Create PlatformUtils.h to handle cross platform compatibility
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#pragma once
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#include <windows.h>
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//#include <windows.h>
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#include <GL/glew.h>
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#ifndef __INITSHADER_H__
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#define __INITSHADER_H__
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#include <windows.h>
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#include <GL/GL.h>
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GLuint InitShader( const char* computeShaderFile);
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#pragma once
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#ifdef _WIN32
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#include <windows.h>
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#define DEBUG_BREAK() DebugBreak()
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#else
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#include <csignal>
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#define DEBUG_BREAK() raise(SIGTRAP)
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#endif
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#ifndef APIENTRY
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#define APIENTRY
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#endif
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#include "Callbacks.h"
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#include "Scene.h"
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#include "PlatformUtils.h"
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#include "scene.h"
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#include <glm/glm.hpp>
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void Callbacks::Register(GLFWwindow* window)
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@ -26,6 +26,7 @@ void RegisterDebugCallback()
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#ifdef WIN32
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#include <windows.h>
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/* Only run this code on WindowsAPI systems, otherwise use cout */
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// C-based callback implementation
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//#include "LoadTexture.h" //Functions for creating OpenGL textures from image files
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//#include "VideoRecorder.h" //Functions for saving videos
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#include "DebugCallback.h"
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#include "PlatformUtils.h"
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static const std::string vertex_shader("shaders/vertex.glsl");
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static const std::string fragment_shader("shaders/fragment.glsl");
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