feat(slam): add rtabmap_ros
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/*
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* Copyright 2018 Google Inc. All Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// This modules handles drawing the passthrough camera image into the OpenGL
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// scene.
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#include "background_renderer.h"
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#include <type_traits>
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namespace {
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const std::string kVertexShader =
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"attribute vec4 a_Position;\n"
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"attribute vec2 a_TexCoord;\n"
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"varying vec2 v_TexCoord;\n"
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"void main() {\n"
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" gl_Position = a_Position;\n"
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" v_TexCoord = a_TexCoord;\n"
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"}\n";
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const std::string kFragmentShaderOES =
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"#extension GL_OES_EGL_image_external : require\n"
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform samplerExternalOES sTexture;\n"
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"uniform bool uRedUnknown;\n"
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"void main() {\n"
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" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
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"}\n";
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const std::string kFragmentShaderBlendingOES =
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"#extension GL_OES_EGL_image_external : require\n"
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform samplerExternalOES sTexture;\n"
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"uniform sampler2D uDepthTexture;\n"
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"uniform vec2 uScreenScale;\n"
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"uniform bool uRedUnknown;\n"
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"void main() {\n"
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" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
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" float depth = dot(depthPacked, 1./vec4(1.,255.,65025.,16581375.));\n"
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" if(depth > 0.0)\n"
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" gl_FragColor = vec4(sample.r, sample.g, sample.b, 0.5);\n"
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" else {\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
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" }\n"
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"}\n";
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const std::string kFragmentShader =
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform sampler2D sTexture;\n"
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"uniform bool uRedUnknown;\n"
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"void main() {\n"
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" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
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"}\n";
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const std::string kFragmentShaderBlending =
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform sampler2D sTexture;\n"
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"uniform sampler2D uDepthTexture;\n"
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"uniform vec2 uScreenScale;\n"
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"uniform bool uRedUnknown;\n"
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"void main() {\n"
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" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
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" float depth = dot(depthPacked, 1./vec4(1.,255.,65025.,16581375.));\n"
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" if(depth > 0.0)\n"
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" gl_FragColor = vec4(sample.r, sample.g, sample.b, 0.5);\n"
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" else {\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
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" }\n"
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"}\n";
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/* To debug depth texture
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const std::string kFragmentShader =
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform sampler2D sTexture;\n"
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"void main() {\n"
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" float uNearZ = 0.2;\n"
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" float uFarZ = 1000.0;\n"
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" float depth = texture2D(sTexture, v_TexCoord).r;\n"
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" float num = (2.0 * uNearZ * uFarZ);\n"
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" float diff = (uFarZ - uNearZ);\n"
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" float add = (uFarZ + uNearZ);\n"
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" float ndcDepth = depth * 2.0 - 1.0;\n" // Back to NDC
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" float linearDepth = num / (add - ndcDepth * diff);\n" // inverse projection matrix
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" float grey = linearDepth/3.0;\n"
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" gl_FragColor = vec4(grey, grey, grey, 0.5);\n"
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"}\n";
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*/
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} // namespace
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std::vector<GLuint> BackgroundRenderer::shaderPrograms_;
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BackgroundRenderer::~BackgroundRenderer()
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{
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for(unsigned int i=0; i<shaderPrograms_.size(); ++i)
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{
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glDeleteShader(shaderPrograms_[i]);
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}
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shaderPrograms_.clear();
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}
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void BackgroundRenderer::InitializeGlContent(GLuint textureId, bool oes)
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{
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LOGI("textureId=%d", textureId);
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texture_id_ = textureId;
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#ifdef __ANDROID__
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oes_ = oes;
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#endif
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if(shaderPrograms_.empty())
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{
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shaderPrograms_.resize(2,0);
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shaderPrograms_[0] = tango_gl::util::CreateProgram(
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kVertexShader.c_str(),
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oes_?kFragmentShaderOES.c_str():kFragmentShader.c_str());
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UASSERT(shaderPrograms_[0]!=0);
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shaderPrograms_[1] = tango_gl::util::CreateProgram(
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kVertexShader.c_str(),
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oes_?kFragmentShaderBlendingOES.c_str():kFragmentShaderBlending.c_str());
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UASSERT(shaderPrograms_[1]!=0);
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}
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}
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void BackgroundRenderer::Draw(const float * transformed_uvs, const GLuint & depthTexture, int screenWidth, int screenHeight, bool redUnknown) {
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static_assert(std::extent<decltype(BackgroundRenderer_kVerticesDevice)>::value == kNumVertices * 2, "Incorrect kVertices length");
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GLuint program = shaderPrograms_[depthTexture>0?1:0];
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glUseProgram(program);
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glDepthMask(GL_FALSE);
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glEnable (GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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#ifdef __ANDROID__
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if(oes_)
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id_);
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else
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#endif
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glBindTexture(GL_TEXTURE_2D, texture_id_);
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if(depthTexture>0)
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{
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// Texture activate unit 1
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glActiveTexture(GL_TEXTURE1);
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// Bind the texture to this unit.
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 1.
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GLuint depth_texture_handle = glGetUniformLocation(program, "uDepthTexture");
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glUniform1i(depth_texture_handle, 1);
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GLuint screenScale_handle = glGetUniformLocation(program, "uScreenScale");
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glUniform2f(screenScale_handle, 1.0f/(float)screenWidth, 1.0f/(float)screenHeight);
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}
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GLuint screenScale_handle = glGetUniformLocation(program, "uRedUnknown");
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glUniform1i(screenScale_handle, redUnknown);
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GLuint attributeVertices = glGetAttribLocation(program, "a_Position");
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GLuint attributeUvs = glGetAttribLocation(program, "a_TexCoord");
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glVertexAttribPointer(attributeVertices, 2, GL_FLOAT, GL_FALSE, 0, BackgroundRenderer_kVerticesDevice);
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glVertexAttribPointer(attributeUvs, 2, GL_FLOAT, GL_FALSE, 0, transformed_uvs?transformed_uvs:BackgroundRenderer_kTexCoord);
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glEnableVertexAttribArray(attributeVertices);
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glEnableVertexAttribArray(attributeUvs);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(attributeVertices);
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glDisableVertexAttribArray(attributeUvs);
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glUseProgram(0);
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glDepthMask(GL_TRUE);
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glDisable (GL_BLEND);
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tango_gl::util::CheckGlError("BackgroundRenderer::Draw() error");
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}
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