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Fix NPC clothing geosets, preserve armor textures, bald scalp color
- Equipment-driven geoset selection: read GeosetGroup1 from ItemDisplayInfo for legs/feet/chest to pick covered mesh variants (1302+ pants, 402+ boots, 802+ sleeves) instead of always defaulting to bare geosets - Prevent per-instance skin override from replacing baked/composited armor textures on equipped NPCs - Set bald NPC hair texture slot to skin texture so scalp isn't white - Skip white fallback textures in per-instance hair overrides - Remove debug texture dump, reduce NPC logging to DEBUG level
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08d40583c9
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3 changed files with 246 additions and 98 deletions
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@ -753,6 +753,44 @@ static void blitOverlayScaled2x(std::vector<uint8_t>& composite, int compW, int
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blitOverlayScaledN(composite, compW, compH, overlay, dstX, dstY, 2);
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}
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// Nearest-neighbor downscale blit: sample every Nth pixel from overlay
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static void blitOverlayDownscaleN(std::vector<uint8_t>& composite, int compW, int compH,
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const pipeline::BLPImage& overlay, int dstX, int dstY, int scale) {
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if (scale < 2) { blitOverlay(composite, compW, compH, overlay, dstX, dstY); return; }
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int outW = overlay.width / scale;
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int outH = overlay.height / scale;
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for (int oy = 0; oy < outH; oy++) {
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int dy = dstY + oy;
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if (dy < 0 || dy >= compH) continue;
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for (int ox = 0; ox < outW; ox++) {
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int dx = dstX + ox;
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if (dx < 0 || dx >= compW) continue;
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int sx = ox * scale;
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int sy = oy * scale;
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size_t srcIdx = (static_cast<size_t>(sy) * overlay.width + sx) * 4;
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size_t dstIdx = (static_cast<size_t>(dy) * compW + dx) * 4;
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uint8_t srcA = overlay.data[srcIdx + 3];
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if (srcA == 0) continue;
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if (srcA == 255) {
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composite[dstIdx + 0] = overlay.data[srcIdx + 0];
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composite[dstIdx + 1] = overlay.data[srcIdx + 1];
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composite[dstIdx + 2] = overlay.data[srcIdx + 2];
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composite[dstIdx + 3] = 255;
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} else {
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float alpha = srcA / 255.0f;
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float invAlpha = 1.0f - alpha;
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composite[dstIdx + 0] = static_cast<uint8_t>(overlay.data[srcIdx + 0] * alpha + composite[dstIdx + 0] * invAlpha);
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composite[dstIdx + 1] = static_cast<uint8_t>(overlay.data[srcIdx + 1] * alpha + composite[dstIdx + 1] * invAlpha);
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composite[dstIdx + 2] = static_cast<uint8_t>(overlay.data[srcIdx + 2] * alpha + composite[dstIdx + 2] * invAlpha);
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composite[dstIdx + 3] = std::max(composite[dstIdx + 3], srcA);
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}
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}
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}
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}
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VkTexture* CharacterRenderer::compositeTextures(const std::vector<std::string>& layerPaths) {
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if (layerPaths.empty() || !assetManager || !assetManager->isInitialized()) {
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return whiteTexture_.get();
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@ -1116,14 +1154,31 @@ VkTexture* CharacterRenderer::compositeWithRegions(const std::string& basePath,
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// Expected full-resolution size for this region at current atlas scale
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int expectedW = regionSizes256[regionIdx][0] * scaleX;
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int expectedH = regionSizes256[regionIdx][1] * scaleY;
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if (overlay.width * 2 == expectedW && overlay.height * 2 == expectedH) {
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if (overlay.width == expectedW && overlay.height == expectedH) {
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// Exact match — blit 1:1
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blitOverlay(composite, width, height, overlay, dstX, dstY);
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} else if (overlay.width * 2 == expectedW && overlay.height * 2 == expectedH) {
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// Overlay is half size — upscale 2x
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blitOverlayScaled2x(composite, width, height, overlay, dstX, dstY);
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} else if (overlay.width > expectedW && overlay.height > expectedH &&
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expectedW > 0 && expectedH > 0) {
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// Overlay is larger than region (e.g. HD textures for 1024 atlas on 512 canvas)
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// Downscale to fit
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int dsX = overlay.width / expectedW;
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int dsY = overlay.height / expectedH;
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int ds = std::min(dsX, dsY);
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if (ds >= 2) {
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blitOverlayDownscaleN(composite, width, height, overlay, dstX, dstY, ds);
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} else {
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blitOverlay(composite, width, height, overlay, dstX, dstY);
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}
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} else {
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blitOverlay(composite, width, height, overlay, dstX, dstY);
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}
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core::Logger::getInstance().debug("compositeWithRegions: region ", regionIdx,
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" at (", dstX, ",", dstY, ") ", overlay.width, "x", overlay.height, " from ", rl.second);
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core::Logger::getInstance().warning("compositeWithRegions: region ", regionIdx,
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" at (", dstX, ",", dstY, ") overlay=", overlay.width, "x", overlay.height,
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" expected=", expectedW, "x", expectedH, " from ", rl.second);
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}
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// Upload to GPU via VkTexture
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