UI added hover styling and code cleanup

This commit is contained in:
Antoine Pilote
2021-07-25 15:08:36 -04:00
parent 93e58db870
commit 4b34782452
26 changed files with 589 additions and 128 deletions
+12 -3
View File
@@ -177,6 +177,8 @@ namespace Nuake {
Ref<Shader> shadowShader = ShaderManager::GetShader("resources/Shaders/shadowMap.shader");
shadowShader->Bind();
glCullFace(GL_BACK);
for (auto l : view)
{
auto [lightTransform, light] = view.get<TransformComponent, LightComponent>(l);
@@ -268,6 +270,7 @@ namespace Nuake {
pbrShader->SetUniform3f("u_EyePosition", cam->GetTranslation().x, cam->GetTranslation().y, cam->GetTranslation().z);
pbrShader->SetUniform1i("u_ShowNormal", 0);
if (cam)
{
pbrShader->SetUniform1f("u_Exposure", cam->Exposure);
@@ -281,7 +284,9 @@ namespace Nuake {
for (auto& m : model.meshes)
Renderer::SubmitMesh(m, transform.GetTransform());
}
glCullFace(GL_BACK);
Renderer::Flush(pbrShader);
glCullFace(GL_FRONT);
auto quakeView = m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent>();
for (auto e : quakeView)
{
@@ -316,7 +321,6 @@ namespace Nuake {
env->Push();
glCullFace(GL_FRONT);
glEnable(GL_DEPTH_TEST);
// Register the lights
@@ -346,6 +350,9 @@ namespace Nuake {
for(auto& m : mesh.meshes)
Renderer::SubmitMesh(m, transform.GetTransform());
}
glCullFace(GL_BACK);
Renderer::Flush(pbrShader);
glCullFace(GL_FRONT);
auto quakeView = m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent>();
for (auto e : quakeView)
@@ -359,6 +366,7 @@ namespace Nuake {
Renderer::SubmitMesh(b, transform.GetTransform());
}
glCullFace(GL_FRONT);
Renderer::Flush(pbrShader);
Ref<Shader> flatShader = ShaderManager::GetShader("resources/Shaders/flat.shader");
@@ -407,7 +415,8 @@ namespace Nuake {
}
}
std::vector<Entity> Scene::GetAllEntities() {
std::vector<Entity> Scene::GetAllEntities()
{
std::vector<Entity> allEntities;
auto view = m_Registry.view<NameComponent>();
for (auto e : view) {