void changeTessellationLevel(float delta) { uboTessControl.tessLevel += delta; // Clamp uboTessControl.tessLevel = fmax(1.0f, fmin(uboTessControl.tessLevel, 32.0f)); updateUniformBuffers(); updateTextOverlay(); }
void changeExpoure(float delta) { uboParams.exposure += delta; if (uboParams.exposure < 0.0f) { uboParams.exposure = 0.0f; } updateParams(); updateTextOverlay(); }
void changeLodBias(float delta) { uboVS.lodBias += delta; if (uboVS.lodBias < 0.0f) { uboVS.lodBias = 0.0f; } if (uboVS.lodBias > cubeMap.mipLevels) { uboVS.lodBias = cubeMap.mipLevels; } updateUniformBuffers(); updateTextOverlay(); }
virtual void keyPressed(uint32_t keyCode) { switch (keyCode) { case KEY_N: case GAMEPAD_BUTTON_A: if (!regenerateNoise) { regenerateNoise = true; updateTextOverlay(); } break; } }
void toggleSampler() { uboVS.samplerIndex = (uboVS.samplerIndex < static_cast<uint32_t>(samplers.size()) - 1) ? uboVS.samplerIndex + 1 : 0; updateUniformBuffers(); updateTextOverlay(); }