add glad to load OpenGL extensions

This commit is contained in:
2019-07-09 11:07:01 +02:00
parent 81b62d9a27
commit 4cbf0c47b4
20 changed files with 65 additions and 209 deletions

View File

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