feat(app): render landblock with height-ramp shader + orbit camera
Adds a 2-stage GLSL shader (vertex + fragment), a Shader helper that compiles/links and exposes SetMatrix4 for uniforms, and an OrbitCamera with yaw/pitch/distance and a 192-unit-centered target for a single landblock. TerrainRenderer now takes a Shader and issues an actual DrawElements call with uView + uProjection uniforms. GameWindow owns the Shader and Camera, routes mouse drag to camera yaw/pitch, and scroll wheel to camera distance. The fragment shader maps world Z to a green-brown-white ramp so lowlands read green, midlands brown, and peaks white — no textures yet, but enough to visually confirm the terrain shape. Shaders are copied to the output dir via a <None Update> item group. Smoke verified against real dats: process stays alive with no GL errors, no shader compile/link failures, and no exception trail. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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<ItemGroup>
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<ProjectReference Include="..\AcDream.Core\AcDream.Core.csproj" />
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</ItemGroup>
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<ItemGroup>
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<None Update="Rendering\Shaders\*.*">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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</Project>
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