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Reduce inclusion of glm.hpp
1 parent 3c48946 commit b1860ee

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4 files changed

+3
-4
lines changed

4 files changed

+3
-4
lines changed

Source/Managers/WindowMan.cpp

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@@ -37,7 +37,6 @@ void WindowMan::Clear() {
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m_PrimaryWindow.reset();
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m_BackBuffer32Texture = 0;
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m_PrimaryWindowProjection = glm::mat4(1);
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m_ScreenVAO = 0;
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m_ScreenVBO = 0;
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ClearMultiDisplayData();

Source/Managers/WindowMan.h

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@@ -1,7 +1,7 @@
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#pragma once
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#include "Singleton.h"
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#include "System/Shader.h"
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#include "glm/fwd.hpp"
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#include "glad/gl.h"
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#include <memory>
@@ -191,7 +191,6 @@ namespace RTE {
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GLuint m_BackBuffer32Texture; //!< Streaming texture for the software rendered stuff.
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GLuint m_ScreenBufferTexture; //!< Internal backbuffer for the final blit and sceenshots, only clear immediately before drawing.
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GLuint m_ScreenBufferFBO; //!< Framebuffer object for the screen buffer texture.
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glm::mat4 m_PrimaryWindowProjection; //!< Projection Matrix for the main window.
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std::unique_ptr<SDL_Rect> m_PrimaryWindowViewport; //!< Viewport for the main window.
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std::vector<std::shared_ptr<SDL_Window>> m_MultiDisplayWindows; //!< Additional windows for multi-display fullscreen.

Source/System/Shader.cpp

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@@ -1,5 +1,6 @@
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#include "Shader.h"
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#include "glad/gl.h"
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#include "glm/glm.hpp"
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#include "glm/gtc/type_ptr.hpp"
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#include "GLCheck.h"
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Source/System/Shader.h

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@@ -1,7 +1,7 @@
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#pragma once
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#include "Serializable.h"
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#include "glm/glm.hpp"
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#include "glm/fwd.hpp"
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namespace RTE {
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class Shader {

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