- glm::mat4 projection = glm::perspective(
- 45.0f, // FOV in degrees
- 1.0f, // aspect ratio
- 0.1f, // near clip
- 100.0f // far clip
- );
- glm::mat4 view = glm::lookAt(
- glm::vec3(0, 0, 0), // observer
- glm::vec3(0, 0, -1), // target
- glm::vec3(0, 1, 0) // up
- );
- glm::mat4 model(1.0f); // identity: no transformation
- mvp = projection * view * model;
+ blockType.Add(BlockType(true, glm::vec3(1, 1, 1)));
+ blockType.Add(BlockType(true, glm::vec3(1, 0, 0)));
+ blockType.Add(BlockType(true, glm::vec3(0, 1, 0)));
+ blockType.Add(BlockType(true, glm::vec3(0, 0, 1)));
+
+ chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
+ chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
+ chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[2]);
+ chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
+ chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
+ chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
+ chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
+ chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[3]);
+ chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
+ chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
+ chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
+ chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[3]);
+ chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]);
+ chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
+ chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
+ chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
+ chunk.Invalidate();