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

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1.9 KiB

#include "texture.hpp"
#include <SFML/Graphics/Image.hpp>
#include "dbc.hpp"
#include <fmt/core.h>
#include "config.hpp"
#include "constants.hpp"
using std::shared_ptr, std::make_shared;
sf::Image TexturePack::load_image(std::string filename) {
sf::Image texture;
bool good = texture.loadFromFile(filename);
dbc::check(good, fmt::format("failed to load {}", filename));
return texture;
}
void TexturePack::load_sprites() {
Config assets("assets/config.json");
for(auto& el : assets["sprites"].items()) {
string path = el.value();
auto texture = make_shared<sf::Texture>(path);
texture->setSmooth(false);
auto sprite = make_shared<sf::Sprite>(*texture);
string name = el.key();
sprite_textures[name] = {sprite, texture};
}
sword = sprite_textures["sword"];
floor = load_image(assets["sprites"]["floor"]);
ceiling = load_image(assets["sprites"]["ceiling"]);
}
void TexturePack::load_tiles() {
Config assets("assets/tiles.json");
auto &tiles = assets.json();
for(auto &el : tiles.items()) {
auto &config = el.value();
surfaces.emplace_back(load_image(config["texture"]));
std::wstring display = assets.wstring(el.key(), "display");
int surface_i = surfaces.size() - 1;
wchar_t tid = display[0];
char_to_texture[tid] = surface_i;
}
}
const uint32_t* TexturePack::get_surface(size_t num) {
return (const uint32_t *)surfaces[num].getPixelsPtr();
}
matrix::Matrix TexturePack::convert_char_to_texture(matrix::Matrix &tile_ids) {
auto result = matrix::make(matrix::width(tile_ids), matrix::height(tile_ids));
for(matrix::each_cell it(tile_ids); it.next();) {
wchar_t tid = tile_ids[it.y][it.x];
result[it.y][it.x] = char_to_texture.at(tid);
}
return result;
}
SpriteTexture TexturePack::get(std::string name) {
dbc::check(sprite_textures.contains(name),
fmt::format("!!!!! texture pack does not contain {} sprite", name));
return sprite_textures.at(name);
}