fix spacebar bug, fix ios depth buffer error, parallelize raytracing
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@@ -281,7 +281,7 @@ bool App::gesture_end()
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}
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bool App::key_down(kKey key)
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{
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if (key == kKey::KeySpacebar)
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if (key == kKey::KeySpacebar && vr_active)
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canvas->m_canvas->m_cam_rot = vr_rot;
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redraw = true;
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keys[(int)key] = true;
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@@ -2208,7 +2208,7 @@ void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm:
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GLuint rboID;
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glGenRenderbuffers(1, &rboID);
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glBindRenderbuffer(GL_RENDERBUFFER, rboID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, layer.w, layer.h);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, layer.w, layer.h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glm::mat4 proj = glm::perspective(glm::radians(90.f), 1.f, .01f, 1000.f);
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@@ -281,7 +281,14 @@ void NodePanelGrid::bake_uvs()
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auto light_dir = glm::normalize(light_pos);
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auto data_out = std::make_unique<uint8_t[]>(fb.getWidth() * fb.getHeight() * 4);
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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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dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
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dispatch_apply(count, queue, ^(size_t i)
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#else
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for (int y = 0; y < fb.getHeight(); y++)
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#endif
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{
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for (int x = 0; x < fb.getWidth(); x++)
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{
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@@ -321,6 +328,9 @@ void NodePanelGrid::bake_uvs()
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}
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}
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}
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#if _WIN32 || __IOS__ || __OSX__
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);
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#endif
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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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}
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