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
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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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