Frustum culling progress
Unlit materials Renderer cleanup
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@@ -972,6 +972,10 @@ namespace Nuake {
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{
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if (m_IsMaterialSelected)
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{
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ImGui::Text("Flags");
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bool unlit = m_SelectedMaterial->data.u_Unlit == 1;
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ImGui::Checkbox("Unlit", &unlit);
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m_SelectedMaterial->data.u_Unlit = (int)unlit;
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if (ImGui::CollapsingHeader("Albedo", ImGuiTreeNodeFlags_DefaultOpen))
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{
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unsigned int textureID = 0;
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@@ -982,7 +986,10 @@ namespace Nuake {
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std::string texture = FileDialog::OpenFile("*.png | *.jpg");
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}
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ImGui::SameLine();
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//ImGui::Checkbox("Use##1", &(bool)(m_SelectedMaterial->data.u_HasAlbedo));
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bool isAlbedo = m_SelectedMaterial->data.u_HasAlbedo == 1;
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ImGui::Checkbox("Use##1", &isAlbedo);
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m_SelectedMaterial->data.u_HasAlbedo = (int)isAlbedo;
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ImGui::SameLine();
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ImGui::ColorPicker3("Color", &m_SelectedMaterial->data.m_AlbedoColor.r);
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}
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@@ -1000,7 +1007,10 @@ namespace Nuake {
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}
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}
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ImGui::SameLine();
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//ImGui::Checkbox("Use##2", &m_SelectedMaterial->data.u_HasAO);
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bool hasAO = m_SelectedMaterial->data.u_HasAO == 1;
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ImGui::Checkbox("Use##1", &hasAO);
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m_SelectedMaterial->data.u_HasAO = (int)hasAO;
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ImGui::SameLine();
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ImGui::DragFloat("Value##2", &m_SelectedMaterial->data.u_AOValue, 0.01f, 0.0f, 1.0f);
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}
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