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Application.h
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#pragma once
#include "Camera.h"
#include "Renderer.h"
#include "LightManager.h"
#include "ModelManager.h"
#include <GLFW/glfw3.h>
#include <memory>
class Application
{
public:
Application();
~Application();
bool Initialize();
void Run();
private:
static void errorCallback(int error, const char* description);
static void focusCallback(GLFWwindow* pWindow, int focused);
static void sizeCallback(GLFWwindow* pWindow, int width, int height);
static void keyCallback(GLFWwindow* pWindow, int key, int scancode, int action, int mods);
void ThreadingTest();
private:
double m_CurrentFrameTime;
double m_LastFrameTime;
double m_dtFrameTime;
int m_FPSSamples;
float m_FPSBuffer[100];
std::unique_ptr<Camera> m_pCamera;
std::unique_ptr<LightManager> m_pLightManager;
std::unique_ptr<ModelManager> m_pModelManager;
std::unique_ptr<Renderer> m_pRenderer;
GLFWwindow* m_pWindow;
public:
Application(Application const&) = delete;
void operator=(Application const&) = delete;
};
extern Application* g_appHandle;