src/gl/compiler.cpp

changeset 200
ca23936b455b
parent 193
b4beff48bb7a
child 205
1a4342d80de7
equal deleted inserted replaced
199:6988973515d2 200:ca23936b455b
309 shader.buffer.allocate(shader.cachedData.data(), bytes); 309 shader.buffer.allocate(shader.cachedData.data(), bytes);
310 shader.buffer.release(); 310 shader.buffer.release();
311 } 311 }
312 } 312 }
313 313
314 ldraw::id_t gl::idFromColor(const std::array<GLubyte, 3>& data) 314 ModelId gl::idFromColor(const std::array<GLubyte, 3>& data)
315 { 315 {
316 return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]}; 316 return {data[0] * std::int32_t{0x10000} + data[1] * std::int32_t{0x100} + data[2]};
317 } 317 }
318 318
319 void gl::bindModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass) 319 void gl::bindModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass)
328 ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)]; 328 ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)];
329 shaderObject.program->release(); 329 shaderObject.program->release();
330 shaderObject.vertexArray.release(); 330 shaderObject.vertexArray.release();
331 } 331 }
332 332
333 void gl::setModelShaderSelectedObjects(gl::ModelShaders* shaders, const QSet<ldraw::id_t>& ids) 333 void gl::setModelShaderSelectedObjects(gl::ModelShaders* shaders, const QSet<ModelId> &ids)
334 { 334 {
335 for (ModelShaders::ShaderObject& object : shaders->shaderObjects) 335 for (ModelShaders::ShaderObject& object : shaders->shaderObjects)
336 { 336 {
337 std::vector<ModelShaders::Vertex>& vector = object.cachedData; 337 std::vector<ModelShaders::Vertex>& vector = object.cachedData;
338 for (ModelShaders::Vertex& vertex : vector) 338 for (ModelShaders::Vertex& vertex : vector)

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