src/gl/compiler.cpp

changeset 309
d862721d19a3
parent 305
d891da20abca
child 333
07e65a4c6611
equal deleted inserted replaced
308:daa8770b9d26 309:d862721d19a3
307 shader.buffer.allocate(shader.cachedData.data(), bytes); 307 shader.buffer.allocate(shader.cachedData.data(), bytes);
308 shader.buffer.release(); 308 shader.buffer.release();
309 } 309 }
310 } 310 }
311 311
312 ModelId gl::idFromUcharColor(const std::array<GLubyte, 3>& data) 312 ElementId gl::idFromUcharColor(const std::array<GLubyte, 3>& data)
313 { 313 {
314 return { 314 return {
315 static_cast<std::int32_t>(data[0]) | 315 static_cast<std::int32_t>(data[0]) |
316 static_cast<std::int32_t>(data[1]) << 8 | 316 static_cast<std::int32_t>(data[1]) << 8 |
317 static_cast<std::int32_t>(data[2]) << 16 317 static_cast<std::int32_t>(data[2]) << 16
330 ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)]; 330 ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)];
331 shaderObject.program->release(); 331 shaderObject.program->release();
332 shaderObject.vertexArray.release(); 332 shaderObject.vertexArray.release();
333 } 333 }
334 334
335 void gl::setModelShaderSelectedObjects(gl::ModelShaders* shaders, const QSet<ModelId> &ids) 335 void gl::setModelShaderSelectedObjects(gl::ModelShaders* shaders, const QSet<ElementId> &ids)
336 { 336 {
337 for (ModelShaders::ShaderObject& object : shaders->shaderObjects) 337 for (ModelShaders::ShaderObject& object : shaders->shaderObjects)
338 { 338 {
339 std::vector<ModelShaders::Vertex>& vector = object.cachedData; 339 std::vector<ModelShaders::Vertex>& vector = object.cachedData;
340 for (ModelShaders::Vertex& vertex : vector) 340 for (ModelShaders::Vertex& vertex : vector)

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