#pragma once
#include <easylogging++.h>
#include <SFML/Window.hpp>
#include <GL/glew.h>
#include <iomanip>
#include <tuple>
#include <glm/gtc/type_ptr.hpp>
#include "../gamestate/GameState.hpp"
#include "../network/NetworkClient.hpp"
#include "../gui/Gui.hpp"
#include "../graphics/Camera3D.hpp"
#include "../graphics/Shader.hpp"
#include "AssetManager.hpp"
#include "../graphics/Frustrum.hpp"
class Core {
GameState *gameState;
NetworkClient *client;
sf::Window *window;
AssetManager *assetManager;
bool isMouseCaptured = false;
bool isRunning = true;
enum {
MainMenu,
Loading,
Playing,
PauseMenu,
} currentState = Playing;
float mouseXDelta, mouseYDelta;
float deltaTime;
float absTime;
void RenderWorld();
void RenderGui(Gui &Target);
void HandleMouseCapture();
void HandleEvents();
void InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle);
void InitGlew();
void SetMouseCapture(bool IsCaptured);
void PrepareToWorldRendering();
void RenderFrame();
unsigned int width();
unsigned int height();
void UpdateChunksToRender();
void UpdateGameState();
void DrawLine(glm::vec3 from, glm::vec3 to, glm::vec3 color);
std::thread gameStateLoopThread;
Camera3D camera;
Shader *shader,*shader2;
//Cube verticies, Cube VAO, Cube UVs, TextureIndexes UBO, TextureData UBO, TextureData2 UBO, Blocks VBO, Models VBO, Line VAO, Lines VBO
GLuint VBO, VAO, VBO2, UBO, UBO2, VBO3, VBO4, VAO2, VBO5;
std::vector<Vector> toRender;
std::vector<Vector> optimizedRender;
void UpdateOptimizedRender();
int ChunkDistance = 4;
std::map<Vector, std::vector<glm::mat4>> toRenderModels;
std::map<Vector, std::vector<glm::vec2>> toRenderBlocks;
//std::map<Vector, std::tuple<std::vector<glm::mat4>, std::vector<glm::vec2> > > sectionsRenderingData;
public:
Core();
~Core();
void Exec();
};