refactor(N.3): thread isAdditive + substitute 5 decode methods with WB TextureHelpers
Task 2 — isAdditive threading: SurfaceDecoder.DecodeRenderSurface now accepts isAdditive parameter. A8/CUSTOM_LSCAPE_ALPHA format splits: - isAdditive=true: R=G=B=A=val (terrain alpha, additive entity textures) - isAdditive=false: R=G=B=255, A=val (non-additive entity textures) TextureCache passes surface.Type.HasFlag(SurfaceType.Additive). TerrainAtlas passes isAdditive:true (alpha masks always replicate). Aligns with WB ObjectMeshManager dispatch logic. Task 3 — WB body substitution + new formats: INDEX16, P8, A8R8G8B8, R8G8B8, A8 now delegate to TextureHelpers.FillIndex16/FillP8/FillA8R8G8B8/FillR8G8B8/ FillA8/FillA8Additive. Validation + DecodedTexture wrapping stays ours. X8R8G8B8, DXT1/3/5, SolidColor remain our implementations (no WB equiv). Bonus: R5G6B5 + A4R4G4B4 formats now handled (previously fell to magenta). 9 conformance tests pass. Build 0 errors. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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3 changed files with 50 additions and 94 deletions
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@ -316,10 +316,10 @@ public sealed unsafe class TerrainAtlas : IDisposable
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return false;
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// Alpha maps ship as PFID_CUSTOM_LSCAPE_ALPHA (AC's landscape-alpha
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// format) or the more generic PFID_A8; SurfaceDecoder routes both
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// through the same "replicate single byte to RGBA" path. Palette is
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// not used.
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var d = SurfaceDecoder.DecodeRenderSurface(rs, palette: null);
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// format) or the more generic PFID_A8; terrain blending alpha masks
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// MUST use isAdditive=true so R=G=B=A=val — the terrain fragment shader
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// reads .r for the blend weight. Palette is not used.
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var d = SurfaceDecoder.DecodeRenderSurface(rs, palette: null, isClipMap: false, isAdditive: true);
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if (ReferenceEquals(d, DecodedTexture.Magenta))
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return false;
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@ -199,8 +199,9 @@ public sealed unsafe class TextureCache : IDisposable
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// Clipmap surfaces use palette indices 0..7 as transparent sentinels.
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bool isClipMap = surface.Type.HasFlag(SurfaceType.Base1ClipMap);
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bool isAdditive = surface.Type.HasFlag(SurfaceType.Additive);
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return SurfaceDecoder.DecodeRenderSurface(rs, effectivePalette, isClipMap);
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return SurfaceDecoder.DecodeRenderSurface(rs, effectivePalette, isClipMap, isAdditive);
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}
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/// <summary>
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