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>
46 lines
1.9 KiB
C#
46 lines
1.9 KiB
C#
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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