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game/include/Components/World/Cube.hpp
2021-04-12 18:04:25 +03:00

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1 KiB
C++

#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 <Components/World/Renderable.cpp>
#include <vendor/digraphene-headers/graphics/buffer.h>
#include <vendor/digraphene-headers/graphics/camera.h>
#include <vendor/digraphene-headers/graphics/mesh.h>
#include <vendor/digraphene-headers/graphics/shader.h>
#include <cassert>
#include <cmath>
#include <cstring>
#include <iostream>
// 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, GameObject> ("Cube").endClass()
.endNamespace();
}
#endif