refactor export equirectangular
This commit is contained in:
217
src/canvas.cpp
217
src/canvas.cpp
@@ -76,7 +76,7 @@ void Canvas::pick_update(int plane)
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{
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std::array<bool, 6> faces{ false };
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faces[plane] = true;
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draw_merge(faces);
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draw_merge(true, faces);
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int i = plane;
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m_layers_merge.m_rtt[i].bindFramebuffer();
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@@ -915,8 +915,10 @@ void Canvas::stroke_commit()
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ActionManager::add(action);
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}
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void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
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void Canvas::draw_merge(bool draw_checkerboard, std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
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{
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assert(App::I->is_render_thread());
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glViewport(0, 0, m_width, m_height);
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auto ortho = glm::ortho<float>(-0.5f, 0.5f, -0.5f, 0.5f, -1.f, 1.f);
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const auto& b = m_current_stroke->m_brush;
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@@ -939,6 +941,7 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
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continue;
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m_layers_merge.m_rtt[plane_index].bindFramebuffer();
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m_layers_merge.m_rtt[plane_index].clear({ 1, 1, 1, 0 });
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if (use_blend)
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{
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@@ -947,10 +950,13 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
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}
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else
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{
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
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m_plane.draw_fill();
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if (draw_checkerboard)
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{
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
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m_plane.draw_fill();
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}
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glEnable(GL_BLEND);
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}
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@@ -1125,10 +1131,13 @@ void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
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glEnable(GL_BLEND);
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//draw the grid
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
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m_plane.draw_fill();
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if (draw_checkerboard)
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{
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
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m_plane.draw_fill();
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}
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// draw the layers
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m_sampler.bind(0);
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@@ -1720,203 +1729,29 @@ void Canvas::export_equirectangular(std::string file_path, std::function<void()>
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void Canvas::export_equirectangular_thread(std::string file_path)
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{
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std::shared_ptr<NodeProgressBar> pb;
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if (App::I->layout.m_loaded)
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{
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pb = std::make_shared<NodeProgressBar>();
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pb->m_manager = &App::I->layout;
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pb->init();
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pb->create();
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pb->loaded();
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pb->m_progress->SetWidthP(0);
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pb->m_title->set_text("Export Pano Image");
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App::I->layout[App::I->main_id]->add_child(pb);
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}
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RTT m_latlong;
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m_latlong.create(m_width * 4, m_height * 2); // NOTE: w and h must be equal to make sense
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GLuint cube_id;
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static int faces[]{
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, // front
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // right
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // back
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, // left
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // top
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // bottom
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};
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App::I->render_task([&]
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{
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glGenTextures(1, &cube_id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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for (GLuint i = 0; i < 6; i++)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8,
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m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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});
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int progress = 0;
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int total = 6 + 2;
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Texture2D face;
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face.create(m_width, m_height);
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for (int i = 0; i < 6; i++)
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{
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App::I->render_task([&]
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{
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// prepare common states
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glViewport(0, 0, m_width, m_height);
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glDisable(GL_BLEND);
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ShaderManager::use(kShader::TextureBlend);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_tmp[i].bindFramebuffer();
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// clear transparent not to mess with blending modes
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m_tmp[i].clear({ 1, 1, 1, 0 });
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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ShaderManager::u_int(kShaderUniform::TexBG, 2);
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glActiveTexture(GL_TEXTURE2);
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face.bind();
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m_sampler_nearest.bind(2);
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}
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m_sampler_nearest.bind(0); // nearest
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for (int layer_index = 0; layer_index < m_layers.size(); layer_index++)
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{
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if (!m_layers[layer_index]->m_visible ||
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m_layers[layer_index]->m_opacity == 0.f ||
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!m_layers[layer_index]->m_dirty_face[i])
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continue;
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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}
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
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glActiveTexture(GL_TEXTURE0);
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m_layers[layer_index]->m_rtt[i].bindTexture();
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m_plane.draw_fill();
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m_layers[layer_index]->m_rtt[i].unbindTexture();
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}
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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face.unbind();
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}
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// now blend with the background
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glEnable(GL_BLEND);
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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m_sampler.bind(0); // linear
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glActiveTexture(GL_TEXTURE0);
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face.bind();
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// copy the framebuffer before clearing to white
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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m_tmp[i].clear({ 1, 1, 1, 0 });
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m_plane.draw_fill();
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face.unbind();
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// copy result to cubemap
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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glCopyTexImage2D(faces[i], 0, GL_RGBA8, 0, 0, m_width, m_height, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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m_tmp[i].unbindFramebuffer();
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});
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progress++;
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float p = (float)progress / total * 100.f;
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LOG("progress: %f", p);
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if (App::I->layout.m_loaded)
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{
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pb->m_progress->SetWidthP(p);
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}
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}
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face.destroy();
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//auto data = std::make_unique<uint8_t[]>(m_tmp[0].bytes());
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//for (int i = 0; i < 1; i++)
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//{
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// m_tmp[i].readTextureData(data.get());
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// static char name[128];
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// sprintf(name, "%s/Face%d.png", data_path.c_str(), i);
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// LOG("writing %s", name);
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// int ret = stbi_write_png(name, m_tmp[i].getWidth(), m_tmp[i].getHeight(), 4, data.get(), m_tmp[i].stride());
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//}
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Image data;
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App::I->render_task([&]
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{
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glDisable(GL_BLEND);
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glViewport(0, 0, m_latlong.getWidth(), m_latlong.getHeight());
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glActiveTexture(GL_TEXTURE0);
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m_latlong.bindFramebuffer();
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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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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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m_sampler.bind(0);
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m_plane.draw_fill();
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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m_latlong.unbindFramebuffer();
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draw_merge(false);
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Texture2D equirect = m_layers_merge.gen_equirect();
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data = equirect.get_image();
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});
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auto latlong_data = std::make_unique<uint8_t[]>(m_latlong.bytes());
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m_latlong.readTextureData(latlong_data.get());
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progress++;
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LOG("progress: %f", (float)progress / total * 100.f);
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if (App::I->layout.m_loaded)
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{
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pb->m_progress->SetWidthP((float)progress / total * 100.f);
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}
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LOG("writing %s", file_path.c_str());
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if (file_path.substr(file_path.size() - 4) == ".jpg")
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{
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stbi_write_jpg(file_path.c_str(), m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), 100);
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data.save_jpg(file_path, 100);
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inject_xmp(file_path);
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}
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else if (file_path.substr(file_path.size() - 4) == ".png")
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{
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stbi_write_png(file_path.c_str(), m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), 0);
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data.save_png(file_path);
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}
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progress++;
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LOG("progress: %f", (float)progress / total * 100.f);
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if (App::I->layout.m_loaded)
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{
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pb->m_progress->SetWidthP((float)progress / total * 100.f);
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}
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//int ret = stbi_write_png(name, m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), m_latlong.stride());
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#ifdef __IOS__
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save_image_library(file_path);
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#endif
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App::I->render_task_async([id=cube_id]
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{
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glDeleteTextures(1, &id);
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});
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m_latlong.destroy();
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if (App::I->layout.m_loaded)
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{
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pb->destroy();
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}
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}
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void Canvas::inject_xmp(std::string jpg_path)
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@@ -1990,7 +1825,7 @@ void Canvas::export_depth_thread(std::string file_name)
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App::I->render_task([&]
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{
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draw_merge();
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draw_merge(false);
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rtt.bindFramebuffer();
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rtt.clear({ 0, 0, 0, 1 });
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