forked from Kolyah35/minecraft-pe-0.6.1
Added Foliage and Grass Color tinting, Started Basic Work on restoring ravines, New Option to Toggle Tinting.
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@@ -249,6 +249,37 @@ int Textures::crispBlend( int c0, int c1 )
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return (a << 24) | (r << 16) | (g << 8) | b;
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}
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// shredder here, moved the code from minecraft.cpp bcus that isnt the right place
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// had to implement this because i couldn't find a similar function in the code to do this
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int* Textures::loadTexturePixels(TextureId texId, const std::string& resourceName){
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const TextureData* texture = getTemporaryTextureData(texId); // storing raw pixels
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int size = texture->w * texture->h; // gets the size of our funny lil guy
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int* pixels = new int[size]; // memory leaks be galore
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unsigned char* raw = texture->data; // storing raw data into our beloved variable
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for (int i = 0; i < (texture->w * texture->h); i++){
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// my head hurts i hate working with this
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// uh since each pixel stores r g b a, aka the color channels which are each one byte, we multiply them by 4 to move from one pixel to another
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int r = raw[i * 4 + 0]; // gets us the first channel aka red
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int g = raw[i * 4 + 1]; // gets us the second channel green
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int b = raw[i * 4 + 2]; // gets us the third channel blue
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int a = raw[i * 4 + 3]; // gets us the alpha channel
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// woohoo pixels uh should have been seperated into their colors now hopefully
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// r g b a
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// ugh we now got to turn it into the AA RR GGBB format aak 0xAARRGGBB
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// b gets 0 - 7 (8 bits), g gets 7 - 15 (8 bits), r gets 16 - 23 (8 bits), alpha gets the last ones 24 - 31 (8 bits),
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pixels[i] = (a << 24) | (r << 16) | (g << 8) | (b); // shuld combine them into one 32 bit int unless i did something dumb
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}
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return pixels; // your meal has been prepared john colors
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}
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///*public*/ int loadHttpTexture(std::string url, std::string backup) {
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// HttpTexture texture = httpTextures.get(url);
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// if (texture != NULL) {
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