added vertex colors feature; fixed tessellation; removed stereogram effect because no longer needed; some refactor; debug bonelines fix;
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@@ -78,6 +78,16 @@ MaterialWindow::MaterialWindow(wiGUI* gui) : GUI(gui)
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});
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materialWindow->AddWidget(flipNormalMapCheckBox);
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useVertexColorsCheckBox = new wiCheckBox("Use vertex colors: ");
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useVertexColorsCheckBox->SetTooltip("Enable if you want to render the mesh with vertex colors (must have appropriate vertex buffer)");
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useVertexColorsCheckBox->SetPos(XMFLOAT2(570, y += step));
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useVertexColorsCheckBox->OnClick([&](wiEventArgs args) {
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MaterialComponent* material = wiRenderer::GetScene().materials.GetComponent(entity);
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if (material != nullptr)
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material->SetUseVertexColors(args.bValue);
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});
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materialWindow->AddWidget(useVertexColorsCheckBox);
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normalMapSlider = new wiSlider(0, 4, 1, 4000, "Normalmap: ");
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normalMapSlider->SetTooltip("How much the normal map should distort the face normals (bumpiness).");
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normalMapSlider->SetSize(XMFLOAT2(100, 30));
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@@ -635,6 +645,7 @@ void MaterialWindow::SetEntity(Entity entity)
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planarReflCheckBox->SetCheck(material->HasPlanarReflection());
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shadowCasterCheckBox->SetCheck(material->IsCastingShadow());
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flipNormalMapCheckBox->SetCheck(material->IsFlipNormalMap());
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useVertexColorsCheckBox->SetCheck(material->IsUsingVertexColors());
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normalMapSlider->SetValue(material->normalMapStrength);
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roughnessSlider->SetValue(material->roughness);
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reflectanceSlider->SetValue(material->reflectance);
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