fix xcode __block error
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@@ -252,13 +252,13 @@ void NodePanelGrid::bake_uvs()
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// bake normal
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ShaderManager::u_int(kShaderUniform::Mode, 0);
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m_hm_plane.draw_fill();
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__block std::unique_ptr<float[]> data_nor(fb.readTextureDataFloat());
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std::unique_ptr<float[]> data_nor(fb.readTextureDataFloat());
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//stbi_write_png("bake-nor.png", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 0);
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// bake position
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ShaderManager::u_int(kShaderUniform::Mode, 1);
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m_hm_plane.draw_fill();
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__block std::unique_ptr<float[]> data_pos(fb.readTextureDataFloat());
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std::unique_ptr<float[]> data_pos(fb.readTextureDataFloat());
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//stbi_write_png("bake-pos.png", fb.getWidth(), fb.getHeight(), 4, fb.readTextureData(), 0);
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fb.unbindFramebuffer();
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@@ -289,9 +289,12 @@ void NodePanelGrid::bake_uvs()
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std::atomic_int pb_value(0);
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__block auto data_out = std::make_unique<uint8_t[]>(fb.getWidth() * fb.getHeight() * 4);
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auto data_out = std::make_unique<uint8_t[]>(fb.getWidth() * fb.getHeight() * 4);
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std::thread worker([&]
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{
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__block float* d_pos = data_pos.get();
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__block float* d_nor = data_nor.get();
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__block glm::i8vec4* d_out = reinterpret_cast<glm::i8vec4*>(data_out.get());
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#if _WIN32
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concurrency::parallel_for(int(0), fb.getHeight(), [&](int y)
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#elif __IOS__ || __OSX__
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@@ -304,9 +307,9 @@ void NodePanelGrid::bake_uvs()
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for (int x = 0; x < fb.getWidth(); x++)
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{
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int i = y * fb.getHeight() + x;
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auto nor = glm::make_vec3(&data_nor[i * 4]);
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auto pos = glm::make_vec3(&data_pos[i * 4]);
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auto& out = *reinterpret_cast<glm::i8vec4*>(&data_out[i * 4]);
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auto nor = glm::make_vec3(&d_nor[i * 4]);
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auto pos = glm::make_vec3(&d_pos[i * 4]);
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auto& out = d_out[i];
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if (glm::dot(nor, light_dir) <= 0.f)
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{
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@@ -355,4 +358,5 @@ void NodePanelGrid::bake_uvs()
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//stbi_write_jpg("bake-out.jpg", fb.getWidth(), fb.getHeight(), 4, data_out.get(), 75);
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m_texture.update(data_out.get());
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m_texture.create_mipmaps();
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App::I.async_redraw();
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}
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