now disable outline renderer, will use other method to impl, fixed BRDF_LUT load error, add internal api for EditorCamera to set and get clips

This commit is contained in:
2026-04-13 19:06:12 +08:00
parent d6d735900a
commit 1b5fa1002d
10 changed files with 167 additions and 108 deletions

View File

@ -582,6 +582,20 @@ namespace Prism
UI::PropertySlider("Exposure", m_EditorCamera.GetExposure(), 0.0f, 5.0f);
ImGui::Separator();
float near = m_EditorCamera.GetNear();
float far = m_EditorCamera.GetFar();
if (UI::Property("Near", near))
{
m_EditorCamera.SetNearFar(near, far);
}
if (UI::Property("Far", far))
{
m_EditorCamera.SetNearFar(near, far);
}
ImGui::Separator();
float physics2DGravity = m_EditorScene->GetPhysics2DGravity();
if (UI::Property("2D World Gravity", physics2DGravity, -100.0f, 100.0f))
@ -664,7 +678,6 @@ namespace Prism
{
SceneRenderer::SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
m_EditorScene->SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
m_EditorCamera.SetProjectionMatrix(glm::perspectiveFov(glm::radians(45.0f), viewportSize.x, viewportSize.y, 0.1f, 1000.0f));
m_EditorCamera.SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
ImGui::Image((ImTextureRef)SceneRenderer::GetFinalColorBufferRendererID(), viewportSize, { 0, 1 }, { 1, 0 });

View File

@ -107,16 +107,16 @@ void main(void)
if(gl_GlobalInvocationID.x >= outputSize.x || gl_GlobalInvocationID.y >= outputSize.y) {
return;
}
// Solid angle associated with a single cubemap texel at zero mipmap level.
// This will come in handy for importance sampling below.
vec2 inputSize = vec2(textureSize(inputTexture, 0));
float wt = 4.0 * PI / (6 * inputSize.x * inputSize.y);
// Approximation: Assume zero viewing angle (isotropic reflections).
vec3 N = GetCubeMapTexCoord();
vec3 Lo = N;
vec3 S, T;
computeBasisVectors(N, S, T);