Implement autostitching of terrain and items atlas

This commit is contained in:
Soggy_Pancake 2026-03-14 13:48:53 -07:00
parent 8a2bc70c56
commit 8ceaf1ed71
2 changed files with 489 additions and 3 deletions

View file

@ -32,9 +32,10 @@ protected:
TexturePack *fallback;
ColourTable *m_colourTable;
BufferedImage *iconImage;
std::unique_ptr<BufferedImage> terrainAtlas, itemAtlas, bedTexCache;
BufferedImage* AbstractTexturePack::grabFromDefault(pair<wstring, Icon*> item, Pixel* ogAtlas, pair<int, int> ogDimensions);
private:
int textureId;
@ -71,8 +72,9 @@ public:
virtual wstring getDesc1();
virtual wstring getDesc2();
virtual wstring getWorldName();
virtual wstring getAnimationString(const wstring &textureName, const wstring &path, bool allowFallback);
BufferedImage* AbstractTexturePack::getBedTex(std::wstring name);
virtual void generateStitched(unordered_map<wstring, Icon*> texturesByName);
protected:
virtual wstring getAnimationString(const wstring &textureName, const wstring &path);