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
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@ -582,6 +582,20 @@ namespace Prism
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UI::PropertySlider("Exposure", m_EditorCamera.GetExposure(), 0.0f, 5.0f);
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ImGui::Separator();
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float near = m_EditorCamera.GetNear();
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float far = m_EditorCamera.GetFar();
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if (UI::Property("Near", near))
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{
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m_EditorCamera.SetNearFar(near, far);
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}
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if (UI::Property("Far", far))
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{
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m_EditorCamera.SetNearFar(near, far);
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}
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ImGui::Separator();
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float physics2DGravity = m_EditorScene->GetPhysics2DGravity();
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if (UI::Property("2D World Gravity", physics2DGravity, -100.0f, 100.0f))
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@ -664,7 +678,6 @@ namespace Prism
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{
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SceneRenderer::SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
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m_EditorScene->SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
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m_EditorCamera.SetProjectionMatrix(glm::perspectiveFov(glm::radians(45.0f), viewportSize.x, viewportSize.y, 0.1f, 1000.0f));
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m_EditorCamera.SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
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ImGui::Image((ImTextureRef)SceneRenderer::GetFinalColorBufferRendererID(), viewportSize, { 0, 1 }, { 1, 0 });
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@ -107,16 +107,16 @@ void main(void)
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if(gl_GlobalInvocationID.x >= outputSize.x || gl_GlobalInvocationID.y >= outputSize.y) {
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return;
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}
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// Solid angle associated with a single cubemap texel at zero mipmap level.
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// This will come in handy for importance sampling below.
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vec2 inputSize = vec2(textureSize(inputTexture, 0));
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float wt = 4.0 * PI / (6 * inputSize.x * inputSize.y);
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// Approximation: Assume zero viewing angle (isotropic reflections).
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vec3 N = GetCubeMapTexCoord();
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vec3 Lo = N;
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vec3 S, T;
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computeBasisVectors(N, S, T);
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