#ifndef _CUBE_H #define _CUBE_H #define DIGRAPHENE_GRAPHICS_BUFFER_IMPLEMENTATION #define DIGRAPHENE_GRAPHICS_CAMERA_IMPLEMENTATION #define DIGRAPHENE_GRAPHICS_MESH_IMPLEMENTATION #define DIGRAPHENE_GRAPHICS_SHADER_IMPLEMENTATION #include #include #include #include #include #include #include #include #include // Using this allows us to pass a vector or matrix // from linalg to something like std::cout using namespace linalg::ostream_overloads; using namespace Digraphene; struct Cube : public Renderable { Game() : GameObject("Cube") {} void render() { } }; void registerCube(lua_State* L) { luabridge::getGlobalNamespace(L) .beginNamespace("Core") .deriveClass ("Cube").endClass() .endNamespace(); } #endif