Files
voxelforge/core/src/TileTexture.cpp
T
2026-09-09 20:05:30 +02:00

587 lines
24 KiB
C++

#include "vf/TileTexture.h"
#include <algorithm>
#include <cmath>
namespace vf {
namespace {
constexpr float twoPi = 6.28318530718f;
float clamp01(float v) {
if (v < 0.0f) return 0.0f;
if (v > 1.0f) return 1.0f;
return v;
}
uint8_t toByte(float v) {
if (v < 0.0f) return 0;
if (v > 255.0f) return 255;
return static_cast<uint8_t>(v + 0.5f);
}
uint32_t scramble(uint32_t v) {
v ^= v >> 16;
v *= 0x7feb352du;
v ^= v >> 15;
v *= 0x846ca68bu;
v ^= v >> 16;
return v;
}
// The tile id takes part in the hash so two tiles that share a pattern still
// get different grain, and the seed is folded in so params.noiseSeed actually
// reaches every sample.
uint32_t gridHash(int tileSalt, int x, int y, uint32_t salt, uint32_t seed) {
uint32_t h = static_cast<uint32_t>(tileSalt) * 374761393u +
static_cast<uint32_t>(x) * 668265263u +
static_cast<uint32_t>(y) * 2246822519u + salt * 2654435761u + seed;
return scramble(h);
}
float gridValue(int tileSalt, int x, int y, uint32_t salt, uint32_t seed) {
return static_cast<float>(gridHash(tileSalt, x, y, salt, seed) & 0xffffu) / 65535.0f;
}
float easeCurve(float t) { return t * t * (3.0f - 2.0f * t); }
float valueNoise(int tileSalt, float fx, float fy, uint32_t salt, uint32_t seed) {
float baseX = std::floor(fx);
float baseY = std::floor(fy);
int x0 = static_cast<int>(baseX);
int y0 = static_cast<int>(baseY);
float tx = easeCurve(fx - baseX);
float ty = easeCurve(fy - baseY);
float corner00 = gridValue(tileSalt, x0, y0, salt, seed);
float corner10 = gridValue(tileSalt, x0 + 1, y0, salt, seed);
float corner01 = gridValue(tileSalt, x0, y0 + 1, salt, seed);
float corner11 = gridValue(tileSalt, x0 + 1, y0 + 1, salt, seed);
float top = corner00 + (corner10 - corner00) * tx;
float bottom = corner01 + (corner11 - corner01) * tx;
return top + (bottom - top) * ty;
}
float fractalNoise(int tileSalt, float fx, float fy, uint32_t salt, uint32_t seed) {
float coarse = valueNoise(tileSalt, fx, fy, salt, seed);
float fine = valueNoise(tileSalt, fx * 2.17f + 3.1f, fy * 2.17f - 1.7f, salt + 101u, seed);
return coarse * 0.66f + fine * 0.34f;
}
// Noise that varies along one axis only, for grain and for warping band edges.
float lineNoise(int tileSalt, float along, uint32_t salt, uint32_t seed) {
return valueNoise(tileSalt, along, 0.5f, salt, seed);
}
TileRgb mixRgb(TileRgb from, TileRgb to, float t) {
float k = clamp01(t);
TileRgb out;
out.r = static_cast<uint8_t>(from.r + (to.r - from.r) * k + 0.5f);
out.g = static_cast<uint8_t>(from.g + (to.g - from.g) * k + 0.5f);
out.b = static_cast<uint8_t>(from.b + (to.b - from.b) * k + 0.5f);
return out;
}
// What a pattern says about one pixel: how far it moved from base towards
// accent, how it is lit, and whether the pattern left a gap there.
struct PatternSample {
float accentWeight = 0.0f;
float shade = 1.0f;
bool hole = false;
};
PatternSample solidPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float cells = 2.0f + spec.scale * 4.0f;
float blob = fractalNoise(tileSalt, x * cells / size, y * cells / size, 11u, seed);
PatternSample out;
out.accentWeight = clamp01((blob - 0.34f) * 2.0f) * spec.density;
return out;
}
PatternSample orePattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float cells = 6.5f - spec.scale * 3.5f;
float blob = fractalNoise(tileSalt, x * cells / size, y * cells / size, 23u, seed);
float threshold = 1.0f - spec.density * 1.15f;
PatternSample out;
if (blob > threshold) {
out.accentWeight = clamp01((blob - threshold) * 9.0f);
out.shade = 1.0f + 0.10f * out.accentWeight;
} else if (blob > threshold - 0.05f) {
out.shade = 0.78f;
}
return out;
}
// Courses of brick with mortar between them. Odd rows shift by half a brick;
// without that shift the tile reads as a grid and every brick wall in the world
// lines its joints up vertically.
PatternSample brickPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
int courseHeight = std::max(2, static_cast<int>(std::lround(size * (0.16f + spec.scale * 0.2f))));
int brickWidth = std::max(3, courseHeight * 2);
int course = y / courseHeight;
int shift = (course % 2 == 0) ? 0 : brickWidth / 2;
int localY = y - course * courseHeight;
int localX = (x + shift) % brickWidth;
PatternSample out;
if (localY == 0 || localX == 0) {
out.accentWeight = 1.0f;
out.shade = 0.95f;
return out;
}
int brickIndex = (x + shift) / brickWidth;
out.shade = 0.93f + 0.14f * gridValue(tileSalt, brickIndex, course, 29u, seed);
if (localY == 1) out.shade *= 1.05f;
if (localY == courseHeight - 1) out.shade *= 0.93f;
return out;
}
// Boards laid side by side with a seam between them, and grain that runs the
// length of the board rather than across it.
PatternSample plankPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
int across = spec.vertical ? x : y;
int along = spec.vertical ? y : x;
int boardWidth =
std::max(3, static_cast<int>(std::lround(size * (0.16f + spec.scale * 0.30f))));
int board = across / boardWidth;
int localAcross = across - board * boardWidth;
PatternSample out;
if (localAcross == 0) {
out.accentWeight = 1.0f;
out.shade = 0.88f;
return out;
}
out.shade = 0.94f + 0.12f * gridValue(tileSalt, board, spec.flipped ? 5 : 0, 31u, seed);
if (localAcross == boardWidth - 1) out.shade *= 0.94f;
float grain = lineNoise(tileSalt, along * (2.0f + spec.density * 5.0f) / size + board * 7.0f,
33u, seed);
out.accentWeight = clamp01((grain - 0.52f) * 3.2f) * 0.7f;
return out;
}
// Two rails with rungs strung between them, or a full grid when flipped. The
// rails sit a little inside the tile edge, which is the difference between a
// ladder and a border, and the rungs only span the gap between them.
PatternSample latticePattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
int barWidth = std::max(1, static_cast<int>(std::lround(size * (0.06f + spec.scale * 0.14f))));
int spacing = std::max(barWidth * 2 + 1,
static_cast<int>(std::lround(size * (0.22f + (1.0f - spec.density) * 0.3f))));
int across = spec.vertical ? x : y;
int along = spec.vertical ? y : x;
bool onRail = false;
bool onCross = false;
if (spec.flipped) {
onRail = (across % spacing) < barWidth;
onCross = (along % spacing) < barWidth;
} else {
int inset = std::max(0, size / 8);
onRail = (across >= inset && across < inset + barWidth) ||
(across >= size - inset - barWidth && across < size - inset);
bool betweenRails = across >= inset && across < size - inset;
onCross = betweenRails && (along % spacing) < barWidth;
}
PatternSample out;
if (onRail || onCross) {
out.accentWeight = (onCross && !onRail) ? 1.0f : 0.0f;
out.shade = 0.90f + 0.18f * gridValue(tileSalt, x, y, 41u, seed);
return out;
}
out.hole = true;
out.shade = 0.42f;
return out;
}
// A band of accent hugging one edge, its inner boundary chewed up by noise so
// it does not read as a ruled line.
PatternSample edgeBandPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float thickness = size * (0.15f + spec.scale * 0.35f);
float depth = spec.flipped ? static_cast<float>(size - 1 - y) : static_cast<float>(y);
float fringe = (lineNoise(tileSalt, x * 4.0f / size, 43u, seed) - 0.5f) * size * 0.16f;
float edge = thickness + fringe;
PatternSample out;
if (depth < edge) {
out.accentWeight = 1.0f;
out.shade = 1.0f - 0.10f * (depth / std::max(1.0f, edge));
return out;
}
if (depth < edge + 1.0f) out.shade = 0.84f;
out.accentWeight = 0.0f;
return out;
}
PatternSample growthRingsPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float centre = size * 0.5f;
float dx = x + 0.5f - centre;
float dy = y + 0.5f - centre;
float radius = std::sqrt(dx * dx + dy * dy);
float spacing = std::max(1.2f, size * (0.05f + spec.scale * 0.16f));
// The warp has to stay a fraction of the ring spacing. Scaled to the tile
// instead, it swallows tightly spaced rings and the tile goes flat.
float warp = (fractalNoise(tileSalt, x * 3.0f / size, y * 3.0f / size, 47u, seed) - 0.5f) *
spacing * 0.7f;
float phase = (radius + warp) / spacing;
float ring = std::fabs(phase - std::floor(phase) - 0.5f) * 2.0f;
PatternSample out;
out.accentWeight = clamp01((1.0f - ring) * 1.4f) * spec.density;
if (radius < spacing * 0.55f) out.accentWeight = spec.density;
out.shade = 1.0f - 0.10f * clamp01(radius / (size * 0.7f));
return out;
}
// Round dots on a jittered cell grid: glowstone crumbs, amethyst facets, the
// sculk's blue eyes. Only the nine surrounding cells are ever consulted.
PatternSample dotsPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float cells = 2.0f + (1.0f - spec.scale) * 4.0f;
float cellSize = size / cells;
float fx = (x + 0.5f) / cellSize;
float fy = (y + 0.5f) / cellSize;
int cx = static_cast<int>(std::floor(fx));
int cy = static_cast<int>(std::floor(fy));
float nearest = 8.0f;
for (int oy = -1; oy <= 1; ++oy) {
for (int ox = -1; ox <= 1; ++ox) {
int gx = cx + ox;
int gy = cy + oy;
if (gridValue(tileSalt, gx, gy, 53u, seed) > spec.density) continue;
float jitterX = gx + 0.25f + 0.5f * gridValue(tileSalt, gx, gy, 51u, seed);
float jitterY = gy + 0.25f + 0.5f * gridValue(tileSalt, gx, gy, 52u, seed);
float dx = fx - jitterX;
float dy = fy - jitterY;
float distance = std::sqrt(dx * dx + dy * dy);
if (distance < nearest) nearest = distance;
}
}
float radius = 0.16f + spec.scale * 0.30f;
PatternSample out;
if (nearest < radius) {
out.accentWeight = clamp01((1.0f - nearest / radius) * 1.7f);
out.shade = 1.0f + 0.10f * out.accentWeight;
}
return out;
}
PatternSample strataPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float across = spec.vertical ? static_cast<float>(x) : static_cast<float>(y);
float along = spec.vertical ? static_cast<float>(y) : static_cast<float>(x);
float bands = 3.0f + spec.scale * 6.0f;
float warp = (lineNoise(tileSalt, along * 3.0f / size, 59u, seed) - 0.5f) * size * 0.12f;
float phase = (across + warp) * bands / size;
float within = phase - std::floor(phase);
PatternSample out;
out.accentWeight = within < spec.density ? 1.0f : 0.0f;
out.shade = 1.0f + 0.07f * std::sin(phase * twoPi);
if (within < 0.10f) out.shade *= 0.88f;
return out;
}
// Irregular blobs with a dark rim, which is what turns a flat colour into
// cobble, gravel or netherrack.
PatternSample splatterPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float coarseCells = 2.0f + spec.scale * 3.0f;
float fineCells = coarseCells * 2.6f;
float coarse = fractalNoise(tileSalt, x * coarseCells / size, y * coarseCells / size, 61u, seed);
float fine = fractalNoise(tileSalt, x * fineCells / size, y * fineCells / size, 67u, seed);
float field = coarse * 0.66f + fine * 0.34f;
float threshold = 1.0f - spec.density * 0.9f;
PatternSample out;
if (field > threshold) {
out.accentWeight = clamp01((field - threshold) * 6.0f);
} else if (field > threshold - 0.05f) {
out.shade = 0.80f;
}
out.shade *= 0.95f + 0.10f * fine;
return out;
}
// Travelling crests with ripple on top. When the spec is a cutout the troughs
// open right through, which is how a portal reads as a hole in the world.
PatternSample liquidPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float drift = lineNoise(tileSalt, x * 2.0f / size, 71u, seed);
float crest = std::sin((y * (1.5f + spec.scale * 2.5f) / size + drift * 0.7f) * twoPi);
float ripple = fractalNoise(tileSalt, x * 3.0f / size, y * 3.0f / size, 73u, seed);
PatternSample out;
out.accentWeight = clamp01((0.5f + 0.5f * crest) * spec.density * (0.55f + 0.7f * ripple));
out.shade = 0.95f + 0.12f * ripple;
out.hole = out.accentWeight < 0.16f && ripple < 0.50f;
return out;
}
// A plant sprite: a wandering stalk with leaves hung off it, everything else
// cut away. Without the vertical flag it becomes the flat cross a dust line or
// a tripwire draws on the ground.
PatternSample crossPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float centre = (size - 1) * 0.5f;
PatternSample out;
if (!spec.vertical) {
float armHalf = std::max(0.6f, size * (0.05f + spec.scale * 0.09f));
float dx = std::fabs(x - centre);
float dy = std::fabs(y - centre);
if (dx <= armHalf || dy <= armHalf) {
float edge = std::min(dx, dy) / std::max(1.0f, armHalf);
out.accentWeight = clamp01(1.0f - edge) * spec.density;
out.shade = 0.92f + 0.16f * gridValue(tileSalt, x, y, 79u, seed);
return out;
}
out.hole = true;
out.shade = 0.34f;
return out;
}
float sway = (lineNoise(tileSalt, y * 3.0f / size, 79u, seed) - 0.5f) * size * 0.16f;
float stalkHalf = std::max(0.6f, size * (0.05f + spec.scale * 0.07f));
float dx = std::fabs(x - centre - sway);
if (dx <= stalkHalf) {
// The top of a stalk is its head: the flame on a torch, the ear on
// wheat, the bud on a sapling. It carries the accent, the stem does not.
float headDepth = size * 0.30f;
out.accentWeight = clamp01((headDepth - y) / headDepth);
out.shade = 1.02f - 0.22f * (dx / std::max(1.0f, stalkHalf));
return out;
}
float leafField = fractalNoise(tileSalt, x * 4.0f / size, y * 4.0f / size, 83u, seed);
float reach = stalkHalf + size * (0.10f + spec.density * 0.24f) * leafField;
if (dx <= reach && leafField > 0.42f) {
out.accentWeight = 1.0f;
out.shade = 0.90f + 0.20f * leafField;
return out;
}
out.hole = true;
out.shade = 0.34f;
return out;
}
PatternSample webPattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
float centre = (size - 1) * 0.5f;
float dx = x - centre;
float dy = y - centre;
float pixels = std::sqrt(dx * dx + dy * dy);
float radius = pixels / (size * 0.5f);
float spokes = 8.0f;
float angle = std::atan2(dy, dx) / twoPi + 0.5f;
float spokePhase = angle * spokes;
float spokeOffset = std::fabs(spokePhase - std::floor(spokePhase + 0.5f));
float spokeDistance = spokeOffset * (twoPi / spokes) * pixels;
PatternSample out;
float rings = 2.0f + spec.scale * 4.0f;
float ringPhase = radius * rings;
float ringOffset = std::fabs(ringPhase - std::floor(ringPhase + 0.5f));
float ringDistance = ringOffset * (size * 0.5f) / rings;
bool onSpoke = spokeDistance < 0.60f && radius <= 1.02f;
bool onRing = ringDistance < 0.45f && radius <= 0.98f;
if (onSpoke || onRing) {
out.accentWeight = onRing && !onSpoke ? 1.0f : 0.0f;
out.shade = 0.92f + 0.16f * gridValue(tileSalt, x, y, 89u, seed);
return out;
}
out.hole = true;
out.shade = 0.30f;
return out;
}
PatternSample panePattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
int border = std::max(1, static_cast<int>(std::lround(size * (0.04f + spec.scale * 0.06f))));
bool onFrame = x < border || y < border || x >= size - border || y >= size - border;
bool onCorner = (x < border * 3 && y < border * 3) ||
(x >= size - border * 3 && y >= size - border * 3);
PatternSample out;
if (onFrame || onCorner) {
out.accentWeight = onCorner && !onFrame ? 1.0f : 0.0f;
out.shade = 0.94f + 0.12f * gridValue(tileSalt, x, y, 97u, seed);
return out;
}
int quarter = std::max(2, size / 4);
if (x - y == quarter || y - x == quarter) {
out.accentWeight = spec.density;
out.shade = 1.10f;
return out;
}
out.hole = true;
out.shade = 0.55f;
return out;
}
PatternSample samplePattern(const TileSpec& spec, int tileSalt, int x, int y, int size,
uint32_t seed) {
switch (spec.pattern) {
case TilePattern::Solid: return solidPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::OreSpeckle: return orePattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Brick: return brickPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Plank: return plankPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Lattice: return latticePattern(spec, tileSalt, x, y, size, seed);
case TilePattern::EdgeBand: return edgeBandPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::GrowthRings: return growthRingsPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Dots: return dotsPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Strata: return strataPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Splatter: return splatterPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Liquid: return liquidPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Cross: return crossPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Web: return webPattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Pane: return panePattern(spec, tileSalt, x, y, size, seed);
case TilePattern::Count: break;
}
return PatternSample{};
}
// The grain the material lays over the pattern, as a brightness multiplier.
// Its amplitude is the spec's noise, so a tile with no noise has no grain at
// all and shows exactly what its pattern drew.
float materialGrain(const TileSpec& spec, int tileSalt, int x, int y, int size, uint32_t seed) {
float amount = spec.noise;
if (amount <= 0.0f) return 1.0f;
float shape = 0.0f;
switch (spec.material) {
case TileMaterial::Stone: {
float speck = gridValue(tileSalt, x, y, 101u, seed) * 2.0f - 1.0f;
float mottle =
fractalNoise(tileSalt, x * 4.0f / size, y * 4.0f / size, 103u, seed) * 2.0f - 1.0f;
shape = speck * 0.70f + mottle * 0.55f;
break;
}
case TileMaterial::Soil: {
float clump =
fractalNoise(tileSalt, x * 5.0f / size, y * 5.0f / size, 107u, seed) * 2.0f - 1.0f;
float crumb = gridValue(tileSalt, x, y, 109u, seed) * 2.0f - 1.0f;
shape = clump * 0.90f + crumb * 0.45f;
break;
}
case TileMaterial::Wood: {
float across = spec.vertical ? static_cast<float>(x) : static_cast<float>(y);
float along = spec.vertical ? static_cast<float>(y) : static_cast<float>(x);
float ring = lineNoise(tileSalt, across * 6.0f / size, 113u, seed) * 2.0f - 1.0f;
float fibre =
valueNoise(tileSalt, along * 3.0f / size, across * 9.0f / size, 127u, seed) * 2.0f -
1.0f;
shape = ring * 0.65f + fibre * 0.55f;
break;
}
case TileMaterial::Foliage: {
float cluster = fractalNoise(tileSalt, x * 6.0f / size, y * 6.0f / size, 131u, seed);
float fleck = gridValue(tileSalt, x, y, 137u, seed) * 2.0f - 1.0f;
shape = (cluster < 0.44f ? -0.95f : 0.40f) + fleck * 0.45f;
break;
}
case TileMaterial::Metal: {
float sheen = std::cos((x + y) * 0.5f / size * twoPi) * 0.85f;
float scratch = gridValue(tileSalt, x, y * 3, 139u, seed) > 0.88f ? -0.95f : 0.0f;
shape = sheen + scratch + (gridValue(tileSalt, x, y, 149u, seed) * 2.0f - 1.0f) * 0.25f;
break;
}
case TileMaterial::Crystal: {
float facet =
valueNoise(tileSalt, (x + y) * 2.5f / size, (x - y) * 2.5f / size, 151u, seed);
shape = (facet - 0.5f) * 2.4f;
break;
}
case TileMaterial::Fabric: {
float weave = ((x / 2) + (y / 2)) % 2 == 0 ? 0.75f : -0.75f;
shape = weave + (gridValue(tileSalt, x, y, 157u, seed) * 2.0f - 1.0f) * 0.40f;
break;
}
case TileMaterial::Fluid: {
float swell = std::sin((y * 2.0f / size + x * 0.35f / size) * twoPi);
shape = swell * 0.80f + (gridValue(tileSalt, x, y, 163u, seed) * 2.0f - 1.0f) * 0.35f;
break;
}
case TileMaterial::Light: {
float half = size * 0.5f;
float dx = (x + 0.5f - half) / half;
float dy = (y + 0.5f - half) / half;
float glow = 1.0f - clamp01(std::sqrt(dx * dx + dy * dy));
shape = glow * 1.7f - 0.65f + (gridValue(tileSalt, x, y, 167u, seed) * 2.0f - 1.0f) * 0.3f;
break;
}
case TileMaterial::Organic: {
float soft = fractalNoise(tileSalt, x * 3.0f / size, y * 3.0f / size, 173u, seed);
float pore = gridValue(tileSalt, x, y, 179u, seed);
shape = (soft - 0.5f) * 1.9f + (pore > 0.92f ? -0.85f : 0.0f);
break;
}
case TileMaterial::Count: break;
}
return std::max(0.0f, 1.0f + amount * shape);
}
} // namespace
TileSampler::TileSampler(const TileTextureParams& params) : settings(params) {}
TileSampler::TileSampler(const TileTextureParams& params, const TilePalette& palette)
: settings(params), table(palette) {}
TilePixel TileSampler::pixelOf(const TileSpec& spec, int tileSalt, int x, int y) const {
int size = settings.tileSize;
PatternSample pattern = samplePattern(spec, tileSalt, x, y, size, settings.noiseSeed);
TileRgb blended = mixRgb(spec.base, spec.accent, pattern.accentWeight);
float brightness = pattern.shade * materialGrain(spec, tileSalt, x, y, size, settings.noiseSeed);
// The old atlas darkened the first row and column so block edges stayed
// legible against each other. Cheap, and every tile still needs it.
if (x == 0 || y == 0) brightness *= 0.86f;
float red = blended.r * brightness;
float green = blended.g * brightness;
float blue = blended.b * brightness;
red = spec.base.r + (red - spec.base.r) * settings.contrast;
green = spec.base.g + (green - spec.base.g) * settings.contrast;
blue = spec.base.b + (blue - spec.base.b) * settings.contrast;
TilePixel out;
out.r = toByte(red);
out.g = toByte(green);
out.b = toByte(blue);
out.a = (spec.cutout && pattern.hole) ? 0 : 255;
return out;
}
TilePixel TileSampler::pixelAt(int tile, int x, int y) const {
return pixelOf(table.specFor(tile), tile, x, y);
}
void TileSampler::writeTile(int tile, uint8_t* rgba) const {
const TileSpec& spec = table.specFor(tile);
int size = settings.tileSize;
for (int y = 0; y < size; ++y) {
for (int x = 0; x < size; ++x) {
TilePixel texel = pixelOf(spec, tile, x, y);
std::size_t offset = (static_cast<std::size_t>(y) * size + x) * 4;
rgba[offset + 0] = texel.r;
rgba[offset + 1] = texel.g;
rgba[offset + 2] = texel.b;
rgba[offset + 3] = texel.a;
}
}
}
} // namespace vf