Restructured solution. "Escape-The-Dawn" now links into a .lib, which is used in "Executable" to facilitate easier unit testing.
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#include <string>
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#include <sstream>
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#include <GL/glew.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include <glext.h>
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#include "logging.h"
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#include "glerror.h"
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#include "World.h"
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class Engine
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{
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public:
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Engine(int argc, char* argv[])
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{
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// Initialize GLFW
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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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m_Window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]);
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glVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << glVendor << " OpenGL " << glVersion[0] << "." << glVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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}
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bool Running() const { return !glfwWindowShouldClose(m_Window); }
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void Tick()
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{
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glfwPollEvents();
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}
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private:
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GLFWwindow* m_Window;
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GLint glVersion[2];
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GLchar* glVendor;
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};
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