fix equirectangular shader for higher precision, add polygon draw mode
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@@ -16,6 +16,7 @@ public:
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virtual void on_GestureEvent(GestureEvent* ge) {}
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virtual void on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera) {}
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virtual void init() {}
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virtual void leave() {}
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};
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class CanvasModeBasicCamera : public CanvasMode
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@@ -34,8 +35,6 @@ public:
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class CanvasModePen : public CanvasMode
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{
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bool m_dragging = false;
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bool m_draggingR = false;
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glm::vec2 m_dragR_start;
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glm::vec2 m_pan_start;
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float m_camera_fov;
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float m_zoom_canvas = 1.f;
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@@ -63,6 +62,8 @@ class CanvasModeNormal : public CanvasMode
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glm::vec3 dir;
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int m_plane_id;
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bool m_dragging = false;
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struct ray_t { glm::vec3 o, d; };
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std::vector<ray_t> m_lines;
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public:
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virtual void on_MouseEvent(MouseEvent* me, glm::vec2& loc) override;
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virtual void on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera) override;
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@@ -75,7 +76,18 @@ class CanvasModeCamera : public CanvasMode
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bool m_dragging = false;
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glm::vec2 m_drag_start;
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glm::vec2 m_pos_start;
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ui::Plane m_face_plane;
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public:
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virtual void on_MouseEvent(MouseEvent* me, glm::vec2& loc) override;
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};
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class CanvasModeFill : public CanvasMode
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{
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ui::DynamicShape m_shape;
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bool m_dragging = false;
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std::vector<ui::Shape::vertex_t> m_points;
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public:
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virtual void on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera) override;
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virtual void on_MouseEvent(MouseEvent* me, glm::vec2& loc) override;
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virtual void init() override;
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virtual void leave() override;
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};
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