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
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6 changed files with 238 additions and 14 deletions
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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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