This makes the node system somewhat more high-level with the intent of making
working with them far more flexible and stable. By making the architecture more
abstracted, it becomes far less rigid which should allow us to do even more
with it and make it much less crash prone.
Yep, this is another one of my "famous" sweeping rewrites. Expect things to break.
Goals for this are:
- Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable
- Redesign node structure to address issues where UI would stall for lengthy periods of time
- Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management
- General code cleanup and improvements
The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )
The nodes now have more control over how their accelerated shaders/sample
functions are run, as well as how items are popped off the value tables.
This allows for various optimizations that we didn't have access to before.
As opposed to simply leaving all values in the table, nodes can now "take"
values that they use to free up memory (e.g. "taking" input buffers if they're
used to produce an output buffer).
This is a fairly large change, expect regressions.
for UI representations
Allows properties to be set without adding explicit extra members to NodeInputs.
Crucially this means parameters like slider value representations (percent,
decibel, etc.) can be set from NodeInputs now.
Since all NodeInputs will generally only need their data type and default
value set once, we place it all into the constructor for cleaner and easier
to manage code.