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Window.h
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#pragma once
#include <GL\glew.h>
#include <glfw3.h>
#include <glm.hpp>
#include <gtc/matrix_transform.hpp>
#include <gtc/type_ptr.hpp>
#include <iostream>
#include <fstream>
#include <vector>
class Window
{
private:
std::vector<bool>boolBoard;
public:
static double horizontal_angle;
static double vertical_angle;
static glm::vec3 camera_position;
static glm::vec3 camera_direction;
static glm::vec3 camera_right;
static glm::vec3 camera_up;
static glm::vec3 camera_jump;
static glm::mat4 view_matrix;
glm::mat4 ortho;
static double actual_time;
static double previous_time;
static glm::mat4 perspective;
static float P1;
static float P2;
static float FOV;
static float aspect;
static int window_width;
static int window_height;
static GLFWwindow *window;
float cameraPosition[3];
float cameraDirection[3];
Window(int width, int height, std::string name, int samples, bool fullscreen, std::string wayToFilePos);
Window();
static double getDeltaTime();
static void cursorMove(GLFWwindow* window, double x_cursor_pos, double y_cursor_pos);
static void windowSizeCallback(GLFWwindow* /*window*/, int width, int height);
static void saveCameraPosition(std::string wayToFilePos);
static void moving(bool &lifeFunctions, float &moveSpeed);
void setOrtho();
};