Files
Nuake/NuakeEditor/Source/Editor/ComponentsPanel/LightPanel.h
2025-01-30 22:41:17 -05:00

151 lines
6.1 KiB
C++

#pragma once
#include "ComponentPanel.h"
#include "Nuake/Scene/Components/LightComponent.h"
class LightPanel
{
public:
static void Draw(Nuake::Entity& entity, entt::meta_any& componentInstance)
{
Nuake::LightComponent* componentPtr = componentInstance.try_cast<Nuake::LightComponent>();
if (componentPtr == nullptr)
{
return;
}
Nuake::LightComponent& component = *componentPtr;
BeginComponentTable(LIGHT, Nuake::LightComponent);
{
{
ImGui::Text("Color");
ImGui::TableNextColumn();
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
ImGui::ColorEdit3("##lightcolor", &component.Color.r, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel);
ImGui::PopItemWidth();
ImGui::TableNextColumn();
ComponentTableReset(component.Color, Nuake::Vector3(1, 1, 1));
}
ImGui::TableNextColumn();
{
ImGui::Text("Strength");
ImGui::TableNextColumn();
ImGui::SliderFloat("Strength", &component.Strength, 0.0f, 100.0f);
ImGui::TableNextColumn();
ComponentTableReset(component.Strength, 10.f);
}
ImGui::TableNextColumn();
{
ImGui::Text("Cast Shadows");
ImGui::TableNextColumn();
// Using the SetCastShadows allows to create Framebuffers.
bool castShadows = component.CastShadows;
ImGui::Checkbox("##CastShadows", &castShadows);
if (castShadows != component.CastShadows)
component.SetCastShadows(castShadows);
ImGui::TableNextColumn();
ComponentTableReset(component.CastShadows, false);
}
ImGui::TableNextColumn();
{
ImGui::Text("Type");
ImGui::TableNextColumn();
const char* lightTypes[] = { "Directional", "Point", "Spot" };
const char* current_item = lightTypes[(int)component.Type]; \
if (ImGui::BeginCombo("Type", current_item)) \
{ \
for (int n = 0; n < IM_ARRAYSIZE(lightTypes); n++) \
{ \
bool is_selected = (current_item == lightTypes[n]); \
if (ImGui::Selectable(lightTypes[n], is_selected)) \
{ \
current_item = lightTypes[n]; \
component.Type = (Nuake::LightType)n; \
} \
if (is_selected) \
ImGui::SetItemDefaultFocus(); \
} \
ImGui::EndCombo(); \
}
//ComponentDropDown(lightTypes, Nuake::LightType, component.Type)
ImGui::TableNextColumn();
ComponentTableReset(component.Type, Nuake::LightType::Point);
}
ImGui::TableNextColumn();
if (component.Type == Nuake::LightType::Directional)
{
{
ImGui::Text("Is Volumetric");
ImGui::TableNextColumn();
ImGui::Checkbox("##Volumetric", &component.IsVolumetric);
ImGui::TableNextColumn();
ComponentTableReset(component.IsVolumetric, false);
}
ImGui::TableNextColumn();
{
ImGui::Text("Sync Direction with sky");
ImGui::TableNextColumn();
ImGui::Checkbox("##SyncSky", &component.SyncDirectionWithSky);
ImGui::TableNextColumn();
ComponentTableReset(component.SyncDirectionWithSky, false);
// Light direction is only useful if it is not overriden by the procedural sky direction
if (!component.SyncDirectionWithSky)
{
ImGui::TableNextColumn();
{
ImGui::Text("Direction");
ImGui::TableNextColumn();
ImGuiHelper::DrawVec3("Direction", &component.Direction);
ImGui::TableNextColumn();
ComponentTableReset(component.Direction, Nuake::Vector3(0, -1, 0));
}
}
}
}
else if (component.Type == Nuake::LightType::Spot)
{
{
ImGui::Text("Cutoff");
ImGui::TableNextColumn();
ImGui::DragFloat("##cutoff", &component.Cutoff, 1.0f, 0.0f, 360.0f);
ImGui::TableNextColumn();
// Clamp inner angle so it doesnt exceed outer angle.
component.Cutoff = glm::min(component.Cutoff, component.OuterCutoff);
ComponentTableReset(component.Cutoff, 12.5f);
ImGui::TableNextColumn();
}
{
ImGui::Text("Outer Cutoff");
ImGui::TableNextColumn();
ImGui::DragFloat("##outercutoff", &component.OuterCutoff, 1.0f, component.Cutoff, 360.0f);
ImGui::TableNextColumn();
ComponentTableReset(component.OuterCutoff, 30.0f);
ImGui::TableNextColumn();
}
}
}
EndComponentTable();
}
};