#include "gen/texgen.h" #include "world/world.h" #include "texgen_data.c" #define ZPL_NANO #include "zpl.h" static inline Texture2D LoadImageEco(const char *name) { static char filename[128]; zpl_snprintf(filename, 128, "art/gen/%s.png", name); return LoadTexture(filename); } Texture2D texgen_build_sprite(asset_id id) { switch (id) { case ASSET_DEMO_ICEMAKER: return LoadImageEco("demo_icemaker"); // NOTE(zaklaus): blocks case ASSET_FENCE: return LoadImageEco("fence"); case ASSET_GROUND: return LoadImageEco("grass"); case ASSET_DIRT: return LoadImageEco("dirt"); case ASSET_WALL: return LoadImageEco("asphalt"); case ASSET_HILL_SNOW: case ASSET_HILL: return LoadImageEco("rock"); case ASSET_WATER: return LoadImageEco("water"); case ASSET_LAVA: return LoadImageEco("lava"); case ASSET_WOOD: return LoadImageEco("wood"); case ASSET_TREE: return LoadImageEco("tree"); case ASSET_BELT: case ASSET_BELT_RIGHT: return LoadImageEco("belt_right"); case ASSET_BELT_LEFT: return LoadImageEco("belt_left"); case ASSET_BELT_UP: return LoadImageEco("belt_up"); case ASSET_BELT_DOWN: return LoadImageEco("belt_down"); default: { Image img = GenImageColor(1, 1, RAYWHITE); Texture2D tex = LoadTextureFromImage(img); UnloadImage(img); return tex; }break; } ZPL_PANIC("unreachable code"); }