Addded Romeo that generates some doc. WIP.

This commit is contained in:
2026-07-18 18:58:29 -04:00
parent 446670bd29
commit 0c583b58da
120 changed files with 6167 additions and 18 deletions
+16 -16
View File
@@ -59,14 +59,14 @@ static float animateCubesTime = 0.0f;
static float animateLightsTime = 0.0f;
static float animateCameraTime = 0.0f;
static float redLightRadius = 10.0f;
static float redLightIntensity = 5.0f;
static float redLightColor[3] = { 1.0f, 0.2f, 0.2f };
static float redLightRadius = 10.0f;
static float redLightIntensity = 5.0f;
static float redLightColor[3] = { 1.0f, 0.2f, 0.2f };
static bool redLightFollowsCamera = false;
static bool enableGlobalLight = true;
static float globalLightDir[3] = { 0.5f, -1.0f, -0.5f };
static float globalLightColor[3] = { 1.0f, 0.95f, 0.8f };
static bool enableGlobalLight = true;
static float globalLightDir[3] = { 0.5f, -1.0f, -0.5f };
static float globalLightColor[3] = { 1.0f, 0.95f, 0.8f };
static float globalAmbientIntensity = 0.2f;
static float blueLightRadius = 15.0f;
@@ -115,7 +115,7 @@ void JulietApplication::Init(NonNullPtr<Arena>)
GraphicsDevice = CreateGraphicsDevice(config);
MainWindow = CreatePlatformWindow("Juliet Editor", 1280, 720);
MainWindow = CreatePlatformWindow("Juliet Editor", 1920, 1080);
Running = MainWindow != nullptr && GraphicsDevice != nullptr;
@@ -126,8 +126,8 @@ void JulietApplication::Init(NonNullPtr<Arena>)
// Create Depth Buffer
TextureCreateInfo depthCI = {};
depthCI.Type = TextureType::Texture_2D;
depthCI.Width = 1280;
depthCI.Height = 720;
depthCI.Width = 1920;
depthCI.Height = 1080;
depthCI.Format = TextureFormat::D32_FLOAT;
depthCI.Flags = TextureUsageFlag::DepthStencilTarget;
depthCI.LayerCount = 1;
@@ -402,7 +402,7 @@ void JulietApplication::Update()
ImGui::Checkbox("Animate Cubes", &animateCubes);
ImGui::Checkbox("Animate Lights", &animateLights);
ImGui::Checkbox("Animate Camera", &animateCamera);
ImGui::Separator();
ImGui::Text("Global Light");
ImGui::Checkbox("Enable Global Light", &enableGlobalLight);
@@ -412,20 +412,20 @@ void JulietApplication::Update()
ImGui::ColorEdit3("Color", globalLightColor);
ImGui::SliderFloat("Ambient Intensity", &globalAmbientIntensity, 0.0f, 1.0f);
}
ImGui::Separator();
ImGui::Text("Red Point Light");
ImGui::ColorEdit3("Red Color", redLightColor);
ImGui::SliderFloat("Red Radius", &redLightRadius, 1.0f, 50.0f);
ImGui::SliderFloat("Red Intensity", &redLightIntensity, 0.0f, 50.0f);
ImGui::Checkbox("Red Light Follows Camera", &redLightFollowsCamera);
ImGui::Separator();
ImGui::Text("Blue Point Light");
ImGui::ColorEdit3("Blue Color", blueLightColor);
ImGui::SliderFloat("Blue Radius", &blueLightRadius, 1.0f, 50.0f);
ImGui::SliderFloat("Blue Intensity", &blueLightIntensity, 0.0f, 50.0f);
ImGui::End();
#endif
@@ -442,17 +442,17 @@ void JulietApplication::Update()
if (redLightFollowsCamera)
{
Camera cam = GetDebugCamera();
Camera cam = GetDebugCamera();
redLightPos = cam.Position;
}
SetPointLightPosition(RedLightID, redLightPos);
SetPointLightPosition(BlueLightID, blueLightPos);
SetPointLightColor(RedLightID, { redLightColor[0], redLightColor[1], redLightColor[2] });
SetPointLightRadius(RedLightID, redLightRadius);
SetPointLightIntensity(RedLightID, redLightIntensity);
SetPointLightColor(BlueLightID, { blueLightColor[0], blueLightColor[1], blueLightColor[2] });
SetPointLightRadius(BlueLightID, blueLightRadius);
SetPointLightIntensity(BlueLightID, blueLightIntensity);