// // App.h // GLGameTemplate // // Created by Joshua Moerman on 5/4/12. // Copyright (c) 2012 Vadovas. All rights reserved. // #ifndef GLGameTemplate_App_h #define GLGameTemplate_App_h #include #include #include "shader.h" #include "myGL.h" #include "Game.h" struct App { constexpr static int preferred_frames_per_second(){ return 60; } constexpr static bool multisample(){ return false; } constexpr static bool depth(){ return true; } unsigned int width, height; float aspect; float time; Game game; App(float w, float h) : width(w) , height(h) , aspect(w/h) , time(0) , game() { } ~App() { } void resize(float w, float h) { aspect = std::abs(w/h); } void update(float dt) { time += dt; game.update(dt); // Update the FBO's here // (can't be done in draw, because of apple's fbo shizzle) } void draw() { glClearColor(0.1, 0.0, 0.05, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); game.draw(); } }; #endif