[core] remove dependence on gl.h types
This commit is contained in:
committed by
John Firebaugh
parent
15aece8a30
commit
cc78b74098
@@ -26,7 +26,7 @@ void Painter::renderTileDebug(const RenderTile& tile) {
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void Painter::renderDebugText(Tile& tile, const mat4 &matrix) {
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MBGL_DEBUG_GROUP("debug text");
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context.depthTest = GL_FALSE;
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context.depthTest = false;
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if (!tile.debugBucket || tile.debugBucket->renderable != tile.isRenderable() ||
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tile.debugBucket->complete != tile.isComplete() ||
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@@ -48,19 +48,19 @@ void Painter::renderDebugText(Tile& tile, const mat4 &matrix) {
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context.lineWidth = 4.0f * frame.pixelRatio;
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tile.debugBucket->drawLines(plainShader, context);
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#ifndef GL_ES_VERSION_2_0
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#if not MBGL_USE_GLES2
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// Draw line "end caps"
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MBGL_CHECK_ERROR(glPointSize(2));
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tile.debugBucket->drawPoints(plainShader, context);
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#endif
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#endif // MBGL_USE_GLES2
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// Draw black text.
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plainShader.u_color = Color::black();
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context.lineWidth = 2.0f * frame.pixelRatio;
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tile.debugBucket->drawLines(plainShader, context);
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context.depthFunc.reset();
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context.depthTest = GL_TRUE;
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context.depthFunc = gl::DepthTestFunction::LessEqual;
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context.depthTest = true;
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}
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void Painter::renderDebugFrame(const mat4 &matrix) {
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@@ -69,9 +69,10 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
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// Disable depth test and don't count this towards the depth buffer,
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// but *don't* disable stencil test, as we want to clip the red tile border
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// to the tile viewport.
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context.depthTest = GL_FALSE;
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context.stencilOp.reset();
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context.stencilTest = GL_TRUE;
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context.depthTest = false;
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context.stencilOp = { gl::StencilTestOperation::Keep, gl::StencilTestOperation::Keep,
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gl::StencilTestOperation::Replace };
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context.stencilTest = true;
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auto& plainShader = shaders->plain;
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context.program = plainShader.getID();
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@@ -87,14 +88,14 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
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#ifndef NDEBUG
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void Painter::renderClipMasks() {
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context.stencilTest = GL_FALSE;
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context.depthTest = GL_FALSE;
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context.stencilTest = false;
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context.depthTest = false;
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context.program = 0;
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context.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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context.colorMask = { true, true, true, true };
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#ifndef GL_ES_VERSION_2_0
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#if not MBGL_USE_GLES2
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context.pixelZoom = { 1, 1 };
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context.rasterPos = {{ -1, -1, 0, 0 }};
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context.rasterPos = { -1, -1, 0, 0 };
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// Read the stencil buffer
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const auto& fbSize = frame.framebufferSize;
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@@ -119,20 +120,20 @@ void Painter::renderClipMasks() {
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MBGL_CHECK_ERROR(glWindowPos2i(0, 0));
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MBGL_CHECK_ERROR(glDrawPixels(fbSize[0], fbSize[1], GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels.get()));
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#endif // GL_ES_VERSION_2_0
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#endif // MBGL_USE_GLES2
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}
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#endif // NDEBUG
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#ifndef NDEBUG
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void Painter::renderDepthBuffer() {
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context.stencilTest = GL_FALSE;
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context.depthTest = GL_FALSE;
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context.stencilTest = false;
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context.depthTest = false;
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context.program = 0;
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context.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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context.colorMask = { true, true, true, true };
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#ifndef GL_ES_VERSION_2_0
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#if not MBGL_USE_GLES2
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context.pixelZoom = { 1, 1 };
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context.rasterPos = {{ -1, -1, 0, 0 }};
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context.rasterPos = { -1, -1, 0, 0 };
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// Read the stencil buffer
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const auto& fbSize = frame.framebufferSize;
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@@ -154,7 +155,7 @@ void Painter::renderDepthBuffer() {
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MBGL_CHECK_ERROR(glWindowPos2i(0, 0));
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MBGL_CHECK_ERROR(glDrawPixels(fbSize[0], fbSize[1], GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels.get()));
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#endif // GL_ES_VERSION_2_0
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#endif // MBGL_USE_GLES2
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}
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#endif // NDEBUG
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