Minor update - Add Render Queues
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@@ -162,7 +162,11 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
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// Texture
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// add all texture category names to a vector
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std::vector<std::string> textureCategories = {
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"Diffuse"
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"Diffuse",
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"Normal",
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"Specular",
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"Reflection",
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"Refraction"
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};
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@@ -246,6 +250,34 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
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app->DeleteKobject(index);
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}
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// Shader selection
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std::string shaderLabel = "Shader##" + std::to_string(index);
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// Radio buttons for shader options
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Object::ShaderType activeShader = object->GetActiveShader();
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if (ImGui::RadioButton("Enable Lighting", activeShader == Object::LIGHTING))
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{
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object->SetActiveShader(Object::LIGHTING);
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}
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if (ImGui::RadioButton("Enable Cel Shading", activeShader == Object::CEL_SHADING))
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{
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object->SetActiveShader(Object::CEL_SHADING);
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}
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if (ImGui::RadioButton("Enable Normal Mapping", activeShader == Object::NORMAL_MAPPING))
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{
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object->SetActiveShader(Object::NORMAL_MAPPING);
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}
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if (ImGui::RadioButton("Enable Specular Mapping", activeShader == Object::SPECULAR_MAPPING))
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{
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object->SetActiveShader(Object::SPECULAR_MAPPING);
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}
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ImGui::Separator();
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// Demo spinning
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