59 lines
1.6 KiB
C
59 lines
1.6 KiB
C
#include "gen/texgen.h"
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#include "world/world.h"
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#include "texgen_data.c"
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#define ZPL_NANO
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#include "zpl.h"
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static inline
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Texture2D LoadImageEco(const char *name) {
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static char filename[128];
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zpl_snprintf(filename, 128, "art/gen/%s.png", name);
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return LoadTexture(filename);
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}
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Texture2D texgen_build_block(uint32_t biome, uint32_t kind) {
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// TODO(zaklaus):
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switch (biome) {
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case BLOCK_BIOME_DEV: {
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switch (kind) {
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case BLOCK_KIND_GROUND:{
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return LoadImageEco("grass");
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}break;
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case BLOCK_KIND_DIRT:{
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return LoadImageEco("dirt");
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}break;
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case BLOCK_KIND_WALL:{
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return LoadImageEco("asphalt");
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}break;
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case BLOCK_KIND_HILL_SNOW:
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case BLOCK_KIND_HILL:{
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return LoadImageEco("rock");
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}break;
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case BLOCK_KIND_WATER:{
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return LoadImageEco("water");
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}break;
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case BLOCK_KIND_LAVA:{
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return LoadImageEco("lava");
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}break;
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}
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}
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}
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Image img = GenImageColor(WORLD_BLOCK_SIZE,WORLD_BLOCK_SIZE,ColorFromHSV(biome+kind*30, 0.13f, 0.89f));
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Texture2D tex = LoadTextureFromImage(img);
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UnloadImage(img);
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return tex;
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}
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Texture2D texgen_build_sprite(asset_id id) {
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// TODO(zaklaus):
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(void)id;
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Image img = GenImageColor(1, 1, RAYWHITE);
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Texture2D tex = LoadTextureFromImage(img);
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UnloadImage(img);
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return tex;
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}
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