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#pragma once
#include "Window.h"
#include "Event.h"
#include "Camera.h"
#include <memory>
#include <functional>
#include "Rendering/VertexArray.h"
#include "Rendering/VertexBuffer.h"
#include "Rendering/IndexBuffer.h"
#include "Rendering/Shader.h"
#include "Rendering/Texture.h"
namespace Donut
{
class Application
{
public:
Application(const std::string& name = "Donut",
int width = 1280, int height = 720);
~Application();
void Run();
void Close();
Window& GetWindow() { return *m_Window; }
static Application& Get() { return *s_Instance; }
private:
void OnInit();
void OnShutdown();
void OnUpdate();
void OnRender();
void OnEvent(Event& event);
void UpdateTexture();
private:
std::unique_ptr<Window> m_Window;
bool m_Running;
bool m_Minimized;
std::shared_ptr<VertexArray> m_VertexArray;
std::shared_ptr<VertexBuffer> m_VertexBuffer;
std::shared_ptr<IndexBuffer> m_IndexBuffer;
std::shared_ptr<Shader> m_Shader;
std::shared_ptr<Texture2D> m_Texture;
std::shared_ptr<Shader> m_ComputeShader;
std::shared_ptr<Texture2D> m_ProcessedTexture;
float m_ComputeBrightness;
float m_ComputeContrast;
float m_ComputeSaturation;
bool m_UseComputeShader;
std::unique_ptr<Camera> m_Camera;
bool m_Keys[1024] = { false };
bool m_FirstMouse = true;
float m_LastX = 0.0f;
float m_LastY = 0.0f;
float m_DeltaTime = 0.0f;
float m_LastFrame = 0.0f;
bool m_MouseDragging = false;
float m_TextureTime = 0.0f;
static Application* s_Instance;
};
}
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