mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-15 20:08:54 +03:00
Scene settings panel now has similar header.
This commit is contained in:
@@ -148,13 +148,11 @@ namespace Nuake {
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Vector4 pesp = Vector4();
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glm::decompose(oldTransform, scale, rotation, pos, skew, pesp);
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tc.Translation = pos;
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tc.Rotation = rotation;
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tc.Scale = scale;
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tc.LocalTransform = oldTransform;
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Vector3 gscale = Vector3();
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Quat grotation = Quat();
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Vector3 gpos = Vector3();
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@@ -162,7 +160,6 @@ namespace Nuake {
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Vector4 gpesp = Vector4();
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glm::decompose(transform, gscale, grotation, gpos, skew, pesp);
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tc.SetGlobalPosition(gpos);
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tc.SetGlobalRotation(grotation);
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tc.SetGlobalScale(gscale);
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@@ -323,207 +320,216 @@ namespace Nuake {
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ImGui::PopFont();
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}
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#define BEGIN_COLLAPSE_HEADER(names) \
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UIFont* names##_boldFont = new UIFont(Fonts::Bold); \
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.f, 0.f)); \
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.f, 8.f)); \
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bool names##_Opened = ImGui::CollapsingHeader(#names); \
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ImGui::PopStyleVar(); \
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delete names##_boldFont; \
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if (names##_Opened) { \
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#define END_COLLAPSE_HEADER() \
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} \
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ImGui::PopStyleVar(); \
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void EditorInterface::DrawSceneTree()
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{
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Ref<Scene> scene = Engine::GetCurrentScene();
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if (!scene)
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return;
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const Ref<Environment> env = Engine::GetCurrentScene()->GetEnvironment();
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if (ImGui::Begin("Environnement"))
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{
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const Ref<Environment> env = Engine::GetCurrentScene()->GetEnvironment();
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if (ImGui::BeginTable("EnvTable", 3, ImGuiTableFlags_BordersInner))
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{
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ImGui::TableSetupColumn("name", 0, 0.3);
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ImGui::TableSetupColumn("set", 0, 0.6);
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ImGui::TableSetupColumn("reset", 0, 0.1);
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ImGui::TableNextColumn();
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BEGIN_COLLAPSE_HEADER(SKY);
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if (ImGui::BeginTable("EnvTable", 3, ImGuiTableFlags_BordersInner))
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{
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// Title
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ImGui::Text("Sky Type");
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ImGui::TableNextColumn();
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ImGui::TableSetupColumn("name", 0, 0.3);
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ImGui::TableSetupColumn("set", 0, 0.6);
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ImGui::TableSetupColumn("reset", 0, 0.1);
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// Here we create a dropdown for every sky type.
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const char* SkyTypes[] = { "Procedural Sky", "Color" };
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static int currentSkyType = (int)env->CurrentSkyType;
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ImGui::Combo("##SkyType", ¤tSkyType, SkyTypes, IM_ARRAYSIZE(SkyTypes));
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env->CurrentSkyType = (SkyType)currentSkyType;
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ImGui::TableNextColumn();
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{
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// Title
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ImGui::Text("Sky Type");
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ImGui::TableNextColumn();
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// Reset button
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string ResetType = ICON_FA_UNDO + std::string("##ResetType");
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if (ImGui::Button(ResetType.c_str())) env->CurrentSkyType = SkyType::ProceduralSky;
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ImGui::PopStyleColor();
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// Here we create a dropdown for every sky type.
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const char* SkyTypes[] = { "Procedural Sky", "Color" };
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static int currentSkyType = (int)env->CurrentSkyType;
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ImGui::Combo("##SkyType", ¤tSkyType, SkyTypes, IM_ARRAYSIZE(SkyTypes));
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env->CurrentSkyType = (SkyType)currentSkyType;
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ImGui::TableNextColumn();
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// Reset button
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string ResetType = ICON_FA_UNDO + std::string("##ResetType");
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if (ImGui::Button(ResetType.c_str())) env->CurrentSkyType = SkyType::ProceduralSky;
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ImGui::PopStyleColor();
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}
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if (env->CurrentSkyType == SkyType::ClearColor)
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{
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ImGui::TableNextColumn();
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// Title
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ImGui::Text("Clear color");
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ImGui::TableNextColumn();
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// Color picker
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ImGui::ColorEdit4("##clearColor", &env->AmbientColor.r, ImGuiColorEditFlags_NoAlpha);
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ImGui::TableNextColumn();
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// Reset button
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetColor = ICON_FA_UNDO + std::string("##ResetColor");
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if (ImGui::Button(resetColor.c_str())) env->AmbientColor = Color(0, 0, 0, 1);
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ImGui::PopStyleColor();
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}
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ImGui::EndTable();
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}
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ImGui::TableNextColumn();
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if(env->CurrentSkyType == SkyType::ClearColor)
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if (env->CurrentSkyType == SkyType::ProceduralSky)
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{
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// Title
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ImGui::Text("Clear color");
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ImGui::TableNextColumn();
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BEGIN_COLLAPSE_HEADER(SUN)
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if (ImGui::BeginTable("SunSettingsTable", 3, ImGuiTableFlags_BordersInner))
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{
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ImGui::TableSetupColumn("name", 0, 0.3);
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ImGui::TableSetupColumn("set", 0, 0.6);
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ImGui::TableSetupColumn("reset", 0, 0.1);
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ImGui::TableNextColumn();
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// Color picker
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ImGui::ColorEdit4("##clearColor", &env->AmbientColor.r, ImGuiColorEditFlags_NoAlpha);
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ImGui::TableNextColumn();
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{ // Sun Intensity
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ImGui::Text("Sun Intensity");
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ImGui::TableNextColumn();
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// Reset button
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetColor = ICON_FA_UNDO + std::string("##ResetColor");
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if (ImGui::Button(resetColor.c_str())) env->AmbientColor = Color(0, 0, 0, 1);
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ImGui::PopStyleColor();
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ImGui::DragFloat("##Sun Intensity", &env->ProceduralSkybox->SunIntensity, 0.1f, 0.0f, 1000.0f);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetSunIntensity = ICON_FA_UNDO + std::string("##ResetSunIntensity");
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if (ImGui::Button(resetSunIntensity.c_str())) env->ProceduralSkybox->SunIntensity = 100.0f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Sun Direction
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ImGui::Text("Sun Direction");
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ImGui::TableNextColumn();
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Vector3 sunDirection = env->ProceduralSkybox->GetSunDirection();
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ImGuiHelper::DrawVec3("##Sun Direction", &sunDirection);
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env->ProceduralSkybox->SunDirection = glm::normalize(sunDirection);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetSunDirection = ICON_FA_UNDO + std::string("##resetSunDirection");
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if (ImGui::Button(resetSunDirection.c_str())) env->ProceduralSkybox->SunDirection = Vector3(0.20000f, 0.95917f, 0.20000f);
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ImGui::PopStyleColor();
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}
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ImGui::EndTable();
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}
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END_COLLAPSE_HEADER()
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BEGIN_COLLAPSE_HEADER(ATMOSPHERE)
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if (ImGui::BeginTable("AtmosphereSettingsTable", 3, ImGuiTableFlags_BordersInner))
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{
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ImGui::TableSetupColumn("name", 0, 0.3);
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ImGui::TableSetupColumn("set", 0, 0.6);
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ImGui::TableSetupColumn("reset", 0, 0.1);
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ImGui::TableNextColumn();
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{ // Surface Radius
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ImGui::Text("Surface Radius");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##surfaceRadius", &env->ProceduralSkybox->SurfaceRadius, 100.f, 0.0f);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetSurfaceRadius = ICON_FA_UNDO + std::string("##resetSurfaceRadius");
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if (ImGui::Button(resetSurfaceRadius.c_str())) env->ProceduralSkybox->SurfaceRadius = 6360e3f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Atmosphere Radius
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ImGui::Text("Atmosphere Radius");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##AtmosphereRadius", &env->ProceduralSkybox->AtmosphereRadius, 100.f, 0.0f);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetAtmosphereRadius = ICON_FA_UNDO + std::string("##resetAtmosphereRadius");
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if (ImGui::Button(resetAtmosphereRadius.c_str())) env->ProceduralSkybox->AtmosphereRadius = 6380e3f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Center point
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ImGui::Text("Center Point");
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ImGui::TableNextColumn();
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ImGuiHelper::DrawVec3("##Center Point", &env->ProceduralSkybox->CenterPoint, 0.0f, 100.0f, 100.0f);
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ImGui::TableNextColumn();
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if (env->ProceduralSkybox->CenterPoint.y < -env->ProceduralSkybox->AtmosphereRadius)
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env->ProceduralSkybox->CenterPoint.y = -env->ProceduralSkybox->AtmosphereRadius + 1.f;
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetCenterPoint = ICON_FA_UNDO + std::string("##resetAtmosphereRadius");
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if (ImGui::Button(resetCenterPoint.c_str())) env->ProceduralSkybox->CenterPoint = Vector3(0, -env->ProceduralSkybox->AtmosphereRadius, 0);
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Mie Scattering
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ImGui::Text("Mie Scattering");
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ImGui::TableNextColumn();
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Vector3 mieScattering = env->ProceduralSkybox->MieScattering * 10000.0f;
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ImGuiHelper::DrawVec3("##Mie Scattering", &mieScattering, 0.0f, 100.0f, 0.01f);
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if (mieScattering.x < 0) mieScattering.x = 0;
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if (mieScattering.y < 0) mieScattering.y = 0;
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if (mieScattering.z < 0) mieScattering.z = 0;
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env->ProceduralSkybox->MieScattering = mieScattering / 10000.0f;
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetMieScattering = ICON_FA_UNDO + std::string("##resetMieScattering");
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if (ImGui::Button(resetMieScattering.c_str())) env->ProceduralSkybox->MieScattering = Vector3(2e-5f);
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // RayleighScattering
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ImGui::Text("Rayleigh Scattering");
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ImGui::TableNextColumn();
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Vector3 rayleighScattering = env->ProceduralSkybox->RayleighScattering * 10000.0f;
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ImGuiHelper::DrawVec3("##Ray Scattering", &rayleighScattering, 0.0f, 100.0f, 0.01f);
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if (rayleighScattering.r < 0) rayleighScattering.r = 0;
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if (rayleighScattering.g < 0) rayleighScattering.g = 0;
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if (rayleighScattering.b < 0) rayleighScattering.b = 0;
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env->ProceduralSkybox->RayleighScattering = rayleighScattering / 10000.0f;
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetRayScattering = ICON_FA_UNDO + std::string("##resetRayScattering");
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if (ImGui::Button(resetRayScattering.c_str())) env->ProceduralSkybox->RayleighScattering = Vector3(58e-7f, 135e-7f, 331e-7f);
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ImGui::PopStyleColor();
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}
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ImGui::EndTable();
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}
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END_COLLAPSE_HEADER()
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}
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END_COLLAPSE_HEADER()
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else if (env->CurrentSkyType == SkyType::ProceduralSky)
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{
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{ // Sun Intensity
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ImGui::Text("Sun Intensity");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##Sun Intensity", &env->ProceduralSkybox->SunIntensity, 0.1f, 0.0f, 1000.0f);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetSunIntensity = ICON_FA_UNDO + std::string("##ResetSunIntensity");
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if (ImGui::Button(resetSunIntensity.c_str())) env->ProceduralSkybox->SunIntensity = 100.0f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Sun Direction
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ImGui::Text("Sun Direction");
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ImGui::TableNextColumn();
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Vector3 sunDirection = env->ProceduralSkybox->GetSunDirection();
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ImGuiHelper::DrawVec3("##Sun Direction", &sunDirection);
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env->ProceduralSkybox->SunDirection = glm::normalize(sunDirection);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetSunDirection = ICON_FA_UNDO + std::string("##resetSunDirection");
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if (ImGui::Button(resetSunDirection.c_str())) env->ProceduralSkybox->SunDirection = Vector3(0.20000f, 0.95917f, 0.20000f);
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Surface Radius
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ImGui::Text("Surface Radius");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##surfaceRadius", &env->ProceduralSkybox->SurfaceRadius, 100.f, 0.0f);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetSurfaceRadius = ICON_FA_UNDO + std::string("##resetSurfaceRadius");
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if (ImGui::Button(resetSurfaceRadius.c_str())) env->ProceduralSkybox->SurfaceRadius = 6360e3f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Atmosphere Radius
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ImGui::Text("Atmosphere Radius");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##AtmosphereRadius", &env->ProceduralSkybox->AtmosphereRadius, 100.f, 0.0f);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetAtmosphereRadius = ICON_FA_UNDO + std::string("##resetAtmosphereRadius");
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if (ImGui::Button(resetAtmosphereRadius.c_str())) env->ProceduralSkybox->AtmosphereRadius = 6380e3f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Center point
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ImGui::Text("Center Point");
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ImGui::TableNextColumn();
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ImGuiHelper::DrawVec3("##Center Point", &env->ProceduralSkybox->CenterPoint, 0.0f, 100.0f, 100.0f);
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ImGui::TableNextColumn();
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if (env->ProceduralSkybox->CenterPoint.y < -env->ProceduralSkybox->AtmosphereRadius)
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env->ProceduralSkybox->CenterPoint.y = -env->ProceduralSkybox->AtmosphereRadius + 1.f;
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetCenterPoint = ICON_FA_UNDO + std::string("##resetAtmosphereRadius");
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if (ImGui::Button(resetCenterPoint.c_str())) env->ProceduralSkybox->CenterPoint = Vector3(0, -env->ProceduralSkybox->AtmosphereRadius, 0);
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // Mie Scattering
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ImGui::Text("Mie Scattering");
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ImGui::TableNextColumn();
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Vector3 mieScattering = env->ProceduralSkybox->MieScattering * 10000.0f;
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ImGuiHelper::DrawVec3("##Mie Scattering", &mieScattering, 0.0f, 100.0f, 0.01f);
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if (mieScattering.x < 0) mieScattering.x = 0;
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if (mieScattering.y < 0) mieScattering.y = 0;
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if (mieScattering.z < 0) mieScattering.z = 0;
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env->ProceduralSkybox->MieScattering = mieScattering / 10000.0f;
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetMieScattering = ICON_FA_UNDO + std::string("##resetMieScattering");
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if (ImGui::Button(resetMieScattering.c_str())) env->ProceduralSkybox->MieScattering = Vector3(2e-5f);
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
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{ // RayleighScattering
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ImGui::Text("Rayleigh Scattering");
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ImGui::TableNextColumn();
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Vector3 rayleighScattering = env->ProceduralSkybox->RayleighScattering * 10000.0f;
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ImGuiHelper::DrawVec3("##Ray Scattering", &rayleighScattering, 0.0f, 100.0f, 0.01f);
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if (rayleighScattering.r < 0) rayleighScattering.r = 0;
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if (rayleighScattering.g < 0) rayleighScattering.g = 0;
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if (rayleighScattering.b < 0) rayleighScattering.b = 0;
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env->ProceduralSkybox->RayleighScattering = rayleighScattering / 10000.0f;
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetRayScattering = ICON_FA_UNDO + std::string("##resetRayScattering");
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if (ImGui::Button(resetRayScattering.c_str())) env->ProceduralSkybox->RayleighScattering = Vector3(58e-7f, 135e-7f, 331e-7f);
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ImGui::PopStyleColor();
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}
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}
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ImGui::TableNextColumn();
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{ // Exposure
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ImGui::Text("Exposure");
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ImGui::TableNextColumn();
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ImGui::DragFloat("Exposure", &env->Exposure, .01f, 0.0f, 100.0f);
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
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std::string resetExposure = ICON_FA_UNDO + std::string("##resetExposure");
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if (ImGui::Button(resetExposure.c_str())) env->Exposure = 3.5f;
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ImGui::PopStyleColor();
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}
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ImGui::TableNextColumn();
|
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{ // Gamma
|
||||
ImGui::Text("Gamma");
|
||||
ImGui::TableNextColumn();
|
||||
|
||||
ImGui::DragFloat("Gamma", &env->Gamma, 0.1f, 0.0f, 10.0f);
|
||||
ImGui::TableNextColumn();
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
|
||||
std::string resetGamma = ICON_FA_UNDO + std::string("##resetGamma");
|
||||
if (ImGui::Button(resetGamma.c_str())) env->Gamma = 1.1f;
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
if (ImGui::CollapsingHeader("Post processing", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
BEGIN_COLLAPSE_HEADER(POSTFX)
|
||||
if (ImGui::BeginTable("EnvTable", 3, ImGuiTableFlags_BordersInner))
|
||||
{
|
||||
ImGui::TableSetupColumn("name", 0, 0.3);
|
||||
@@ -915,8 +921,7 @@ namespace Nuake {
|
||||
|
||||
}
|
||||
ImGui::EndTable();
|
||||
|
||||
}
|
||||
END_COLLAPSE_HEADER()
|
||||
|
||||
if (ImGui::CollapsingHeader("Camera", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user