Resize viewport keeps propper aspect
TODO keep correct aspect when resizing main window
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parent
4f17647387
commit
eb1e2a0ba8
14
imgui.ini
14
imgui.ini
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@ -4,8 +4,8 @@ Size=400,400
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Collapsed=0
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Collapsed=0
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[Window][Terrain Controls]
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[Window][Terrain Controls]
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Pos=877,19
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Pos=936,19
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Size=403,701
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Size=344,654
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Collapsed=0
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Collapsed=0
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DockId=0x00000002,0
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DockId=0x00000002,0
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@ -19,17 +19,17 @@ Collapsed=0
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[Window][TerraVisor]
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[Window][TerraVisor]
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Pos=0,0
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Pos=0,0
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Size=1280,720
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Size=1280,673
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Collapsed=0
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Collapsed=0
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[Window][Scene Window]
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[Window][Scene Window]
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Pos=0,19
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Pos=0,19
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Size=875,701
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Size=934,654
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Collapsed=0
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Collapsed=0
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DockId=0x00000001,0
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DockId=0x00000001,0
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[Docking][Data]
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[Docking][Data]
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DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=1280,701 Split=X Selected=0x9F2D9299
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DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=1280,654 Split=X Selected=0x9F2D9299
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DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=875,701 CentralNode=1 Selected=0x9F2D9299
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DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=934,701 CentralNode=1 Selected=0x9F2D9299
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DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=403,701 Selected=0xF69494A7
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DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=344,701 Selected=0xF69494A7
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@ -342,7 +342,9 @@ void Scene::DrawGui(GLFWwindow* window) {
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// Draw FBO to ImGui window
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// Draw FBO to ImGui window
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ImGui::Begin("Scene Window");
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ImGui::Begin("Scene Window");
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ImVec2 windowSize = ImGui::GetContentRegionAvail();
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ImVec2 windowSize = ImGui::GetContentRegionAvail();
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ImGui::Image((void*)(intptr_t)lht_fbo_.albedoTexture, windowSize, ImVec2(0, 1), ImVec2(1, 0));
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window_width = ImGui::GetWindowSize().x;
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window_height = ImGui::GetWindowSize().y;
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ImGui::Image((void*)(intptr_t)lht_fbo_.albedoTexture, ImVec2(window_width, window_height), ImVec2(0, 1), ImVec2(1, 0));
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ImGui::End();
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ImGui::End();
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ImGui::Render();
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ImGui::Render();
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@ -383,7 +385,7 @@ std::vector<int16_t> Scene::LoadHGT(const std::string& filename, int width, int
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}
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}
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void Scene::UpdateCamera() {
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void Scene::UpdateCamera() {
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projection_matrix_ = glm::perspective(CameraControls::GetFOV(activeCamera_), aspect_, activeCamera_.nearPlane, activeCamera_.farPlane);
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projection_matrix_ = glm::perspective(CameraControls::GetFOV(activeCamera_), static_cast<float>(window_width) / window_height, activeCamera_.nearPlane, activeCamera_.farPlane);
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}
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}
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GLuint Scene::CreateHeightmapTexture(std::vector<int16_t> data, int width, int height) {
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GLuint Scene::CreateHeightmapTexture(std::vector<int16_t> data, int width, int height) {
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