Renderer: Rename enums
ExpressionType => BasicType ShaderAst::Type => ShaderExpressionType
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@@ -116,15 +116,15 @@ Nz::ShaderNodes::ExpressionPtr InputValue::GetExpression(Nz::ShaderNodes::Expres
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const auto& inputEntry = GetGraph().GetInput(*m_currentInputIndex);
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Nz::ShaderNodes::ExpressionType expression = [&]
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Nz::ShaderNodes::BasicType expression = [&]
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{
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switch (inputEntry.type)
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{
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case PrimitiveType::Bool: return Nz::ShaderNodes::ExpressionType::Boolean;
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case PrimitiveType::Float1: return Nz::ShaderNodes::ExpressionType::Float1;
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case PrimitiveType::Float2: return Nz::ShaderNodes::ExpressionType::Float2;
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case PrimitiveType::Float3: return Nz::ShaderNodes::ExpressionType::Float3;
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case PrimitiveType::Float4: return Nz::ShaderNodes::ExpressionType::Float4;
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case PrimitiveType::Bool: return Nz::ShaderNodes::BasicType::Boolean;
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case PrimitiveType::Float1: return Nz::ShaderNodes::BasicType::Float1;
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case PrimitiveType::Float2: return Nz::ShaderNodes::BasicType::Float2;
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case PrimitiveType::Float3: return Nz::ShaderNodes::BasicType::Float3;
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case PrimitiveType::Float4: return Nz::ShaderNodes::BasicType::Float4;
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}
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assert(false);
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@@ -145,7 +145,7 @@ auto InputValue::dataType(QtNodes::PortType portType, QtNodes::PortIndex portInd
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const auto& inputEntry = GetGraph().GetInput(*m_currentInputIndex);
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switch (inputEntry.type)
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{
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//case InputType::Bool: return Nz::ShaderNodes::ExpressionType::Boolean;
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//case InputType::Bool: return Nz::ShaderNodes::BasicType::Boolean;
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case PrimitiveType::Float1:
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return FloatData::Type();
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@@ -63,15 +63,15 @@ Nz::ShaderNodes::ExpressionPtr OutputValue::GetExpression(Nz::ShaderNodes::Expre
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const auto& outputEntry = GetGraph().GetOutput(*m_currentOutputIndex);
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Nz::ShaderNodes::ExpressionType expression = [&]
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Nz::ShaderNodes::BasicType expression = [&]
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{
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switch (outputEntry.type)
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{
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case PrimitiveType::Bool: return Nz::ShaderNodes::ExpressionType::Boolean;
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case PrimitiveType::Float1: return Nz::ShaderNodes::ExpressionType::Float1;
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case PrimitiveType::Float2: return Nz::ShaderNodes::ExpressionType::Float2;
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case PrimitiveType::Float3: return Nz::ShaderNodes::ExpressionType::Float3;
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case PrimitiveType::Float4: return Nz::ShaderNodes::ExpressionType::Float4;
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case PrimitiveType::Bool: return Nz::ShaderNodes::BasicType::Boolean;
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case PrimitiveType::Float1: return Nz::ShaderNodes::BasicType::Float1;
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case PrimitiveType::Float2: return Nz::ShaderNodes::BasicType::Float2;
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case PrimitiveType::Float3: return Nz::ShaderNodes::BasicType::Float3;
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case PrimitiveType::Float4: return Nz::ShaderNodes::BasicType::Float4;
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}
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assert(false);
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@@ -94,8 +94,8 @@ QtNodes::NodeDataType OutputValue::dataType(QtNodes::PortType portType, QtNodes:
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const auto& outputEntry = GetGraph().GetOutput(*m_currentOutputIndex);
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switch (outputEntry.type)
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{
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//case InOutType::Bool: return Nz::ShaderNodes::ExpressionType::Boolean;
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//case InOutType::Float1: return Nz::ShaderNodes::ExpressionType::Float1;
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//case InOutType::Bool: return Nz::ShaderNodes::BasicType::Boolean;
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//case InOutType::Float1: return Nz::ShaderNodes::BasicType::Float1;
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case PrimitiveType::Float2:
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case PrimitiveType::Float3:
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case PrimitiveType::Float4:
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@@ -119,11 +119,11 @@ Nz::ShaderNodes::ExpressionPtr TextureValue::GetExpression(Nz::ShaderNodes::Expr
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const auto& textureEntry = GetGraph().GetTexture(*m_currentTextureIndex);
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Nz::ShaderNodes::ExpressionType expression = [&]
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Nz::ShaderNodes::BasicType expression = [&]
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{
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switch (textureEntry.type)
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{
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case TextureType::Sampler2D: return Nz::ShaderNodes::ExpressionType::Sampler2D;
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case TextureType::Sampler2D: return Nz::ShaderNodes::BasicType::Sampler2D;
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}
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assert(false);
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@@ -2,13 +2,13 @@
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#include <cassert>
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#include <stdexcept>
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Nz::ShaderNodes::ExpressionType VecData::GetExpressionType() const
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Nz::ShaderNodes::BasicType VecData::GetExpressionType() const
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{
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switch (componentCount)
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{
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case 2: return Nz::ShaderNodes::ExpressionType::Float2;
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case 3: return Nz::ShaderNodes::ExpressionType::Float3;
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case 4: return Nz::ShaderNodes::ExpressionType::Float4;
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case 2: return Nz::ShaderNodes::BasicType::Float2;
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case 3: return Nz::ShaderNodes::BasicType::Float3;
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case 4: return Nz::ShaderNodes::BasicType::Float4;
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default:
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break;
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}
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@@ -13,7 +13,7 @@ struct VecData : public QtNodes::NodeData
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inline QtNodes::NodeDataType type() const override;
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Nz::ShaderNodes::ExpressionType GetExpressionType() const;
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Nz::ShaderNodes::BasicType GetExpressionType() const;
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static inline QtNodes::NodeDataType Type();
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@@ -27,28 +27,28 @@ struct VecExpressionTypeHelper;
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template<>
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struct VecExpressionTypeHelper<1>
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{
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static constexpr Nz::ShaderNodes::ExpressionType ExpressionType = Nz::ShaderNodes::ExpressionType::Float1;
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static constexpr Nz::ShaderNodes::BasicType ExpressionType = Nz::ShaderNodes::BasicType::Float1;
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};
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template<>
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struct VecExpressionTypeHelper<2>
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{
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static constexpr Nz::ShaderNodes::ExpressionType ExpressionType = Nz::ShaderNodes::ExpressionType::Float2;
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static constexpr Nz::ShaderNodes::BasicType ExpressionType = Nz::ShaderNodes::BasicType::Float2;
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};
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template<>
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struct VecExpressionTypeHelper<3>
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{
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static constexpr Nz::ShaderNodes::ExpressionType ExpressionType = Nz::ShaderNodes::ExpressionType::Float3;
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static constexpr Nz::ShaderNodes::BasicType ExpressionType = Nz::ShaderNodes::BasicType::Float3;
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};
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template<>
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struct VecExpressionTypeHelper<4>
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{
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static constexpr Nz::ShaderNodes::ExpressionType ExpressionType = Nz::ShaderNodes::ExpressionType::Float4;
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static constexpr Nz::ShaderNodes::BasicType ExpressionType = Nz::ShaderNodes::BasicType::Float4;
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};
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template<std::size_t N> constexpr Nz::ShaderNodes::ExpressionType VecExpressionType = VecExpressionTypeHelper<N>::template ExpressionType;
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template<std::size_t N> constexpr Nz::ShaderNodes::BasicType VecExpressionType = VecExpressionTypeHelper<N>::template ExpressionType;
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struct VecTypeDummy {};
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@@ -217,11 +217,11 @@ Nz::ShaderAst MainWindow::ToShader()
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{
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switch (type)
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{
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case PrimitiveType::Bool: return Nz::ShaderNodes::ExpressionType::Boolean;
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case PrimitiveType::Float1: return Nz::ShaderNodes::ExpressionType::Float1;
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case PrimitiveType::Float2: return Nz::ShaderNodes::ExpressionType::Float2;
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case PrimitiveType::Float3: return Nz::ShaderNodes::ExpressionType::Float3;
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case PrimitiveType::Float4: return Nz::ShaderNodes::ExpressionType::Float4;
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case PrimitiveType::Bool: return Nz::ShaderNodes::BasicType::Boolean;
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case PrimitiveType::Float1: return Nz::ShaderNodes::BasicType::Float1;
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case PrimitiveType::Float2: return Nz::ShaderNodes::BasicType::Float2;
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case PrimitiveType::Float3: return Nz::ShaderNodes::BasicType::Float3;
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case PrimitiveType::Float4: return Nz::ShaderNodes::BasicType::Float4;
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}
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assert(false);
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@@ -232,7 +232,7 @@ Nz::ShaderAst MainWindow::ToShader()
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{
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switch (type)
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{
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case TextureType::Sampler2D: return Nz::ShaderNodes::ExpressionType::Sampler2D;
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case TextureType::Sampler2D: return Nz::ShaderNodes::BasicType::Sampler2D;
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}
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assert(false);
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