fix equirectangular shader for higher precision, add polygon draw mode
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@@ -9,6 +9,7 @@ std::vector<CanvasMode*> ui::Canvas::modes[] = {
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{ new CanvasModeLine, new CanvasModeBasicCamera },
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{ new CanvasModeCamera, new CanvasModeBasicCamera },
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{ new CanvasModeNormal, new CanvasModeBasicCamera },
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{ new CanvasModeFill, new CanvasModeBasicCamera },
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};
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glm::vec3 ui::Canvas::m_plane_origin[6] = {
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{ 0, 0,-1}, // front
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@@ -564,10 +565,11 @@ void ui::Canvas::save(std::string data_path)
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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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// 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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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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ui::ShaderManager::use(kShader::Equirect);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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