add glad to load OpenGL extensions
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@@ -227,8 +227,6 @@ void CanvasModePen::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModePen::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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assert(App::I.is_render_thread());
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if (m_draw_tip)
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{
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const auto& brush = Canvas::I->m_current_brush;
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@@ -340,8 +338,6 @@ void CanvasModeLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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assert(App::I.is_render_thread());
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if (m_dragging)
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{
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ShaderManager::use(kShader::Color);
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@@ -519,8 +515,6 @@ void CanvasModeGrid::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeGrid::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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assert(App::I.is_render_thread());
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const glm::vec4 blue(0, 0, 1, 1);
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const glm::vec4 red(1, 0, 0, 1);
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for (int i = 0; i < m_lines.size(); i++)
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@@ -749,8 +743,6 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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assert(App::I.is_render_thread());
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bool depth = glIsEnabled(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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if (m_points.size() > 3)
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@@ -910,8 +902,6 @@ void CanvasModeMaskLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeMaskLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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assert(App::I.is_render_thread());
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if (m_points.size() > 1)
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{
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if (m_active_tool)
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@@ -1034,8 +1024,6 @@ void CanvasModeFill::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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assert(App::I.is_render_thread());
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if (!m_points.empty())
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{
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ShaderManager::use(kShader::Color);
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@@ -1426,8 +1414,6 @@ void CanvasModeTransform::leave(kCanvasMode next)
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void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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assert(App::I.is_render_thread());
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bool depth = glIsEnabled(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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@@ -1669,8 +1655,6 @@ void CanvasModeFloodFill::init()
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void CanvasModeFloodFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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assert(App::I.is_render_thread());
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if (m_draw_tip)
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{
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ShaderManager::use(kShader::Texture);
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