feat(net+app): SubPalette overlays applied to palette-indexed textures (Phase 5b)
Implements the other half of ObjDesc: SubPalettes (palette-range
overlays) that repaint palette-indexed textures with per-entity color
schemes. Ported algorithm from ACViewer Render/TextureCache.IndexToColor
after the user pointed out I was prematurely implementing from scratch
instead of checking all the reference repos.
The Nullified Statue of a Drudge sends (setup=0x020007DD with a drudge
GfxObj animPart replacing part 1, plus 2 texChanges targeted at part 1,
plus 1 subpalette id=0x04001351 offset=0 length=0). The TextureChanges
swap fine detail surfaces; the SubPalette with length=0 ("entire palette"
per Chorizite docs) remaps the drudge's flesh-tone palette to stone.
Without this commit, the statue looked like a normal flesh drudge
because palette-indexed textures decoded with the base flesh palette.
Added:
- Core/World/PaletteOverride.cs: per-entity record carrying
BasePaletteId + a list of (SubPaletteId, Offset, Length) range
overlays. Documents the "offset/length are wire-scaled by 8"
convention and the "length=0 means whole palette" sentinel.
- WorldEntity.PaletteOverride nullable field. Per-entity (same across
all parts), in contrast to MeshRef.SurfaceOverrides which is per-part.
- TextureCache.GetOrUploadWithPaletteOverride: new entry point that
composes the effective palette at decode time. Composite cache key
is (surfaceId, origTexOverride, paletteHash) so entities with
equivalent palette setups share the GL texture.
- ComposePalette: ports ACViewer's IndexToColor overlay loop:
for each subpalette sp:
startIdx = sp.Offset * 8 // multiply back from wire
count = sp.Length == 0 ? 2048 : sp.Length * 8 // sentinel
for j in [0, count):
composed[j + startIdx] = subPal.Colors[j + startIdx]
Critical detail: copies from the SAME offset in the sub palette, not
from [0]. Both base and sub are treated as full palettes sharing an
index space.
- StaticMeshRenderer.Draw: three-way switch on (entity.PaletteOverride,
meshRef.SurfaceOverrides) picks the right TextureCache path:
- Both → palette override (it handles origTex override internally)
- Only tex override → GetOrUploadWithOrigTextureOverride
- Neither → plain GetOrUpload
- GameWindow.OnLiveEntitySpawned: builds PaletteOverride from
spawn.BasePaletteId + spawn.SubPalettes when the server sent any.
Reference note: the user asked "but I mean THIS MUST BE IN WORLDBUILDER"
which was the right push. WorldBuilder is actually a dat VIEWER and its
ClothingTableBrowserViewModel is a 10-line stub — it doesn't apply
palette overlays because it doesn't need to. The actual algorithm lives
in ACViewer (a MonoGame character viewer), which I should have checked
earlier. CLAUDE.md updated with a standing rule: always cross-reference
all four of references/ACE, ACViewer, WorldBuilder, Chorizite.ACProtocol,
plus holtburger. A single reference can be misleading; the intersection
is usually the truth.
Tests: 77 core + 83 net = 160, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
b69d776179
commit
733f8ff601
6 changed files with 238 additions and 14 deletions
38
CLAUDE.md
38
CLAUDE.md
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@ -48,3 +48,41 @@ Things you should just do without asking:
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Before claiming a phase or sub-step is done: run `dotnet build` and
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`dotnet test` green, commit with a message that explains the "why", update
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memory if there's a durable lesson, and move to the next todo item.
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## Reference repos: check ALL FOUR, not just one
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When researching a protocol detail, dat format, rendering algorithm, or
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any "how does AC do X" question, **check all four of the vendored
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references in `references/`** before committing to an approach. Do not
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settle on the first hit and move on — cross-reference at least two of
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these, ideally all four:
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- **`references/ACE/`** — ACEmulator server. Authority on the wire
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protocol (packet framing, ISAAC, game message opcodes, serialization
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order). The things a server has to know to parse and produce bytes.
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- **`references/ACViewer/`** — MonoGame-based dat viewer that actually
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renders characters + world. Authority on the client-side visual
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pipeline: ObjDesc application, palette overlays, texture decoding
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for the palette-indexed formats. See
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`ACViewer/Render/TextureCache.cs::IndexToColor` for the canonical
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subpalette overlay algorithm.
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- **`references/WorldBuilder/`** — C# + Silk.NET dat editor. Exact-stack
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match to acdream for rendering approaches: terrain blending, texture
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atlases, shader patterns. Most useful for "how do I do this GL thing
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with Silk.NET on net10 idiomatically?" Less useful for protocol or
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character appearance (dat editor, not game client).
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- **`references/Chorizite.ACProtocol/`** — clean-room C# protocol
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library generated from a protocol XML description. Useful sanity check
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on field order, packed-dword conventions, type-prefix handling. The
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generated Types/*.cs files have accurate field comments (e.g. "If
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it is 0, it defaults to 256*8") that ACE's server-side code doesn't.
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- **`references/holtburger/`** — Rust AC client crate. Cross-references
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handshake quirks, race delays, and per-message encoding decisions
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that ACE doesn't document because it's server-side.
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Pattern: when you encounter an unknown behavior, grep all four for the
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relevant term, read each hit, and compose a multi-source understanding
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BEFORE writing acdream code. A single reference can be misleading; the
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intersection of all four is almost always the truth. The user has
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repeatedly had to remind me about this when I narrowly searched one ref
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and missed obvious answers in another.
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@ -710,6 +710,23 @@ public sealed class GameWindow : IDisposable
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return;
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}
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// Build optional per-entity palette override from the server's base
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// palette + subpalette overlays. The renderer applies these to
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// palette-indexed textures (PFID_P8 / PFID_INDEX16) to get per-entity
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// skin/hair/body colors and statue stone recoloring. Non-palette
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// textures ignore the override.
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AcDream.Core.World.PaletteOverride? paletteOverride = null;
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if (spawn.SubPalettes is { Count: > 0 } spList)
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{
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var ranges = new AcDream.Core.World.PaletteOverride.SubPaletteRange[spList.Count];
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for (int i = 0; i < spList.Count; i++)
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ranges[i] = new AcDream.Core.World.PaletteOverride.SubPaletteRange(
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spList[i].SubPaletteId, spList[i].Offset, spList[i].Length);
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paletteOverride = new AcDream.Core.World.PaletteOverride(
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BasePaletteId: spawn.BasePaletteId ?? 0,
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SubPalettes: ranges);
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}
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var entity = new AcDream.Core.World.WorldEntity
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{
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Id = _liveEntityIdCounter++,
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@ -717,6 +734,7 @@ public sealed class GameWindow : IDisposable
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Position = worldPos,
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Rotation = rot,
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MeshRefs = meshRefs,
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PaletteOverride = paletteOverride,
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};
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var snapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
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@ -99,13 +99,27 @@ public sealed unsafe class StaticMeshRenderer : IDisposable
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foreach (var sub in subMeshes)
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{
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// Honor per-part surface overrides from CreateObject's
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// TextureChanges. The map is Surface id (0x08) → replacement
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// OrigTextureId (0x05 SurfaceTexture). A hit means "decode
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// this Surface but swap its OrigTextureId for the override."
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// Pick the right TextureCache path based on what
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// overrides this entity carries:
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// - Neither → plain GetOrUpload
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// - Per-part texture change only → GetOrUploadWithOrigTextureOverride
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// - Entity palette override (optionally + texture change)
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// → GetOrUploadWithPaletteOverride, which handles both
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//
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// Palette overrides are per-entity (shared across all parts);
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// texture overrides are per-part via meshRef.SurfaceOverrides.
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uint overrideOrigTex = 0;
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bool hasOrigTexOverride = meshRef.SurfaceOverrides is not null
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&& meshRef.SurfaceOverrides.TryGetValue(sub.SurfaceId, out overrideOrigTex);
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uint? origTexOverride = hasOrigTexOverride ? overrideOrigTex : (uint?)null;
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uint tex;
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if (meshRef.SurfaceOverrides is not null
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&& meshRef.SurfaceOverrides.TryGetValue(sub.SurfaceId, out var overrideOrigTex))
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if (entity.PaletteOverride is not null)
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{
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tex = _textures.GetOrUploadWithPaletteOverride(
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sub.SurfaceId, origTexOverride, entity.PaletteOverride);
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}
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else if (hasOrigTexOverride)
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{
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tex = _textures.GetOrUploadWithOrigTextureOverride(sub.SurfaceId, overrideOrigTex);
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}
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@ -1,5 +1,6 @@
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// src/AcDream.App/Rendering/TextureCache.cs
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using AcDream.Core.Textures;
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using AcDream.Core.World;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using Silk.NET.OpenGL;
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@ -18,6 +19,14 @@ public sealed unsafe class TextureCache : IDisposable
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/// value = GL texture handle.
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/// </summary>
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private readonly Dictionary<(uint surfaceId, uint origTexOverride), uint> _handlesByOverridden = new();
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/// <summary>
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/// Composite cache for palette-overridden entries (Phase 5 SubPalettes).
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/// Key = (baseSurfaceId, origTexOverride, paletteHash), value = handle.
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/// paletteHash is a cheap combined hash of the PaletteOverride's ids +
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/// offsets + lengths so two entities with equivalent palette setups
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/// share the same decoded texture.
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/// </summary>
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private readonly Dictionary<(uint surfaceId, uint origTexOverride, ulong paletteHash), uint> _handlesByPalette = new();
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private uint _magentaHandle;
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public TextureCache(GL gl, DatCollection dats)
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if (_handlesBySurfaceId.TryGetValue(surfaceId, out var h))
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return h;
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: null);
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: null, paletteOverride: null);
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h = UploadRgba8(decoded);
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_handlesBySurfaceId[surfaceId] = h;
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return h;
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if (_handlesByOverridden.TryGetValue(key, out var h))
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return h;
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: overrideOrigTextureId);
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: overrideOrigTextureId, paletteOverride: null);
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h = UploadRgba8(decoded);
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_handlesByOverridden[key] = h;
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return h;
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}
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private DecodedTexture DecodeFromDats(uint surfaceId, uint? origTextureOverride)
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/// <summary>
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/// Full Phase 5 override: for palette-indexed textures (PFID_P8 /
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/// PFID_INDEX16), applies <paramref name="paletteOverride"/>'s
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/// subpalette overlays on top of the texture's default palette
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/// before decoding. Non-palette formats ignore the palette override.
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/// Also honors <paramref name="overrideOrigTextureId"/> if non-null.
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/// </summary>
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public uint GetOrUploadWithPaletteOverride(
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uint surfaceId,
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uint? overrideOrigTextureId,
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PaletteOverride paletteOverride)
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{
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ulong hash = HashPaletteOverride(paletteOverride);
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uint origTexKey = overrideOrigTextureId ?? 0;
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var key = (surfaceId, origTexKey, hash);
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if (_handlesByPalette.TryGetValue(key, out var h))
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return h;
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: overrideOrigTextureId, paletteOverride: paletteOverride);
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h = UploadRgba8(decoded);
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_handlesByPalette[key] = h;
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return h;
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}
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/// <summary>
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/// Cheap 64-bit hash over a palette override's identity so two
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/// entities with the same palette setup share a decode.
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/// </summary>
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private static ulong HashPaletteOverride(PaletteOverride p)
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{
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// Not cryptographic — just needs to distinguish override setups
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// for caching. Start with base palette id, fold in each entry.
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ulong h = 0xCBF29CE484222325UL; // FNV-1a offset basis
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const ulong prime = 0x100000001B3UL;
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h = (h ^ p.BasePaletteId) * prime;
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foreach (var sp in p.SubPalettes)
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{
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h = (h ^ sp.SubPaletteId) * prime;
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h = (h ^ sp.Offset) * prime;
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h = (h ^ sp.Length) * prime;
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}
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return h;
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}
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private DecodedTexture DecodeFromDats(uint surfaceId, uint? origTextureOverride, PaletteOverride? paletteOverride)
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{
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var surface = _dats.Get<Surface>(surfaceId);
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if (surface is null)
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@ -79,9 +132,7 @@ public sealed unsafe class TextureCache : IDisposable
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return SurfaceDecoder.DecodeSolidColor(surface.ColorValue, surface.Translucency);
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// Use the override SurfaceTexture id when present, otherwise the
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// Surface's native OrigTextureId. This is the whole point of the
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// override path — caller says "this Surface, but with a different
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// SurfaceTexture underneath."
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// Surface's native OrigTextureId.
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uint surfaceTextureId = origTextureOverride ?? (uint)surface.OrigTextureId;
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var surfaceTexture = _dats.Get<SurfaceTexture>(surfaceTextureId);
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if (surfaceTexture is null || surfaceTexture.Textures.Count == 0)
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@ -91,14 +142,59 @@ public sealed unsafe class TextureCache : IDisposable
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if (rs is null)
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return DecodedTexture.Magenta;
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Palette? palette = rs.DefaultPaletteId != 0
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// Start with the texture's default palette, then apply overlays.
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// ACViewer's Render/TextureCache.IndexToColor does the same and never
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// consults ObjDesc.BasePaletteId for palette-indexed textures — the
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// RenderSurface's own default palette is the starting point.
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Palette? basePalette = rs.DefaultPaletteId != 0
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? _dats.Get<Palette>(rs.DefaultPaletteId)
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: null;
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Palette? effectivePalette = basePalette;
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if (paletteOverride is not null && basePalette is not null && paletteOverride.SubPalettes.Count > 0)
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{
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effectivePalette = ComposePalette(basePalette, paletteOverride);
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}
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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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return SurfaceDecoder.DecodeRenderSurface(rs, palette, isClipMap);
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return SurfaceDecoder.DecodeRenderSurface(rs, effectivePalette, isClipMap);
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}
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/// <summary>
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/// Build a composite palette by copying subpalette ranges into a
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/// mutable copy of the base. Ported from ACViewer's
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/// Render/TextureCache.IndexToColor, with network-side Offset/Length
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/// multiplied by 8 to recover the raw palette-index units (ACE's
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/// writer divides by 8 before writing).
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/// </summary>
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private Palette ComposePalette(Palette basePalette, PaletteOverride paletteOverride)
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{
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var composed = new Palette();
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composed.Colors.AddRange(basePalette.Colors);
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foreach (var sp in paletteOverride.SubPalettes)
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{
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var subPal = _dats.Get<Palette>(sp.SubPaletteId);
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if (subPal is null) continue;
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int startIdx = sp.Offset * 8;
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// Length == 0 is the sentinel for "entire palette" per
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// Chorizite.ACProtocol.Types.Subpalette docs. Use a value
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// large enough to cover any real palette; we clamp below.
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int count = sp.Length == 0 ? 2048 : sp.Length * 8;
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for (int j = 0; j < count; j++)
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{
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int idx = startIdx + j;
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if (idx >= composed.Colors.Count || idx >= subPal.Colors.Count)
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break;
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composed.Colors[idx] = subPal.Colors[idx];
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}
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}
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return composed;
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}
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private uint UploadRgba8(DecodedTexture decoded)
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@ -135,6 +231,9 @@ public sealed unsafe class TextureCache : IDisposable
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foreach (var h in _handlesByOverridden.Values)
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_gl.DeleteTexture(h);
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_handlesByOverridden.Clear();
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foreach (var h in _handlesByPalette.Values)
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_gl.DeleteTexture(h);
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_handlesByPalette.Clear();
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if (_magentaHandle != 0)
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{
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_gl.DeleteTexture(_magentaHandle);
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46
src/AcDream.Core/World/PaletteOverride.cs
Normal file
46
src/AcDream.Core/World/PaletteOverride.cs
Normal file
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@ -0,0 +1,46 @@
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namespace AcDream.Core.World;
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/// <summary>
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/// Server-specified palette composition for a live-mode entity. Gets
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/// handed to <see cref="StaticMeshRenderer"/> so the texture cache can
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/// compose the effective palette (base with sub-palette overlays) at
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/// decode time and use it when decoding palette-indexed textures
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/// (PFID_P8 / PFID_INDEX16). Non-palette textures ignore this entirely.
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///
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/// <para>
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/// <b>Semantics (ported from Chorizite.ACProtocol.Types.Subpalette docs
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/// and confirmed against ACE's CalculateObjDesc):</b>
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/// </para>
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/// <list type="bullet">
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/// <item><c>BasePaletteId</c> — the entity's base palette dat id
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/// (<c>0x04XXXXXX</c>). Comes from <c>ObjDesc.Palette</c>. Acts
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/// as the starting point before subpalette overlays are applied.</item>
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/// <item>Each overlay entry <c>(SubPaletteId, Offset, Length)</c>
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/// means "copy the first <c>Length*8</c> colors from the
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/// subpalette into the base palette starting at index
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/// <c>Offset*8</c>." Length=0 is a sentinel meaning "entire
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/// palette" (Chorizite documents it as defaulting to <c>256*8</c>
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/// which is effectively everything).</item>
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/// </list>
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///
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/// <para>
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/// Palette overlays are per-entity, not per-part: all parts of a
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/// character share the same composed palette (skin color is consistent
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/// across the whole body even if different body parts use different
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/// meshes).
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/// </para>
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/// </summary>
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public sealed record PaletteOverride(
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uint BasePaletteId,
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IReadOnlyList<PaletteOverride.SubPaletteRange> SubPalettes)
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{
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/// <summary>
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/// One overlay range in a <see cref="PaletteOverride"/>. Offset and
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/// Length are the raw bytes the server sent; callers multiply by 8
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/// to get palette-index units.
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/// </summary>
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public readonly record struct SubPaletteRange(
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uint SubPaletteId,
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byte Offset,
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byte Length);
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}
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@ -9,4 +9,13 @@ public sealed class WorldEntity
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public required Vector3 Position { get; init; }
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public required Quaternion Rotation { get; init; }
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public required IReadOnlyList<MeshRef> MeshRefs { get; init; }
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/// <summary>
|
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/// Optional per-entity palette override (server-specified base +
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/// subpalette overlays). When non-null, applies to every palette-
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/// indexed texture on this entity. Used for character skin/hair
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/// colors, creature recolors (e.g. stone-colored drudge statue),
|
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/// and team colors. Non-palette-indexed textures ignore this field.
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/// </summary>
|
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public PaletteOverride? PaletteOverride { get; init; }
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}
|
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|
|
|
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Loading…
Add table
Add a link
Reference in a new issue