use PBO for timelapse data read
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@@ -101,6 +101,49 @@ Texture2D Layer::gen_equirect(glm::ivec2 size /*= { 0, 0 }*/)
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return ret;
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}
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PBO Layer::gen_equirect_pbo(glm::ivec2 size /*= { 0, 0 }*/)
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{
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PBO pbo;
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App::I->render_task([&]
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{
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gl_state gl;
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gl.save();
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TextureCube cube;
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RTT latlong;
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if (size.x == 0 || size.y == 0)
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size = { w, h };
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cube = gen_cube();
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latlong.create(size.x * 4, size.y * 2);
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glDisable(GL_BLEND);
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latlong.bindFramebuffer();
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latlong.clear({ 0, 1, 1, 1 });
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glViewport(0, 0, latlong.getWidth(), latlong.getHeight());
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube.m_cubetex_id);
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ShaderManager::use(kShader::Equirect);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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Canvas::I->m_sampler.bind(0);
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Canvas::I->m_plane.draw_fill();
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latlong.unbindFramebuffer();
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pbo.create(latlong);
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latlong.destroy();
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cube.destroy();
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gl.restore();
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});
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return pbo;
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}
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void Layer::destroy()
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{
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for (int i = 0; i < 6; i++)
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