#pragma once #include #include #include "vf/Block.h" namespace vf { // A procedurally generated texture-array atlas: one RGBA tile per layer, // indexed by the tile ids that Block.h assigns to each face. Built in code so // the demo has no binary asset dependency. struct Atlas { int tileSize = 16; int layers = tileCount; std::vector pixels; // layers * tileSize * tileSize * 4, RGBA8 }; Atlas buildAtlas(int tileSize = 16); } // namespace vf