#include #include #include World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrator()) { Scop::Vec2ui32 map_size; Scop::MaterialTextures material_params; material_params.albedo = std::make_shared(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y); p_block_material = std::make_shared(material_params); auto narrator_update = [this](Scop::NonOwningPtr scene, Scop::Inputs& input, float delta) { if(m_chunks.empty()) GenerateWorld(); }; m_narrator.AttachScript(std::make_shared(std::function{}, narrator_update, std::function{})); } [[nodiscard]] Chunk& World::GetChunk(Scop::Vec2i position) { } void World::GenerateWorld() { for(std::int32_t x = 0; x < 4; x++) { for(std::int32_t z = 0; z < 4; z++) { m_chunks.emplace_back(*this, Scop::Vec2i{ x, z }); m_chunks.back().GenerateChunk(); } } }