Loads AC's terrain blending alpha masks into a second GL_TEXTURE_2D_ARRAY
alongside the existing terrain atlas. The alpha atlas is built but not
yet sampled by any shader — that wiring lands in Phase 3c.4.
SurfaceDecoder additions:
- Handles PFID_A8 (generic single-byte-alpha) by replicating each
alpha byte into all four RGBA channels
- Same branch handles PFID_CUSTOM_LSCAPE_ALPHA (0xF4), AC's landscape-
specific alpha format — the bit layout is identical, just a different
format ID to distinguish the asset class in the dats. I only found
this by adding a diagnostic in the first iteration (initial attempt
returned Magenta for every alpha map because I only wired PFID_A8)
- 3 new tests: 2x2 A8 round-trip, short-source fallback, and a
CUSTOM_LSCAPE_ALPHA test verifying it's routed through the same path
TerrainAtlas additions:
- New GlAlphaTexture property plus CornerAlphaLayers / SideAlphaLayers
/ RoadAlphaLayers index lists so the coming BuildSurface port can
cite atlas layers by source category
- BuildAlphaAtlas walks TexMerge.CornerTerrainMaps, SideTerrainMaps,
RoadMaps and uploads each decoded mask as a layer in insertion
order; categories carry their atlas-layer index in the respective
list
- Fallback handling (single-layer white) when TexMerge is missing or
every map fails to decode
- Alpha atlas uses ClampToEdge wrap so repeating tile sampling at
mask boundaries doesn't produce seams
- Dispose() now cleans up both textures
On Holtburg's region the log prints:
TerrainAtlas: 33 terrain layers at 512x512
AlphaAtlas: 8 layers at 512x512 (corners=4, sides=1, roads=3)
Tests: 61/61 passing. No visual change expected this commit (shader
still ignores Data0..3 and the alpha sampler).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
225 lines
7.2 KiB
C#
225 lines
7.2 KiB
C#
using AcDream.Core.Textures;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.Textures;
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public class SurfaceDecoderTests
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{
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[Fact]
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public void Decode_A8R8G8B8_ConvertsToRgba8()
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{
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// Source format is B, G, R, A in memory (little-endian ARGB).
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// One 2x2 image: red, green, blue, white pixels.
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var src = new byte[]
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{
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0x00, 0x00, 0xFF, 0xFF, // red (B=0, G=0, R=255, A=255)
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0x00, 0xFF, 0x00, 0xFF, // green
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0xFF, 0x00, 0x00, 0xFF, // blue
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0xFF, 0xFF, 0xFF, 0xFF, // white
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};
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var rs = new RenderSurface
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{
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Width = 2,
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Height = 2,
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Format = PixelFormat.PFID_A8R8G8B8,
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SourceData = src,
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};
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var decoded = SurfaceDecoder.DecodeRenderSurface(rs);
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Assert.Equal(2, decoded.Width);
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Assert.Equal(2, decoded.Height);
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Assert.Equal(16, decoded.Rgba8.Length); // 2*2*4
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// red pixel, in RGBA: 255, 0, 0, 255
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Assert.Equal(0xFF, decoded.Rgba8[0]);
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Assert.Equal(0x00, decoded.Rgba8[1]);
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Assert.Equal(0x00, decoded.Rgba8[2]);
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Assert.Equal(0xFF, decoded.Rgba8[3]);
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}
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[Fact]
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public void Decode_UnsupportedFormat_ReturnsMagenta()
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{
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var rs = new RenderSurface
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{
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Width = 4,
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Height = 4,
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Format = PixelFormat.PFID_INDEX16, // not implemented path
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SourceData = new byte[32],
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};
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var decoded = SurfaceDecoder.DecodeRenderSurface(rs);
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Assert.Same(DecodedTexture.Magenta, decoded);
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}
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[Fact]
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public void Decode_A8_ExpandsSingleByteToRgbaWithAlphaInAllChannels()
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{
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// PFID_A8 is single-byte-per-pixel alpha. AC terrain blending alpha maps
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// are stored this way. WorldBuilder's GetExpandedAlphaTexture replicates
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// the byte into all four RGBA channels so fragment shaders can read the
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// blend value from any channel (convention: the alpha channel).
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var src = new byte[] { 0x00, 0x40, 0x80, 0xFF }; // 2x2 image
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var rs = new RenderSurface
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{
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Width = 2,
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Height = 2,
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Format = PixelFormat.PFID_A8,
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SourceData = src,
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};
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var decoded = SurfaceDecoder.DecodeRenderSurface(rs);
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Assert.Equal(2, decoded.Width);
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Assert.Equal(2, decoded.Height);
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Assert.Equal(16, decoded.Rgba8.Length);
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// Each input byte expands to (b, b, b, b) in RGBA output
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Assert.Equal(new byte[]
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{
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0x00, 0x00, 0x00, 0x00,
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0x40, 0x40, 0x40, 0x40,
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0x80, 0x80, 0x80, 0x80,
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0xFF, 0xFF, 0xFF, 0xFF,
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}, decoded.Rgba8);
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}
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[Fact]
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public void Decode_CustomLscapeAlpha_TreatedIdenticallyToA8()
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{
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// PFID_CUSTOM_LSCAPE_ALPHA (0xF4) is AC's custom format for terrain
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// blending alpha maps. Pixel layout is identical to PFID_A8 — one
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// byte of alpha per pixel — so the decoder routes both through the
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// same DecodeA8 implementation.
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var src = new byte[] { 0x10, 0x20, 0x30, 0x40 }; // 2x2
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var rs = new RenderSurface
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{
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Width = 2,
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Height = 2,
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Format = PixelFormat.PFID_CUSTOM_LSCAPE_ALPHA,
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SourceData = src,
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};
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var decoded = SurfaceDecoder.DecodeRenderSurface(rs);
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Assert.Equal(16, decoded.Rgba8.Length);
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Assert.Equal(new byte[]
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{
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0x10, 0x10, 0x10, 0x10,
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0x20, 0x20, 0x20, 0x20,
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0x30, 0x30, 0x30, 0x30,
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0x40, 0x40, 0x40, 0x40,
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}, decoded.Rgba8);
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}
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[Fact]
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public void Decode_A8_WithShortSourceData_ReturnsMagenta()
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{
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var rs = new RenderSurface
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{
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Width = 4,
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Height = 4,
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Format = PixelFormat.PFID_A8,
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SourceData = new byte[8], // expects 16
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};
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var decoded = SurfaceDecoder.DecodeRenderSurface(rs);
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Assert.Same(DecodedTexture.Magenta, decoded);
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}
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[Fact]
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public void Decode_NullSourceData_ReturnsMagenta()
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{
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var rs = new RenderSurface
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{
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Width = 4,
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Height = 4,
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Format = PixelFormat.PFID_A8R8G8B8,
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SourceData = null!,
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};
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var decoded = SurfaceDecoder.DecodeRenderSurface(rs);
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Assert.Same(DecodedTexture.Magenta, decoded);
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}
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[Fact]
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public void Decode_TruncatedA8R8G8B8_ReturnsMagenta()
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{
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// Buffer too small for width*height*4.
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var rs = new RenderSurface
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{
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Width = 2,
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Height = 2,
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Format = PixelFormat.PFID_A8R8G8B8,
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SourceData = new byte[8], // should be 16
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};
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var decoded = SurfaceDecoder.DecodeRenderSurface(rs);
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Assert.Same(DecodedTexture.Magenta, decoded);
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}
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[Fact]
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public void DecodeSolidColor_Opaque_PreservesAlpha()
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{
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var color = new ColorARGB { Alpha = 0xFF, Red = 0x11, Green = 0x22, Blue = 0x33 };
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var decoded = SurfaceDecoder.DecodeSolidColor(color, translucency: 0f);
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Assert.Equal(1, decoded.Width);
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Assert.Equal(1, decoded.Height);
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Assert.Equal(new byte[] { 0x11, 0x22, 0x33, 0xFF }, decoded.Rgba8);
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}
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[Fact]
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public void DecodeSolidColor_FullyTranslucent_AlphaGoesToZero()
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{
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// Surfaces marked Base1Solid + Translucent with Translucency=1.0 are
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// AC's convention for "invisible placeholder surfaces" — the engine renders
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// them as nothing. Alpha must go to 0 so the mesh shader's discard rule
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// makes them invisible.
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var color = new ColorARGB { Alpha = 0xFF, Red = 0xC8, Green = 0xC8, Blue = 0xC8 };
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var decoded = SurfaceDecoder.DecodeSolidColor(color, translucency: 1f);
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Assert.Equal(0, decoded.Rgba8[3]); // alpha must be zero
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}
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[Fact]
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public void DecodeIndex16_ClipMap_ZerosAlphaForLowIndices()
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{
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// Build a 4x1 INDEX16 surface with indices 0, 1, 7, 8.
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// On a clipmap surface, indices 0..7 should be fully transparent and
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// index 8 should render with its palette color.
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var rs = new RenderSurface
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{
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Width = 4,
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Height = 1,
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Format = PixelFormat.PFID_INDEX16,
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SourceData = new byte[]
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{
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0x00, 0x00, // index 0
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0x01, 0x00, // index 1
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0x07, 0x00, // index 7
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0x08, 0x00, // index 8
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},
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};
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var palette = new Palette();
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for (int i = 0; i < 16; i++)
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palette.Colors.Add(new ColorARGB { Alpha = 0xFF, Red = 0xAA, Green = 0xBB, Blue = 0xCC });
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var decoded = SurfaceDecoder.DecodeRenderSurface(rs, palette, isClipMap: true);
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// Pixels 0, 1, 2 (indices 0, 1, 7) should be fully transparent.
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Assert.Equal(0, decoded.Rgba8[3]); // pixel 0 alpha
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Assert.Equal(0, decoded.Rgba8[7]); // pixel 1 alpha
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Assert.Equal(0, decoded.Rgba8[11]); // pixel 2 alpha
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// Pixel 3 (index 8) should have the palette alpha.
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Assert.Equal(0xFF, decoded.Rgba8[15]);
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Assert.Equal(0xAA, decoded.Rgba8[12]);
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}
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}
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