<QVector2D>());
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break;
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case NodeInput::kVec3:
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shader->setUniformValue(variable_location, input->value().value<QVector3D>());
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shader->setUniformValue(variable_location, value.value<QVector3D>());
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break;
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case NodeInput::kVec4:
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shader->setUniformValue(variable_location, input->value().value<QVector4D>());
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shader->setUniformValue(variable_location, value.value<QVector4D>());
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break;
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case NodeInput::kMatrix:
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shader->setUniformValue(variable_location, input->value().value<QMatrix4x4>());
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shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
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break;
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case NodeInput::kColor:
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shader->setUniformValue(variable_location, input->value().value<QColor>());
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shader->setUniformValue(variable_location, value.value<QColor>());
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break;
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case NodeInput::kBoolean:
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shader->setUniformValue(variable_location, input->value().toBool());
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shader->setUniformValue(variable_location, value.toBool());
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break;
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case NodeInput::kTexture:
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case NodeInput::kFootage:
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{
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OpenGLTexturePtr texture = input->value().value<OpenGLTexturePtr>();
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OpenGLTexturePtr texture = value.value<OpenGLTexturePtr>();
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functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
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@@ -192,7 +197,7 @@ NodeValueTable OpenGLWorker::RunNodeAccelerated(NodeOutput *out)
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functions_->glFinish();
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return QVariant::fromValue(output);
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output_params->Push(NodeParam::kTexture, QVariant::fromValue(output));
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}
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void OpenGLWorker::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer)
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