Implement first menu (still not active)
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@@ -42,6 +42,9 @@ Controller::Controller()
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menu->showScreenByName("loadingScreen");
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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// Show main menu when loading is finished...
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menu->showScreenByName("mainMenuScreen");
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world = new World(shaderPrograms);
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#ifdef _DEBUG
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@@ -128,23 +131,28 @@ void Controller::run()
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world->calculateShadows(getShaderProgramByName("directionalShadowDepthProgram"), getShaderProgramByName("pointShadowDepthProgram"));
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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menu->showScreenByName("mainMenuScreen");
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pp_framebuffer->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->lookForward();
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camera->updateVPM();
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auto activeScreen = menu->getActiveScreen();
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if(activeScreen) {
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activeScreen->draw();
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} else {
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pp_framebuffer->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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world->getSkybox()->draw(camera->getView(), camera->getProj());
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world->draw(camera->getViewProj(), camera->getPosition());
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camera->lookForward();
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camera->updateVPM();
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pp_framebuffer->unbind();
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pp_framebuffer->render();
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world->getSkybox()->draw(camera->getView(), camera->getProj());
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world->draw(camera->getViewProj(), camera->getPosition());
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pp_framebuffer->unbind();
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pp_framebuffer->render();
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#ifdef _DEBUG
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renderImGui(world, world->getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, getShaderProgramByName("postProcessingProgram"), &intensity, &drawShadows);
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renderImGui(world, world->getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, getShaderProgramByName("postProcessingProgram"), &intensity, &drawShadows);
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#endif
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}
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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// Update window size
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