Added full support for runtime editing of material properties #215
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@ -174,6 +174,7 @@ namespace SHADE
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bool shaderChanged = false;
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bool shaderChanged = false;
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const auto* SHADER_INFO = SHAssetManager::GetData<SHShaderAsset>(currentMatSpec->fragShader);
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const auto* SHADER_INFO = SHAssetManager::GetData<SHShaderAsset>(currentMatSpec->fragShader);
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const std::string SHADER_NAME = SHADER_INFO ? SHADER_INFO->name : "Unknown Shader";
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const std::string SHADER_NAME = SHADER_INFO ? SHADER_INFO->name : "Unknown Shader";
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ImGui::BeginDisabled();
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isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
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isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
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(
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(
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"Fragment Shader", SHADER_NAME.data(),
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"Fragment Shader", SHADER_NAME.data(),
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@ -181,6 +182,7 @@ namespace SHADE
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[this](const AssetID& id) { currentMatSpec->fragShader = id; },
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[this](const AssetID& id) { currentMatSpec->fragShader = id; },
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SHDragDrop::DRAG_RESOURCE
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SHDragDrop::DRAG_RESOURCE
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);
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);
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ImGui::EndDisabled();
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// Load the shader to access it's data
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// Load the shader to access it's data
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auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
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auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
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