Update Framebuffer resize code
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@@ -79,16 +79,15 @@ Controller::~Controller()
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ImGui::DestroyContext();
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#endif
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delete gameWindow;
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delete gameEventHandler;
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delete camera;
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for (auto it = shaderPrograms.begin(); it != shaderPrograms.end(); it++) {
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delete *it;
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}
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delete pp_framebuffer;
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delete camera;
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delete menu;
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delete pp_framebuffer;
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delete gameEventHandler;
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delete gameWindow;
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glfwTerminate();
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}
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@@ -116,7 +115,7 @@ void Controller::run()
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// This is the game loop
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while (!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
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// --- Timing ---
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limit_framerate();
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//limit_framerate();
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// --- Update game ---
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@@ -174,7 +173,7 @@ void Controller::run()
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// Update window size
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if (gameWindow->checkWindowWasResized()) {
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updateWindowSize(getShaderProgramByName("postProcessingProgram"));
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updateWindowSize();
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}
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// --- Check events, handle input ---
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@@ -218,13 +217,12 @@ void Controller::error_callback(int error, const char *description)
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fprintf(stderr, "Error: %s\n", description);
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}
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void Controller::updateWindowSize(ShaderProgram *pp_program)
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void Controller::updateWindowSize()
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{
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camera->updateAspectRatio(gameWindow->getWindowAspectRatio());
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gameEventHandler->setFirstMouseInput(1);
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delete pp_framebuffer;
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pp_framebuffer = new Framebuffer(gameWindow->getWindowWidth(), gameWindow->getWindowHeight(), pp_program);
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pp_framebuffer->changeDimensions(gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
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}
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void Controller::updateExposure(ShaderProgram *shaderProgram)
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@@ -276,7 +274,7 @@ void Controller::renderImGui(World &world, PointLight *pointLight, glm::vec3 *li
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ImGui::Checkbox("Rotate Object", rotateEntity);
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Entity *mainObject = world.getEntityById(0);
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//mainObject->setPosition(glm::vec3(translation[0], translation[1], translation[2]));
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mainObject->setPosition(glm::vec3(translation[0], translation[1], translation[2]));
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if (!*rotateEntity) {
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//mainObject->setRotation(glm::vec3(0.f, 1.0f, 0.f), rotation);
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}
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