Some refactoring in multithreading.
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@@ -1,8 +1,8 @@
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#pragma once
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#include <glm/glm.hpp>
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#include <memory>
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#include <vector>
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#include <glm/glm.hpp>
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class ShaderProgram;
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class Window;
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@@ -12,6 +12,10 @@ class Camera;
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class Menu;
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class FrameBuffer;
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namespace Imgui {
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class Handler;
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}
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class Controller
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{
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public:
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@@ -24,18 +28,19 @@ public:
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static ShaderProgram *getShaderProgramByName(std::vector<ShaderProgram *> shaderPrograms, const std::string &name);
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void updateExposure(ShaderProgram *shaderProgram);
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private:
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void limit_framerate();
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void updateWindowDimensions();
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void updateExposure(ShaderProgram *shaderProgram);
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ShaderProgram *getShaderProgramByName(const std::string &name);
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void renderImGui(World *world, glm::vec3 *lightColor, bool *rotateEntity, bool *rotateLightSource,
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ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows);
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Window *m_gameWindow;
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std::unique_ptr<Window> m_gameWindow;
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EventHandler *m_gameEventHandler;
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World *m_world;
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@@ -45,6 +50,10 @@ private:
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std::vector<ShaderProgram *> m_shaderPrograms;
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#ifdef _DEBUG
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std::unique_ptr<Imgui::Handler> m_imguiHandler;
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#endif
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FrameBuffer *m_postProcessFrameBuffer;
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uint16_t m_MAX_FPS = 60;
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