41 lines
1 KiB
C++
41 lines
1 KiB
C++
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#ifndef _CUBE_H
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#define _CUBE_H
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#define DIGRAPHENE_GRAPHICS_BUFFER_IMPLEMENTATION
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#define DIGRAPHENE_GRAPHICS_CAMERA_IMPLEMENTATION
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#define DIGRAPHENE_GRAPHICS_MESH_IMPLEMENTATION
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#define DIGRAPHENE_GRAPHICS_SHADER_IMPLEMENTATION
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#include <Components/World/Renderable.cpp>
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#include <vendor/digraphene-headers/graphics/buffer.h>
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#include <vendor/digraphene-headers/graphics/camera.h>
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#include <vendor/digraphene-headers/graphics/mesh.h>
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#include <vendor/digraphene-headers/graphics/shader.h>
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#include <cassert>
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#include <cmath>
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#include <cstring>
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#include <iostream>
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// Using this allows us to pass a vector or matrix
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// from linalg to something like std::cout
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using namespace linalg::ostream_overloads;
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using namespace Digraphene;
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struct Cube : public Renderable {
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Game() : GameObject("Cube") {}
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void render() {
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}
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};
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void registerCube(lua_State* L) {
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luabridge::getGlobalNamespace(L)
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.beginNamespace("Core")
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.deriveClass <Cube, GameObject> ("Cube").endClass()
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.endNamespace();
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}
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#endif
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