Initial structure
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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// TODO: Get rid of precompiled headers
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#include <memory>
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#include <string>
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#include <vector>
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#include <map>
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#include <unordered_map>
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// OpenGL
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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 "Core/Util/GLError.h"
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// GLM
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include <glm/common.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/rotate_vector.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "Core/Util/Logging.h"
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