Consolidate constants, fix rectangle rendering
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@@ -12,7 +12,7 @@ import { WebglCharAtlas } from './atlas/WebglCharAtlas';
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import { RectangleRenderer } from './RectangleRenderer';
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import { IWebGL2RenderingContext } from './Types';
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import { INVERTED_DEFAULT_COLOR } from 'browser/renderer/atlas/Constants';
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import { RenderModel, COMBINED_CHAR_BIT_MASK } from './RenderModel';
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import { RenderModel, COMBINED_CHAR_BIT_MASK, RENDER_MODEL_BG_OFFSET, RENDER_MODEL_FG_OFFSET, RENDER_MODEL_INDICIES_PER_CELL } from './RenderModel';
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import { Disposable } from 'common/Lifecycle';
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import { DEFAULT_COLOR, NULL_CELL_CODE, FgFlags } from 'common/buffer/Constants';
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import { Terminal, IEvent } from 'xterm';
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@@ -22,9 +22,6 @@ import { IRenderDimensions, IRenderer, IRequestRefreshRowsEvent } from 'browser/
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import { IColorSet } from 'browser/Types';
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import { EventEmitter } from 'common/EventEmitter';
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import { CellData } from 'common/buffer/CellData';
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import { MODEL_BG_OFFSET, MODEL_FG_OFFSET } from './Constants';
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export const INDICIES_PER_CELL = 4;
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export class WebglRenderer extends Disposable implements IRenderer {
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private _renderLayers: IRenderLayer[];
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@@ -263,7 +260,7 @@ export class WebglRenderer extends Disposable implements IRenderer {
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const chars = this._workCell.getChars();
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let code = this._workCell.getCode();
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const i = ((y * terminal.cols) + x) * INDICIES_PER_CELL;
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const i = ((y * terminal.cols) + x) * RENDER_MODEL_INDICIES_PER_CELL;
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if (code !== NULL_CELL_CODE) {
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this._model.lineLengths[y] = x + 1;
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@@ -275,8 +272,8 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Nothing has changed, no updates needed
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if (this._model.cells[i] === code &&
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this._model.cells[i + MODEL_BG_OFFSET] === bg &&
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this._model.cells[i + MODEL_FG_OFFSET] === fg) {
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this._model.cells[i + RENDER_MODEL_BG_OFFSET] === bg &&
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this._model.cells[i + RENDER_MODEL_FG_OFFSET] === fg) {
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continue;
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}
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@@ -305,8 +302,8 @@ export class WebglRenderer extends Disposable implements IRenderer {
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// Cache the results in the model
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this._model.cells[i] = code;
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this._model.cells[i + MODEL_BG_OFFSET] = bg;
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this._model.cells[i + MODEL_FG_OFFSET] = fg;
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this._model.cells[i + RENDER_MODEL_BG_OFFSET] = bg;
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this._model.cells[i + RENDER_MODEL_FG_OFFSET] = fg;
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this._glyphRenderer.updateCell(x, y, code, bg, fg, chars);
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}
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