glClearColor(0.0, 0.0, 0.0, 1.0);
}
-Application::~Application() {
-
-}
-
void Application::Run() {
running = true;
public:
Application();
- ~Application();
Application(const Application &) = delete;
Application &operator =(const Application &) = delete;
}
-Camera::~Camera() {
-
-}
-
void Camera::Viewport(int width, int height) {
Viewport(0, 0, width, height);
public:
Camera();
- ~Camera();
Camera(const Camera &) = delete;
Camera &operator =(const Camera &) = delete;
}
-FPSController::~FPSController() {
-
-}
-
glm::mat4 FPSController::Transform() const {
return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
public:
FPSController();
- ~FPSController();
glm::mat4 Transform() const;
}
}
-InitGL::~InitGL() {
-
-}
-
Window::Window()
: handle(SDL_CreateWindow(
}
}
-InitGLEW::~InitGLEW() {
-
-}
-
}
public:
InitGL();
- ~InitGL();
InitGL(const InitGL &) = delete;
InitGL &operator =(const InitGL &) = delete;
public:
InitGLEW();
- ~InitGLEW();
InitGLEW(const InitGLEW &) = delete;
InitGLEW &operator =(const InitGLEW &) = delete;