Moving vegetation test to the renderer
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		@ -1,7 +1,7 @@
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#pragma once
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#include "../../YoggieEngine/src/YoggieEngine.h"
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#include <filesystem>
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#include <string>
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#include "../../YoggieEngine/src/YoggieEngine.h"
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enum class ASSET_TYPE {
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	Unknown = -1,
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@ -14,7 +14,6 @@
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#include "SceneSerializer.h"
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#include "AssetManagement/AssetManager.h"
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#include "UI/MainMenuBar.h"
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const unsigned int MS_PER_UPDATE = 2;
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void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene);
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RendererConfig EditorSceneRendererConfig{
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@ -25,7 +24,7 @@ RendererConfig EditorSceneRendererConfig{
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};
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glm::vec3 temp = glm::vec3(0);
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Camera cam = Camera(glm::vec3(12.0f, 1.0f, 0.0f), glm::vec3(45.0f, 0.0f, 0.0f), 90);
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Camera cam = Camera(glm::vec3(14.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90);
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class Editor : public Application {
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public:
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    Editor() 
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@ -120,7 +119,11 @@ public:
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        // Create the physics engine demo!
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        Physics Physics;
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        //Physics.Demo();
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        Physics.Demo();
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        /*Physics.EnableDebugVisuals();
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        Physics.Step(0);
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        Physics.SubmitMesh();
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    */
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        double previous = glfwGetTime();
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        double lag = 0.0;
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@ -134,21 +137,12 @@ public:
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            AppWindow.Poll();
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            if (SimulatePhysics)
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            {
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                Physics.Step(1.0f / 60.0f);
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            }
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            while (lag >= MS_PER_UPDATE) 
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            {
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                ActiveScene.Update();
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                lag -= MS_PER_UPDATE;
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            }
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            Physics.Step(elapsed);
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            ActiveScene.Update();
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            RenderScene();
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            /*Physics.DebugRender(*framebuffer);*/
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            RenderEditorGUI();
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@ -173,7 +167,7 @@ private:
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    GUIRenderer EditorGUIRenderer;
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    // Editor State 
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    bool SimulatePhysics = false;
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    bool SimulatePhysics = true;
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    entt::entity  Selected;
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    std::unique_ptr<Project> CurrentProject;
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@ -218,10 +212,11 @@ void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene ) {
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    auto cube2 = scene.AddEntity("Cube2");
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    auto& rendercube2 = cube2.AddComponent<Render3DComponent>();
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    rendercube2.mesh = *(model->renderable->mesh);
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    auto relationcube = cube.AddComponent<RelationComponent>(cube2);
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    auto Grass = scene.AddEntity("Grass/Window-Pane");
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    //auto& renderGrass = Grass.AddComponent<Render3DComponent>();
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}
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