Refactoring...
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@@ -22,13 +22,13 @@
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#include "Light.h"
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#include "Menu.h"
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#include "Model.h"
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#include "Scene.h"
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#include "Screen.h"
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#include "ShaderProgram.h"
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#include "Texture.h"
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#include "VertexArray.h"
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#include "Widget.h"
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#include "Window.h"
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#include "World.h"
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Controller::Controller() : m_gameWindow(std::unique_ptr<Window>(new Window))
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{
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@@ -57,7 +57,7 @@ Controller::Controller() : m_gameWindow(std::unique_ptr<Window>(new Window))
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// Show main menu when loading is finished...
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m_menu->showScreenByName("mainMenuScreen");
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m_world = new World(m_shaderPrograms);
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m_world = new Scene(m_shaderPrograms);
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#ifdef _DEBUG
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m_imguiHandler = std::unique_ptr<Imgui::Handler>(new Imgui::Handler(m_gameWindow->getGLFWwindow()));
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@@ -87,11 +87,10 @@ void Controller::run()
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{
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updateExposure(getShaderProgramByName("postProcessingProgram"));
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Entity *lightSource = m_world->getEntityByName("light");
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ModelEntity *lightSource = m_world->getEntityByName("light");
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lightSource->setScale(0.1f);
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lightSource->setRotation(glm::vec3(0.f));
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lightSource->setPosition(glm::vec3(-2.f, 1.5f, 2.f));
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lightSource->setIsLightSource(true);
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m_camera->translate(glm::vec3(0.0f, 1.5f, 5.0f));
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@@ -158,7 +157,7 @@ void Controller::run()
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m_world->draw(m_camera->getViewProj(), m_camera->getPosition());
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m_postProcessFrameBuffer->unbind();
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m_postProcessFrameBuffer->render();
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m_postProcessFrameBuffer->drawOnEntireScreen();
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#ifdef _DEBUG
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m_imguiHandler->renderWindows();
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