UI added hover styling and code cleanup
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@@ -177,6 +177,8 @@ namespace Nuake {
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Ref<Shader> shadowShader = ShaderManager::GetShader("resources/Shaders/shadowMap.shader");
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shadowShader->Bind();
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glCullFace(GL_BACK);
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for (auto l : view)
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{
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auto [lightTransform, light] = view.get<TransformComponent, LightComponent>(l);
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@@ -268,6 +270,7 @@ namespace Nuake {
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pbrShader->SetUniform3f("u_EyePosition", cam->GetTranslation().x, cam->GetTranslation().y, cam->GetTranslation().z);
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pbrShader->SetUniform1i("u_ShowNormal", 0);
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if (cam)
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{
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pbrShader->SetUniform1f("u_Exposure", cam->Exposure);
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@@ -281,7 +284,9 @@ namespace Nuake {
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for (auto& m : model.meshes)
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Renderer::SubmitMesh(m, transform.GetTransform());
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}
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glCullFace(GL_BACK);
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Renderer::Flush(pbrShader);
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glCullFace(GL_FRONT);
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auto quakeView = m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent>();
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for (auto e : quakeView)
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{
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@@ -316,7 +321,6 @@ namespace Nuake {
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env->Push();
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glCullFace(GL_FRONT);
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glEnable(GL_DEPTH_TEST);
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// Register the lights
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@@ -346,6 +350,9 @@ namespace Nuake {
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for(auto& m : mesh.meshes)
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Renderer::SubmitMesh(m, transform.GetTransform());
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}
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glCullFace(GL_BACK);
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Renderer::Flush(pbrShader);
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glCullFace(GL_FRONT);
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auto quakeView = m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent>();
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for (auto e : quakeView)
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@@ -359,6 +366,7 @@ namespace Nuake {
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Renderer::SubmitMesh(b, transform.GetTransform());
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}
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glCullFace(GL_FRONT);
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Renderer::Flush(pbrShader);
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Ref<Shader> flatShader = ShaderManager::GetShader("resources/Shaders/flat.shader");
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@@ -407,7 +415,8 @@ namespace Nuake {
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}
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}
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std::vector<Entity> Scene::GetAllEntities() {
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std::vector<Entity> Scene::GetAllEntities()
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{
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std::vector<Entity> allEntities;
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auto view = m_Registry.view<NameComponent>();
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for (auto e : view) {
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