forked from organicmaps/organicmaps
[ios, drape] build fix
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ed45d5f914
commit
ba05a5cdc4
3 changed files with 16 additions and 4 deletions
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@ -5,6 +5,7 @@
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#if defined(OMIM_OS_IPHONE)
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#define USE_OPENGLES20_IF_AVAILABLE 1
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#elif defined(OMIM_OS_MAC)
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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@ -115,14 +115,20 @@ void GLFunctions::Init()
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glGenVertexArraysFn = &glGenVertexArraysAPPLE;
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glBindVertexArrayFn = &glBindVertexArrayAPPLE;
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glDeleteVertexArrayFn = &glDeleteVertexArraysAPPLE;
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glMapBufferFn = &::glMapBuffer;
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glUnmapBufferFn = &::glUnmapBuffer;
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#elif defined(OMIM_OS_LINUX)
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glGenVertexArraysFn = &::glGenVertexArrays;
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glBindVertexArrayFn = &::glBindVertexArray;
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glDeleteVertexArrayFn = &::glDeleteVertexArrays;
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glMapBufferFn = &::glMapBuffer; // I don't know correct name for linux!
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glUnmapBufferFn = &::glUnmapBuffer; // I don't know correct name for linux!
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#elif defined(OMIM_OS_MOBILE)
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glGenVertexArraysFn = &glGenVertexArraysOES;
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glBindVertexArrayFn = &glBindVertexArrayOES;
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glDeleteVertexArrayFn = &glDeleteVertexArraysOES;
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glMapBufferFn = &::glMapBufferOES;
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glUnmapBufferFn = &::glUnmapBufferOES;
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#endif
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glBindFramebufferFn = &::glBindFramebuffer;
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@ -138,8 +144,6 @@ void GLFunctions::Init()
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glDeleteBuffersFn = &::glDeleteBuffers;
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glBufferDataFn = &::glBufferData;
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glBufferSubDataFn = &::glBufferSubData;
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glMapBufferFn = &::glMapBuffer;
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glUnmapBufferFn = &::glUnmapBuffer;
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/// Shaders
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glCreateShaderFn = &::glCreateShader;
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@ -180,6 +184,9 @@ void GLFunctions::Init()
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glUniform1fvFn = &::glUniform1fv;
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glUniformMatrix4fvFn = &glUniformMatrix4fv;
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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}
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bool GLFunctions::glHasExtension(string const & name)
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@ -246,9 +253,13 @@ void GLFunctions::glDisable(glConst mode)
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GLCHECK(::glDisable(mode));
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}
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void GLFunctions::glClearDepth(double depth)
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void GLFunctions::glClearDepthValue(double depth)
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{
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#ifdef OMIM_OS_IPHONE
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GLCHECK(::glClearDepthf(static_cast<GLclampf>(depth)));
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#else
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GLCHECK(::glClearDepth(depth));
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#endif
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}
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void GLFunctions::glDepthMask(bool needWriteToDepthBuffer)
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@ -19,7 +19,7 @@ public:
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static void glEnable(glConst mode);
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static void glDisable(glConst mode);
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static void glClearDepth(double depth);
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static void glClearDepthValue(double depth);
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static void glDepthMask(bool needWriteToDepthBuffer);
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static void glDepthFunc(glConst depthFunc);
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static void glBlendEquation(glConst function);
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