fix(textures): palette-indexed surfaces + alpha cutout shader
Addresses the 'doors, windows, and alpha-keyed parts render bright pink' issue the user observed after the Phase 2a visual checkpoint. SurfaceDecoder gains a second overload taking an optional Palette parameter. When the render surface format is PFID_INDEX16 and a palette is supplied, each 16-bit value in SourceData is treated as an index into Palette.Colors (a List<ColorARGB>) and the corresponding ARGB color's channels are written to the output buffer. The original no-palette overload is preserved so the Task 3 unit tests that confirm INDEX16 -> magenta fallback still describe their behavior correctly (INDEX16 without a palette still returns magenta). TextureCache now resolves the RenderSurface's DefaultPaletteId via the dats and passes the resulting Palette (or null) to the decoder. mesh.frag adds an alpha cutout: fragments with sampled alpha < 0.5 are discarded. Without this, transparent regions of alpha-keyed textures (doors, windows, foliage cutouts) would render as opaque rectangles using the texture's background color. This is the standard alpha-tested approach, simpler than full alpha blending and matches how AC's original client rendered these surfaces. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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3 changed files with 51 additions and 3 deletions
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@ -5,5 +5,10 @@ out vec4 fragColor;
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uniform sampler2D uDiffuse;
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void main() {
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fragColor = texture(uDiffuse, vTex);
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vec4 sampled = texture(uDiffuse, vTex);
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// Alpha cutout for doors, windows, vegetation, and other alpha-keyed textures.
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// Without this, zero-alpha pixels in palette-indexed textures render as opaque
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// rectangles where the transparent parts should be.
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if (sampled.a < 0.5) discard;
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fragColor = sampled;
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}
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@ -49,7 +49,14 @@ 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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return SurfaceDecoder.DecodeRenderSurface(rs);
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// Palette lookup for indexed formats (doors, windows, alpha-keyed foliage).
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// If DefaultPaletteId is 0 or unresolvable, SurfaceDecoder falls back to magenta
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// for PFID_INDEX16 surfaces.
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Palette? palette = rs.DefaultPaletteId != 0
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? _dats.Get<Palette>(rs.DefaultPaletteId)
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: null;
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return SurfaceDecoder.DecodeRenderSurface(rs, palette);
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}
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private uint UploadRgba8(DecodedTexture decoded)
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@ -11,9 +11,19 @@ public static class SurfaceDecoder
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/// <summary>
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/// Decode a RenderSurface's pixel bytes into RGBA8. Returns <see cref="DecodedTexture.Magenta"/>
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/// for unsupported formats, null data, or corrupt sizing.
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/// for unsupported formats, null data, or corrupt sizing. This overload does NOT
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/// support PFID_INDEX16 — use <see cref="DecodeRenderSurface(RenderSurface, Palette?)"/>
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/// when a palette is available.
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/// </summary>
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public static DecodedTexture DecodeRenderSurface(RenderSurface rs)
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=> DecodeRenderSurface(rs, palette: null);
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/// <summary>
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/// Decode a RenderSurface's pixel bytes into RGBA8 with optional palette support.
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/// When <paramref name="palette"/> is non-null and the format is PFID_INDEX16, each
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/// 16-bit value in SourceData is treated as an index into <see cref="Palette.Colors"/>.
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/// </summary>
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public static DecodedTexture DecodeRenderSurface(RenderSurface rs, Palette? palette)
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{
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if (rs.SourceData is null || rs.Width <= 0 || rs.Height <= 0)
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return DecodedTexture.Magenta;
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@ -26,6 +36,7 @@ public static class SurfaceDecoder
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PixelFormat.PFID_DXT1 => DecodeBc(rs, CompressionFormat.Bc1),
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PixelFormat.PFID_DXT3 => DecodeBc(rs, CompressionFormat.Bc2),
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PixelFormat.PFID_DXT5 => DecodeBc(rs, CompressionFormat.Bc3),
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PixelFormat.PFID_INDEX16 when palette is not null => DecodeIndex16(rs, palette),
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_ => DecodedTexture.Magenta,
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};
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}
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@ -35,6 +46,31 @@ public static class SurfaceDecoder
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}
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}
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private static DecodedTexture DecodeIndex16(RenderSurface rs, Palette palette)
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{
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int expectedBytes = rs.Width * rs.Height * 2;
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if (rs.SourceData.Length < expectedBytes || palette.Colors.Count == 0)
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return DecodedTexture.Magenta;
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var rgba = new byte[rs.Width * rs.Height * 4];
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int paletteMax = palette.Colors.Count - 1;
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for (int i = 0; i < rs.Width * rs.Height; i++)
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{
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// Read each 16-bit value little-endian as a palette index
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int src = i * 2;
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ushort idx = (ushort)(rs.SourceData[src] | (rs.SourceData[src + 1] << 8));
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if (idx > paletteMax) idx = 0;
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var c = palette.Colors[idx];
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int dst = i * 4;
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rgba[dst + 0] = c.Red;
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rgba[dst + 1] = c.Green;
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rgba[dst + 2] = c.Blue;
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rgba[dst + 3] = c.Alpha;
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}
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return new DecodedTexture(rgba, rs.Width, rs.Height);
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}
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private static DecodedTexture DecodeA8R8G8B8(RenderSurface rs)
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{
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int expected = rs.Width * rs.Height * 4;
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