Better Gizmos

Gizmos now display half opacity when occluded, same for lines
Improved editor camera, should keep updating even if not controlled
Viewport should not grab input when another imgui element is over it
This commit is contained in:
Antoine Pilote
2023-10-09 15:22:39 -04:00
parent 828f46713b
commit d3ec4e1c02
14 changed files with 122849 additions and 73485 deletions

View File

@@ -16,11 +16,11 @@ namespace Nuake
{
const auto defaultResolution = Vector2(1920, 1080);
mGBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT); // Depth
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0); // Albedo
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT1); //
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT1); // Normal
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGBA), GL_COLOR_ATTACHMENT2); // Material + unlit
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT), GL_COLOR_ATTACHMENT3);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT), GL_COLOR_ATTACHMENT3); // Entity ID
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED, GL_R16F, GL_FLOAT), GL_COLOR_ATTACHMENT4); // Emissive
mShadingBuffer = CreateScope<FrameBuffer>(true, defaultResolution);