Shuffling the map stuff around to make more sense structurally. Also shrunk the scope of the demos wayyyy down to facilitate easier debugging in my next planned steps
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@@ -5,7 +5,6 @@
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#include <map>
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#include <string.h>
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#include "LightController.h"
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#include "map/Old_Map.h"
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#include "Camera.h"
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#include <GL/glew.h>
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#include <unordered_map>
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@@ -115,11 +114,11 @@ public:
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bool assign_lights(std::vector<PackedData> *data) ;
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// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
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bool assign_map(std::shared_ptr<Old_Map> map);
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bool assign_map(std::shared_ptr<Map> map);
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bool release_map();
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// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
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bool assign_octree(std::shared_ptr<Map> octree);
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bool assign_octree(std::shared_ptr<Map> map);
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bool release_octree();
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// We take a ptr to the camera and create a camera direction and position buffer
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@@ -287,8 +286,7 @@ private:
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sf::Vector2i viewport_resolution;
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std::shared_ptr<Camera> camera;
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std::shared_ptr<Old_Map> map;
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std::shared_ptr<Map> octree;
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std::shared_ptr<Map> map;
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std::vector<PackedData> *lights;
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int light_count = 0;
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