diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index edc96cb7..8db7e7d3 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -75,7 +75,7 @@ void Renderer::InitializeWindow() //glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); //glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); glfwWindowHint(GLFW_DECORATED, false); - glfwWindowHint(GLFW_AUTO_ICONIFY, false); + //glfwWindowHint(GLFW_AUTO_ICONIFY, false); } //glfwWindowHint(GLFW_SAMPLES, 8); @@ -167,17 +167,21 @@ void Renderer::Draw(RenderFrame& frame) { GLERROR("PRE"); glBindFramebuffer(GL_FRAMEBUFFER, 0); +#ifdef DEBUG ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture"); ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)"); +#endif if(m_CubeMapTexture == 0) { m_CubeMapPass->LoadTextures("Nevada"); } else if (m_CubeMapTexture == 1) { m_CubeMapPass->LoadTextures("Sky"); } +#ifdef DEBUG ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3); ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3); ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16); +#endif m_SSAOPass->ChangeQuality(m_SSAO_Quality); m_DrawBloomPass->ChangeQuality(m_GLOW_Quality); m_DrawFinalPass->setMSAA(m_MSAA_Level); diff --git a/src/Engine/Rendering/ShadowPass.cpp b/src/Engine/Rendering/ShadowPass.cpp index bfd2a863..9aff0266 100644 --- a/src/Engine/Rendering/ShadowPass.cpp +++ b/src/Engine/Rendering/ShadowPass.cpp @@ -25,11 +25,13 @@ ShadowPass::~ShadowPass() void ShadowPass::DebugGUI() { +#ifdef DEBUG ImGui::Checkbox("EnableShadows", &m_EnableShadows); ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f); ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f); ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects); ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows); +#endif } void ShadowPass::InitializeCameras(RenderScene & scene) diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index d2a8594a..1f5050e2 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -202,12 +202,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt) if (addSpeed > 0) { static float accel = 15.f; +#ifdef DEBUG ImGui::InputFloat("accel", &accel); +#endif static float airAccel = 0.5f; +#ifdef DEBUG ImGui::InputFloat("airAccel", &airAccel); +#endif float actualAccel = isOnGround ? accel : airAccel; static float surfaceFriction = 5.f; +#ifdef DEBUG ImGui::InputFloat("surfaceFriction", &surfaceFriction); +#endif float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction; //if doubleTapped do Assault Dash - but only boost maximum 50.0f float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f; @@ -220,7 +226,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt) accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"]; } velocity += accelerationSpeed * (glm::vec3)wishDirection; +#ifdef DEBUG ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x(), velocity.y(), velocity.z(), glm::length((glm::vec3)velocity)); +#endif } if (isOnGround) { @@ -336,10 +344,14 @@ void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt) // Ground friction float speed = glm::length((glm::vec3)velocity); static float groundFriction = 7.f; +#ifdef DEBUG ImGui::InputFloat("groundFriction", &groundFriction); +#endif static float airFriction = 2.f; +#ifdef DEBUG ImGui::InputFloat("airFriction", &airFriction); +#endif float friction = isOnGround ? groundFriction : airFriction; if (speed > 0) { float drop = speed * friction * (float)dt;