working on chunk generation

This commit is contained in:
Kbz-8
2025-05-09 18:29:41 +02:00
parent 332ef1fc41
commit 694009e6e4
10 changed files with 221 additions and 23 deletions

View File

@@ -14,6 +14,7 @@ int main(int ac, char** av)
Scop::SceneDescriptor main_scene_desc;
main_scene_desc.fragment_shader = Scop::RenderCore::Get().GetDefaultFragmentShader();
main_scene_desc.camera = std::make_shared<Scop::FirstPerson3D>(Scop::Vec3f{ -10.0f, 0.0f, 0.0f }, 80.f);
main_scene_desc.culling = Scop::CullMode::None;
Scop::Scene& main_scene = splash_scene->AddChildScene("main", std::move(main_scene_desc));
Scop::Vec2ui32 skybox_size;
@@ -21,14 +22,6 @@ int main(int ac, char** av)
World world(main_scene);
Scop::Actor& object = main_scene.CreateActor(Scop::CreateCube());
Scop::Vec2ui32 map_size;
Scop::MaterialTextures material_params;
material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
std::shared_ptr<Scop::Material> material = std::make_shared<Scop::Material>(material_params);
object.GetModelRef().SetMaterial(material, 0);
engine.RegisterMainScene(splash_scene.get());
engine.Run();
return 0;