ADD: cloud
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23
src/main.cpp
23
src/main.cpp
@@ -20,16 +20,27 @@ class ExampleGame : public GameRuntime::IGameCallbacks
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public:
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void on_init(GameRuntime::Runtime& runtime) override
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{
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// Example: Set up initial scene
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auto& api = runtime.api();
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VulkanEngine* renderer = runtime.renderer();
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if (renderer && renderer->_assetManager)
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{
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GameAPI::IBLPaths ibl{};
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ibl.specularCube = renderer->_assetManager->assetPath("ibl/docklands.ktx2");
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ibl.diffuseCube = renderer->_assetManager->assetPath("ibl/docklands.ktx2"); // fallback: reuse specular for diffuse
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ibl.brdfLut = renderer->_assetManager->assetPath("ibl/brdf_lut.ktx2");
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// Optional dedicated background texture (2D equirect); if omitted, background falls back to specularCube.
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ibl.background = renderer->_assetManager->assetPath("ibl/sky.KTX2");
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api.load_global_ibl(ibl);
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}
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// Load a glTF model asynchronously
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// api.load_gltf_async("example_model", "models/example.gltf",
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// GameAPI::Transform{}.with_position({0, 0, 0}));
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// api.add_gltf_instance_async("example_model", "models/example.gltf",
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// GameAPI::Transform{.position = {0, 0, 0}});
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// Spawn a primitive
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// api.spawn_mesh_instance("test_cube", api.primitive_cube(),
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// GameAPI::Transform{}.with_position({2, 0, 0}));
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// api.add_primitive_instance("test_cube", GameAPI::PrimitiveType::Cube,
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// GameAPI::Transform{.position = {2, 0, 0}});
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// Set up camera
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// api.set_camera_position({0, 5, -10});
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@@ -83,4 +94,4 @@ int main(int argc, char* argv[])
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engine.cleanup();
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return 0;
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}
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}
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