acdream/src/AcDream.Core/World/PaletteOverride.cs
Erik 733f8ff601 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>
2026-04-11 16:30:08 +02:00

46 lines
1.9 KiB
C#

namespace AcDream.Core.World;
/// <summary>
/// Server-specified palette composition for a live-mode entity. Gets
/// handed to <see cref="StaticMeshRenderer"/> so the texture cache can
/// compose the effective palette (base with sub-palette overlays) at
/// decode time and use it when decoding palette-indexed textures
/// (PFID_P8 / PFID_INDEX16). Non-palette textures ignore this entirely.
///
/// <para>
/// <b>Semantics (ported from Chorizite.ACProtocol.Types.Subpalette docs
/// and confirmed against ACE's CalculateObjDesc):</b>
/// </para>
/// <list type="bullet">
/// <item><c>BasePaletteId</c> — the entity's base palette dat id
/// (<c>0x04XXXXXX</c>). Comes from <c>ObjDesc.Palette</c>. Acts
/// as the starting point before subpalette overlays are applied.</item>
/// <item>Each overlay entry <c>(SubPaletteId, Offset, Length)</c>
/// means "copy the first <c>Length*8</c> colors from the
/// subpalette into the base palette starting at index
/// <c>Offset*8</c>." Length=0 is a sentinel meaning "entire
/// palette" (Chorizite documents it as defaulting to <c>256*8</c>
/// which is effectively everything).</item>
/// </list>
///
/// <para>
/// Palette overlays are per-entity, not per-part: all parts of a
/// character share the same composed palette (skin color is consistent
/// across the whole body even if different body parts use different
/// meshes).
/// </para>
/// </summary>
public sealed record PaletteOverride(
uint BasePaletteId,
IReadOnlyList<PaletteOverride.SubPaletteRange> SubPalettes)
{
/// <summary>
/// One overlay range in a <see cref="PaletteOverride"/>. Offset and
/// Length are the raw bytes the server sent; callers multiply by 8
/// to get palette-index units.
/// </summary>
public readonly record struct SubPaletteRange(
uint SubPaletteId,
byte Offset,
byte Length);
}