gui updates, editor window refactors
This commit is contained in:
@@ -13,17 +13,18 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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assert(GUI && "Invalid GUI!");
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ppWindow = new wiWindow(GUI, "PostProcess Window");
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ppWindow->SetSize(XMFLOAT2(400, 620));
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ppWindow->SetSize(XMFLOAT2(420, 500));
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GUI->AddWidget(ppWindow);
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float x = 150;
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float y = 5;
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float step = 25;
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float y = 10;
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float hei = 18;
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float step = hei + 2;
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exposureSlider = new wiSlider(0.0f, 3.0f, 1, 10000, "Exposure: ");
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exposureSlider->SetTooltip("Set the tonemap exposure value");
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exposureSlider->SetScriptTip("RenderPath3D::SetExposure(float value)");
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exposureSlider->SetSize(XMFLOAT2(100, 20));
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exposureSlider->SetSize(XMFLOAT2(100, hei));
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exposureSlider->SetPos(XMFLOAT2(x, y += step));
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exposureSlider->SetValue(editor->renderPath->getExposure());
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exposureSlider->OnSlide([=](wiEventArgs args) {
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@@ -34,6 +35,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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lensFlareCheckBox = new wiCheckBox("LensFlare: ");
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lensFlareCheckBox->SetTooltip("Toggle visibility of light source flares. Additional setup needed per light for a lensflare to be visible.");
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lensFlareCheckBox->SetScriptTip("RenderPath3D::SetLensFlareEnabled(bool value)");
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lensFlareCheckBox->SetSize(XMFLOAT2(hei, hei));
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lensFlareCheckBox->SetPos(XMFLOAT2(x, y += step));
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lensFlareCheckBox->SetCheck(editor->renderPath->getLensFlareEnabled());
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lensFlareCheckBox->OnClick([=](wiEventArgs args) {
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@@ -44,6 +46,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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lightShaftsCheckBox = new wiCheckBox("LightShafts: ");
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lightShaftsCheckBox->SetTooltip("Enable light shaft for directional light sources.");
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lightShaftsCheckBox->SetScriptTip("RenderPath3D::SetLightShaftsEnabled(bool value)");
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lightShaftsCheckBox->SetSize(XMFLOAT2(hei, hei));
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lightShaftsCheckBox->SetPos(XMFLOAT2(x, y += step));
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lightShaftsCheckBox->SetCheck(editor->renderPath->getLightShaftsEnabled());
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lightShaftsCheckBox->OnClick([=](wiEventArgs args) {
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@@ -53,6 +56,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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volumetricCloudsCheckBox = new wiCheckBox("Volumetric clouds: ");
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volumetricCloudsCheckBox->SetTooltip("Enable volumetric cloud rendering.");
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volumetricCloudsCheckBox->SetSize(XMFLOAT2(hei, hei));
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volumetricCloudsCheckBox->SetPos(XMFLOAT2(x, y += step));
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volumetricCloudsCheckBox->SetCheck(editor->renderPath->getVolumetricCloudsEnabled());
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volumetricCloudsCheckBox->OnClick([=](wiEventArgs args) {
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@@ -63,6 +67,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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aoComboBox = new wiComboBox("AO: ");
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aoComboBox->SetTooltip("Choose Ambient Occlusion type. RTAO is only available if hardware supports ray tracing");
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aoComboBox->SetScriptTip("RenderPath3D::SetAO(int value)");
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aoComboBox->SetSize(XMFLOAT2(150, hei));
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aoComboBox->SetPos(XMFLOAT2(x, y += step));
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aoComboBox->AddItem("Disabled");
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aoComboBox->AddItem("SSAO");
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@@ -103,7 +108,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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aoPowerSlider = new wiSlider(0.25f, 8.0f, 2, 1000, "Power: ");
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aoPowerSlider->SetTooltip("Set SSAO Power. Higher values produce darker, more pronounced effect");
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aoPowerSlider->SetSize(XMFLOAT2(100, 20));
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aoPowerSlider->SetSize(XMFLOAT2(100, hei));
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aoPowerSlider->SetPos(XMFLOAT2(x + 100, y += step));
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aoPowerSlider->SetValue((float)editor->renderPath->getAOPower());
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aoPowerSlider->OnSlide([=](wiEventArgs args) {
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@@ -113,7 +118,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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aoRangeSlider = new wiSlider(1.0f, 100.0f, 1, 1000, "Range: ");
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aoRangeSlider->SetTooltip("Set AO ray length. Only for SSAO and RTAO");
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aoRangeSlider->SetSize(XMFLOAT2(100, 20));
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aoRangeSlider->SetSize(XMFLOAT2(100, hei));
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aoRangeSlider->SetPos(XMFLOAT2(x + 100, y += step));
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aoRangeSlider->SetValue((float)editor->renderPath->getAOPower());
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aoRangeSlider->OnSlide([=](wiEventArgs args) {
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@@ -123,7 +128,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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aoSampleCountSlider = new wiSlider(1, 16, 9, 15, "Sample Count: ");
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aoSampleCountSlider->SetTooltip("Set AO ray count. Only for SSAO and RTAO");
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aoSampleCountSlider->SetSize(XMFLOAT2(100, 20));
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aoSampleCountSlider->SetSize(XMFLOAT2(100, hei));
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aoSampleCountSlider->SetPos(XMFLOAT2(x + 100, y += step));
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aoSampleCountSlider->SetValue((float)editor->renderPath->getAOPower());
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aoSampleCountSlider->OnSlide([=](wiEventArgs args) {
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@@ -134,6 +139,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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ssrCheckBox = new wiCheckBox("SSR: ");
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ssrCheckBox->SetTooltip("Enable Screen Space Reflections.");
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ssrCheckBox->SetScriptTip("RenderPath3D::SetSSREnabled(bool value)");
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ssrCheckBox->SetSize(XMFLOAT2(hei, hei));
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ssrCheckBox->SetPos(XMFLOAT2(x, y += step));
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ssrCheckBox->SetCheck(editor->renderPath->getSSREnabled());
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ssrCheckBox->OnClick([=](wiEventArgs args) {
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@@ -144,6 +150,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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ssrCheckBox = new wiCheckBox("Ray Traced Reflections: ");
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ssrCheckBox->SetTooltip("Enable Ray Traced Reflections. Only if GPU supports raytracing.");
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ssrCheckBox->SetScriptTip("RenderPath3D::SetRaytracedReflectionsEnabled(bool value)");
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ssrCheckBox->SetSize(XMFLOAT2(hei, hei));
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ssrCheckBox->SetPos(XMFLOAT2(x + 200, y));
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ssrCheckBox->SetCheck(editor->renderPath->getRaytracedReflectionEnabled());
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ssrCheckBox->OnClick([=](wiEventArgs args) {
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@@ -155,6 +162,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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sssCheckBox = new wiCheckBox("SSS: ");
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sssCheckBox->SetTooltip("Enable Subsurface Scattering. (Deferred only for now)");
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sssCheckBox->SetScriptTip("RenderPath3D::SetSSSEnabled(bool value)");
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sssCheckBox->SetSize(XMFLOAT2(hei, hei));
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sssCheckBox->SetPos(XMFLOAT2(x, y += step));
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sssCheckBox->SetCheck(editor->renderPath->getSSSEnabled());
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sssCheckBox->OnClick([=](wiEventArgs args) {
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@@ -164,6 +172,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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eyeAdaptionCheckBox = new wiCheckBox("EyeAdaption: ");
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eyeAdaptionCheckBox->SetTooltip("Enable eye adaption for the overall screen luminance");
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eyeAdaptionCheckBox->SetSize(XMFLOAT2(hei, hei));
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eyeAdaptionCheckBox->SetPos(XMFLOAT2(x, y += step));
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eyeAdaptionCheckBox->SetCheck(editor->renderPath->getEyeAdaptionEnabled());
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eyeAdaptionCheckBox->OnClick([=](wiEventArgs args) {
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@@ -174,6 +183,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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motionBlurCheckBox = new wiCheckBox("MotionBlur: ");
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motionBlurCheckBox->SetTooltip("Enable motion blur for camera movement and animated meshes.");
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motionBlurCheckBox->SetScriptTip("RenderPath3D::SetMotionBlurEnabled(bool value)");
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motionBlurCheckBox->SetSize(XMFLOAT2(hei, hei));
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motionBlurCheckBox->SetPos(XMFLOAT2(x, y += step));
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motionBlurCheckBox->SetCheck(editor->renderPath->getMotionBlurEnabled());
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motionBlurCheckBox->OnClick([=](wiEventArgs args) {
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@@ -184,7 +194,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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motionBlurStrengthSlider = new wiSlider(0.1f, 400, 100, 10000, "Strength: ");
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motionBlurStrengthSlider->SetTooltip("Set the camera shutter speed for motion blur (higher value means stronger blur).");
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motionBlurStrengthSlider->SetScriptTip("RenderPath3D::SetMotionBlurStrength(float value)");
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motionBlurStrengthSlider->SetSize(XMFLOAT2(100, 20));
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motionBlurStrengthSlider->SetSize(XMFLOAT2(100, hei));
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motionBlurStrengthSlider->SetPos(XMFLOAT2(x + 100, y));
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motionBlurStrengthSlider->SetValue(editor->renderPath->getMotionBlurStrength());
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motionBlurStrengthSlider->OnSlide([=](wiEventArgs args) {
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@@ -195,6 +205,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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depthOfFieldCheckBox = new wiCheckBox("DepthOfField: ");
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depthOfFieldCheckBox->SetTooltip("Enable Depth of field effect. Additional focus and strength setup required.");
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depthOfFieldCheckBox->SetScriptTip("RenderPath3D::SetDepthOfFieldEnabled(bool value)");
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depthOfFieldCheckBox->SetSize(XMFLOAT2(hei, hei));
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depthOfFieldCheckBox->SetPos(XMFLOAT2(x, y += step));
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depthOfFieldCheckBox->SetCheck(editor->renderPath->getDepthOfFieldEnabled());
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depthOfFieldCheckBox->OnClick([=](wiEventArgs args) {
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@@ -205,7 +216,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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depthOfFieldFocusSlider = new wiSlider(1.0f, 100, 10, 10000, "Focus: ");
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depthOfFieldFocusSlider->SetTooltip("Set the focus distance from the camera. The picture will be sharper near the focus, and blurrier further from it.");
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depthOfFieldFocusSlider->SetScriptTip("RenderPath3D::SetDepthOfFieldFocus(float value)");
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depthOfFieldFocusSlider->SetSize(XMFLOAT2(100, 20));
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depthOfFieldFocusSlider->SetSize(XMFLOAT2(100, hei));
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depthOfFieldFocusSlider->SetPos(XMFLOAT2(x + 100, y));
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depthOfFieldFocusSlider->SetValue(editor->renderPath->getDepthOfFieldFocus());
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depthOfFieldFocusSlider->OnSlide([=](wiEventArgs args) {
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@@ -216,7 +227,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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depthOfFieldScaleSlider = new wiSlider(1.0f, 20, 100, 1000, "Scale: ");
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depthOfFieldScaleSlider->SetTooltip("Set depth of field scale/falloff.");
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depthOfFieldScaleSlider->SetScriptTip("RenderPath3D::SetDepthOfFieldStrength(float value)");
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depthOfFieldScaleSlider->SetSize(XMFLOAT2(100, 20));
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depthOfFieldScaleSlider->SetSize(XMFLOAT2(100, hei));
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depthOfFieldScaleSlider->SetPos(XMFLOAT2(x + 100, y += step));
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depthOfFieldScaleSlider->SetValue(editor->renderPath->getDepthOfFieldStrength());
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depthOfFieldScaleSlider->OnSlide([=](wiEventArgs args) {
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@@ -227,7 +238,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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depthOfFieldAspectSlider = new wiSlider(0.01f, 2, 1, 1000, "Aspect: ");
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depthOfFieldAspectSlider->SetTooltip("Set depth of field bokeh aspect ratio (width/height).");
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depthOfFieldAspectSlider->SetScriptTip("RenderPath3D::SetDepthOfFieldAspect(float value)");
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depthOfFieldAspectSlider->SetSize(XMFLOAT2(100, 20));
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depthOfFieldAspectSlider->SetSize(XMFLOAT2(100, hei));
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depthOfFieldAspectSlider->SetPos(XMFLOAT2(x + 100, y += step));
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depthOfFieldAspectSlider->SetValue(editor->renderPath->getDepthOfFieldAspect());
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depthOfFieldAspectSlider->OnSlide([=](wiEventArgs args) {
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@@ -238,6 +249,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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bloomCheckBox = new wiCheckBox("Bloom: ");
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bloomCheckBox->SetTooltip("Enable bloom. The effect adds color bleeding to the brightest parts of the scene.");
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bloomCheckBox->SetScriptTip("RenderPath3D::SetBloomEnabled(bool value)");
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bloomCheckBox->SetSize(XMFLOAT2(hei, hei));
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bloomCheckBox->SetPos(XMFLOAT2(x, y += step));
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bloomCheckBox->SetCheck(editor->renderPath->getBloomEnabled());
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bloomCheckBox->OnClick([=](wiEventArgs args) {
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@@ -247,7 +259,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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bloomStrengthSlider = new wiSlider(0.0f, 10, 1, 1000, "Threshold: ");
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bloomStrengthSlider->SetTooltip("Set bloom threshold. The values below this will not glow on the screen.");
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bloomStrengthSlider->SetSize(XMFLOAT2(100, 20));
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bloomStrengthSlider->SetSize(XMFLOAT2(100, hei));
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bloomStrengthSlider->SetPos(XMFLOAT2(x + 100, y));
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bloomStrengthSlider->SetValue(editor->renderPath->getBloomThreshold());
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bloomStrengthSlider->OnSlide([=](wiEventArgs args) {
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@@ -258,6 +270,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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fxaaCheckBox = new wiCheckBox("FXAA: ");
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fxaaCheckBox->SetTooltip("Fast Approximate Anti Aliasing. A fast antialiasing method, but can be a bit too blurry.");
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fxaaCheckBox->SetScriptTip("RenderPath3D::SetFXAAEnabled(bool value)");
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fxaaCheckBox->SetSize(XMFLOAT2(hei, hei));
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fxaaCheckBox->SetPos(XMFLOAT2(x, y += step));
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fxaaCheckBox->SetCheck(editor->renderPath->getFXAAEnabled());
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fxaaCheckBox->OnClick([=](wiEventArgs args) {
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@@ -268,6 +281,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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colorGradingCheckBox = new wiCheckBox("Color Grading: ");
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colorGradingCheckBox->SetTooltip("Enable color grading of the final render. An additional lookup texture must be set for it to take effect.");
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colorGradingCheckBox->SetScriptTip("RenderPath3D::SetColorGradingEnabled(bool value)");
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colorGradingCheckBox->SetSize(XMFLOAT2(hei, hei));
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colorGradingCheckBox->SetPos(XMFLOAT2(x, y += step));
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colorGradingCheckBox->SetCheck(editor->renderPath->getColorGradingEnabled());
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colorGradingCheckBox->OnClick([=](wiEventArgs args) {
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@@ -278,7 +292,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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colorGradingButton = new wiButton("Load Color Grading LUT...");
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colorGradingButton->SetTooltip("Load a color grading lookup texture...");
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colorGradingButton->SetPos(XMFLOAT2(x + 35, y));
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colorGradingButton->SetSize(XMFLOAT2(200, 18));
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colorGradingButton->SetSize(XMFLOAT2(200, hei));
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colorGradingButton->OnClick([=](wiEventArgs args) {
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auto x = editor->renderPath->getColorGradingTexture();
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@@ -312,6 +326,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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outlineCheckBox = new wiCheckBox("Dithering: ");
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outlineCheckBox->SetTooltip("Toggle the full screen dithering effect. This helps to reduce color banding.");
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outlineCheckBox->SetSize(XMFLOAT2(hei, hei));
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outlineCheckBox->SetPos(XMFLOAT2(x, y += step));
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outlineCheckBox->SetCheck(editor->renderPath->getDitherEnabled());
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outlineCheckBox->OnClick([=](wiEventArgs args) {
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@@ -322,6 +337,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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sharpenFilterCheckBox = new wiCheckBox("Sharpen Filter: ");
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sharpenFilterCheckBox->SetTooltip("Toggle sharpening post process of the final image.");
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sharpenFilterCheckBox->SetScriptTip("RenderPath3D::SetSharpenFilterEnabled(bool value)");
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sharpenFilterCheckBox->SetSize(XMFLOAT2(hei, hei));
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sharpenFilterCheckBox->SetPos(XMFLOAT2(x, y += step));
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sharpenFilterCheckBox->SetCheck(editor->renderPath->getSharpenFilterEnabled());
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sharpenFilterCheckBox->OnClick([=](wiEventArgs args) {
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@@ -332,7 +348,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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sharpenFilterAmountSlider = new wiSlider(0, 4, 1, 1000, "Amount: ");
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sharpenFilterAmountSlider->SetTooltip("Set sharpness filter strength.");
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sharpenFilterAmountSlider->SetScriptTip("RenderPath3D::SetSharpenFilterAmount(float value)");
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sharpenFilterAmountSlider->SetSize(XMFLOAT2(100, 20));
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sharpenFilterAmountSlider->SetSize(XMFLOAT2(100, hei));
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sharpenFilterAmountSlider->SetPos(XMFLOAT2(x + 100, y));
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sharpenFilterAmountSlider->SetValue(editor->renderPath->getSharpenFilterAmount());
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sharpenFilterAmountSlider->OnSlide([=](wiEventArgs args) {
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@@ -342,6 +358,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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outlineCheckBox = new wiCheckBox("Cartoon Outline: ");
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outlineCheckBox->SetTooltip("Toggle the full screen cartoon outline effect.");
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outlineCheckBox->SetSize(XMFLOAT2(hei, hei));
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outlineCheckBox->SetPos(XMFLOAT2(x, y += step));
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outlineCheckBox->SetCheck(editor->renderPath->getOutlineEnabled());
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outlineCheckBox->OnClick([=](wiEventArgs args) {
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@@ -351,7 +368,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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outlineThresholdSlider = new wiSlider(0, 1, 0.1f, 1000, "Threshold: ");
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outlineThresholdSlider->SetTooltip("Outline edge detection threshold. Increase if not enough otlines are detected, decrease if too many outlines are detected.");
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outlineThresholdSlider->SetSize(XMFLOAT2(100, 20));
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outlineThresholdSlider->SetSize(XMFLOAT2(100, hei));
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outlineThresholdSlider->SetPos(XMFLOAT2(x + 100, y));
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outlineThresholdSlider->SetValue(editor->renderPath->getOutlineThreshold());
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outlineThresholdSlider->OnSlide([=](wiEventArgs args) {
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@@ -361,7 +378,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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outlineThicknessSlider = new wiSlider(0, 4, 1, 1000, "Thickness: ");
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outlineThicknessSlider->SetTooltip("Set outline thickness.");
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outlineThicknessSlider->SetSize(XMFLOAT2(100, 20));
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outlineThicknessSlider->SetSize(XMFLOAT2(100, hei));
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outlineThicknessSlider->SetPos(XMFLOAT2(x + 100, y += step));
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outlineThicknessSlider->SetValue(editor->renderPath->getOutlineThickness());
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outlineThicknessSlider->OnSlide([=](wiEventArgs args) {
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@@ -371,6 +388,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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chromaticaberrationCheckBox = new wiCheckBox("Chromatic Aberration: ");
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chromaticaberrationCheckBox->SetTooltip("Toggle the full screen chromatic aberration effect. This simulates lens distortion at screen edges.");
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chromaticaberrationCheckBox->SetSize(XMFLOAT2(hei, hei));
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chromaticaberrationCheckBox->SetPos(XMFLOAT2(x, y += step));
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chromaticaberrationCheckBox->SetCheck(editor->renderPath->getOutlineEnabled());
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chromaticaberrationCheckBox->OnClick([=](wiEventArgs args) {
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@@ -380,7 +398,7 @@ PostprocessWindow::PostprocessWindow(EditorComponent* editor) : GUI(&editor->Get
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chromaticaberrationSlider = new wiSlider(0, 4, 1.0f, 1000, "Amount: ");
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chromaticaberrationSlider->SetTooltip("The lens distortion amount.");
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chromaticaberrationSlider->SetSize(XMFLOAT2(100, 20));
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chromaticaberrationSlider->SetSize(XMFLOAT2(100, hei));
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chromaticaberrationSlider->SetPos(XMFLOAT2(x + 100, y));
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chromaticaberrationSlider->SetValue(editor->renderPath->getChromaticAberrationAmount());
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chromaticaberrationSlider->OnSlide([=](wiEventArgs args) {
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