Files
Nuake/Editor/src/ComponentsPanel/LightPanel.h

106 lines
3.7 KiB
C++

#pragma once
#include "ComponentPanel.h"
#include "src/Scene/Components/LightComponent.h"
class LightPanel :ComponentPanel {
public:
LightPanel() { }
void Draw(Nuake::Entity entity) override
{
if (!entity.HasComponent<Nuake::LightComponent>())
return;
Nuake::LightComponent& component = entity.GetComponent<Nuake::LightComponent>();
BeginComponentTable(LIGHT, Nuake::LightComponent);
{
{
ImGui::Text("Color");
ImGui::TableNextColumn();
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());
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" };
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));
}
}
}
}
}
EndComponentTable();
}
};