Remove Unused Code
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@ -193,7 +193,7 @@ DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,51 Size=
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DockNode ID=0x00000017 Parent=0x0000000D SizeRef=1202,776 Split=Y Selected=0xDFF75B3F
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DockNode ID=0x0000001D Parent=0x00000017 SizeRef=518,720 Split=Y Selected=0x9A7B23B9
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DockNode ID=0x0000001F Parent=0x0000001D SizeRef=549,359 CentralNode=1 HiddenTabBar=1 Selected=0x9A7B23B9
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DockNode ID=0x00000025 Parent=0x0000001D SizeRef=549,323 Selected=0x7A66B86B
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DockNode ID=0x00000025 Parent=0x0000001D SizeRef=549,323 Selected=0x1F29F1F5
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DockNode ID=0x0000001E Parent=0x00000017 SizeRef=518,417 Selected=0xC74E1AEE
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DockNode ID=0x00000018 Parent=0x0000000D SizeRef=1202,364 Split=X Selected=0x1C0788A1
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DockNode ID=0x00000019 Parent=0x00000018 SizeRef=601,364 Selected=0x1C0788A1
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@ -41,7 +41,6 @@
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// #define YAML_CPP_STATIC_DEFINE
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#include <yaml-cpp/yaml.h>
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#include "TestModel.h"
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AssetManager g_AssetManager;
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@ -443,13 +442,15 @@ void MyEngine::ShowDockSpace()
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if (ImGui::BeginMenu("Settings"))
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{
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// A checkbox to enable/disable bounding boxes
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ImGui::Checkbox("Show Box's", &DrawBBBO);
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ImGui::Checkbox("Show Submeshs", &DrawBBBO);
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// On the same line, we place a small color edit widget
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ImGui::SameLine();
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ImGui::ColorEdit4("Box Color",
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reinterpret_cast<float *>(&g_SettingsManager.S_LineColor),
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ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel);
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// Explanation of Flags:
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// - ImGuiColorEditFlags_NoInputs hides numeric RGBA input fields
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// - ImGuiColorEditFlags_NoLabel hides the default label, since we already have "Box Color"
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@ -22,7 +22,6 @@
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#include "Engine/LuaAPI.h"
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#include "Engine/Utilitys.h"
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#include "TestModel.h"
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#include "gcml.h"
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@ -1,103 +0,0 @@
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#include "TestModel.h"
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#include <GL/glew.h>
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#include <cstdio>
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GLuint CreateCubeVAO()
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{
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// Define cube vertices (Position + UVs)
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static float g_CubeVertices[] =
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{
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// Front face
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-1.f, -1.f, 1.f, 0.f, 0.f,
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1.f, -1.f, 1.f, 1.f, 0.f,
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1.f, 1.f, 1.f, 1.f, 1.f,
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-1.f, 1.f, 1.f, 0.f, 1.f,
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// Back face
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-1.f, -1.f, -1.f, 1.f, 0.f,
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1.f, -1.f, -1.f, 0.f, 0.f,
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1.f, 1.f, -1.f, 0.f, 1.f,
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-1.f, 1.f, -1.f, 1.f, 1.f,
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// Left face
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-1.f, -1.f, -1.f, 0.f, 0.f,
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-1.f, -1.f, 1.f, 1.f, 0.f,
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-1.f, 1.f, 1.f, 1.f, 1.f,
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-1.f, 1.f, -1.f, 0.f, 1.f,
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// Right face
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1.f, -1.f, -1.f, 1.f, 0.f,
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1.f, -1.f, 1.f, 0.f, 0.f,
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1.f, 1.f, 1.f, 0.f, 1.f,
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1.f, 1.f, -1.f, 1.f, 1.f,
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// Top face
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-1.f, 1.f, -1.f, 0.f, 0.f,
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1.f, 1.f, -1.f, 1.f, 0.f,
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1.f, 1.f, 1.f, 1.f, 1.f,
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-1.f, 1.f, 1.f, 0.f, 1.f,
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// Bottom face
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-1.f, -1.f, -1.f, 1.f, 0.f,
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1.f, -1.f, -1.f, 0.f, 0.f,
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1.f, -1.f, 1.f, 0.f, 1.f,
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-1.f, -1.f, 1.f, 1.f, 1.f,
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};
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// Define cube indices
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static unsigned int g_CubeIndices[] =
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{
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// Front face
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0, 1, 2, 2, 3, 0,
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// Back face
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4, 5, 6, 6, 7, 4,
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// Left face
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8, 9, 10, 10, 11, 8,
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// Right face
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12, 13, 14, 14, 15, 12,
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// Top face
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16, 17, 18, 18, 19, 16,
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// Bottom face
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20, 21, 22, 22, 23, 20
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};
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GLuint VAO, VBO, EBO;
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// Generate and bind VAO
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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// Generate and bind VBO
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW);
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// Generate and bind EBO
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW);
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// Define vertex attributes
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// Position attribute (location = 0)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// UV attribute (location = 1)
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// Unbind VAO (not EBO!)
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glBindVertexArray(0);
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// Optionally, unbind VBO and EBO for cleanliness
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// Debug: Print VAO ID
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printf("[MeshUtils] Initialized CubeVAO with ID: %u\n", VAO);
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return VAO;
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}
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@ -1,6 +0,0 @@
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#pragma once //
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#include <GL/glew.h>
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#include <cstdio>
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GLuint CreateCubeVAO();
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@ -4,7 +4,6 @@
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// Include your asset manager and any other necessary headers
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#include "Engine/AssetManager.h"
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#include "TestModel.h"
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#include "gcml.h"
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#include "Engine/ScopedTimer.h"
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