Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/amt/texture.hpp

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#pragma once
#include <cstdint>
#include <vector>
#include <string>
#include "amt/pixel.hpp"
struct Sprite {
double x;
double y;
int texture;
// ZED: this should be a separate transform parameter
double elevation=0;
int uDiv=1;
int vDiv=1;
};
using Image = amt::PixelBuf;
struct TexturePack {
int NUM_SPRITES=1;
static const int TEXTURE_WIDTH=256; // must be power of two
static const int TEXTURE_HEIGHT=256; // must be power of two
std::vector<amt::PixelBuf> images;
std::vector<Sprite> sprites{{4.0, 3.55, 6}};
Image floor;
Image ceiling;
void load_textures();
amt::PixelBuf load_image(std::string filename);
Sprite& get_sprite(size_t sprite_num);
Image& get_texture(size_t num);
};