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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@ -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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