diff --git a/include/Engine/Rendering/IRenderer.h b/include/Engine/Rendering/IRenderer.h index 811ecd28..708b87a6 100644 --- a/include/Engine/Rendering/IRenderer.h +++ b/include/Engine/Rendering/IRenderer.h @@ -40,9 +40,6 @@ public: virtual void Draw(RenderFrame& rq) = 0; virtual PickData Pick(glm::vec2 screenCord) = 0; - - World* m_World; //Temp world, untill viktor merge. - protected: Rectangle m_Resolution = Rectangle::Rectangle(1280, 720); Rectangle m_ViewPortWidth = Rectangle::Rectangle(1280, 720); diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd index ab46b0ea..bb1fd770 100644 --- a/resources/Schema/Components.xsd +++ b/resources/Schema/Components.xsd @@ -11,6 +11,7 @@ + diff --git a/resources/Schema/Components/SceneLight.xml b/resources/Schema/Components/SceneLight.xml new file mode 100644 index 00000000..80b6b9f4 --- /dev/null +++ b/resources/Schema/Components/SceneLight.xml @@ -0,0 +1,7 @@ + + + + true + 2.2 + 1 + \ No newline at end of file diff --git a/resources/Schema/Components/SceneLight.xsd b/resources/Schema/Components/SceneLight.xsd new file mode 100644 index 00000000..9f8a9705 --- /dev/null +++ b/resources/Schema/Components/SceneLight.xsd @@ -0,0 +1,25 @@ + + + + + + Some settings for the scene lighting + + + + + Color of the ambient light + + + Wether the ambient light should be applied or not + + + Gamma correction for the scene + + + The exposure of the camera + + + + + \ No newline at end of file diff --git a/resources/Schema/Types/Entity.xsd b/resources/Schema/Types/Entity.xsd index 99b90caa..028af9e6 100644 --- a/resources/Schema/Types/Entity.xsd +++ b/resources/Schema/Types/Entity.xsd @@ -31,6 +31,7 @@ + diff --git a/src/Engine/Rendering/DrawColorCorrectionPass.cpp b/src/Engine/Rendering/DrawColorCorrectionPass.cpp index 0e3d3db5..9b9e2236 100644 --- a/src/Engine/Rendering/DrawColorCorrectionPass.cpp +++ b/src/Engine/Rendering/DrawColorCorrectionPass.cpp @@ -22,8 +22,6 @@ void DrawColorCorrectionPass::InitializeShaderPrograms() void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture) { - ImGui::DragFloat("Exposure", &m_Exposure, 0.01f, 0.f, 10.f, "%.2f", 1.f); - ImGui::DragFloat("Gamma", &m_Gamma, 0.01f, 0.f, 50.f, "%.2f", 1.f); //glBindFramebuffer(GL_FRAMEBUFFER, 0); GLERROR("DrawScreenQuadPass::Draw: Pre"); diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index a0912a45..98373a61 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -244,6 +244,16 @@ void RenderSystem::Update(double dt) RenderScene scene; scene.Camera = m_Camera; scene.Viewport = Rectangle(1280, 720); + + //auto cSceneLight = m_Renderer->m_World->GetComponents("SceneLight"); + //if (cSceneLight != nullptr) { + // m_Gamma = (double)(*cSceneLight->begin())["Gamma"]; + // m_Exposure = (double)(*cSceneLight->begin())["Exposure"]; + //} + + //scene.ambient + //scene.gamma + //scene.exponent fillModels(scene.OpaqueObjects, scene.TransparentObjects); fillPointLights(scene.PointLightJobs, m_World); fillDirectionalLights(scene.DirectionalLightJobs, m_World);