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https://github.com/Ottermandias/Glamourer.git
synced 2025-12-12 18:27:24 +01:00
Fix problem with mare colors not resetting, reduce redraws again, use material texture instead of GPU.
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parent
d36e4f891b
commit
80a6e89aa5
8 changed files with 20 additions and 26 deletions
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@ -163,7 +163,7 @@ public partial class GlamourerIpc
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if ((hasModelId || state.ModelData.ModelId == 0) && state.CanUnlock(lockCode))
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{
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_stateManager.ApplyDesign(state, design,
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new ApplySettings(Source: once ? StateSource.IpcManual : StateSource.IpcFixed, Key: lockCode, MergeLinks: true));
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new ApplySettings(Source: once ? StateSource.IpcManual : StateSource.IpcFixed, Key: lockCode, MergeLinks: true, ResetMaterials: !once && lockCode != 0));
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state.Lock(lockCode);
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}
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}
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@ -254,7 +254,7 @@ public sealed class AutoDesignApplier : IDisposable
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private unsafe void Reduce(Actor actor, ActorState state, AutoDesignSet set, bool respectManual, bool fromJobChange)
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{
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if (set.BaseState == AutoDesignSet.Base.Game)
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if (set.BaseState is AutoDesignSet.Base.Game)
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_state.ResetStateFixed(state, respectManual);
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else if (!respectManual)
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state.Sources.RemoveFixedDesignSources();
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@ -265,7 +265,7 @@ public sealed class AutoDesignApplier : IDisposable
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var mergedDesign = _designMerger.Merge(
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set.Designs.Where(d => d.IsActive(actor)).SelectMany(d => d.Design?.AllLinks.Select(l => (l.Design, l.Flags & d.Type)) ?? [(d.Design, d.Type)]),
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state.ModelData.Customize, state.BaseData, true, _config.AlwaysApplyAssociatedMods);
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_state.ApplyDesign(state, mergedDesign, new ApplySettings(0, StateSource.Fixed, respectManual, fromJobChange, false));
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_state.ApplyDesign(state, mergedDesign, new ApplySettings(0, StateSource.Fixed, respectManual, fromJobChange, false, false, set.BaseState is AutoDesignSet.Base.Game));
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}
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/// <summary> Get world-specific first and all-world afterward. </summary>
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@ -12,7 +12,8 @@ public readonly record struct ApplySettings(
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bool RespectManual = false,
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bool FromJobChange = false,
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bool UseSingleSource = false,
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bool MergeLinks = false)
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bool MergeLinks = false,
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bool ResetMaterials = false)
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{
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public static readonly ApplySettings Manual = new()
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{
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@ -22,6 +23,7 @@ public readonly record struct ApplySettings(
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RespectManual = false,
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UseSingleSource = false,
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MergeLinks = false,
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ResetMaterials = false,
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};
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public static readonly ApplySettings ManualWithLinks = new()
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@ -32,6 +34,7 @@ public readonly record struct ApplySettings(
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RespectManual = false,
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UseSingleSource = false,
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MergeLinks = true,
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ResetMaterials = false,
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};
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public static readonly ApplySettings Game = new()
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@ -42,6 +45,7 @@ public readonly record struct ApplySettings(
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RespectManual = false,
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UseSingleSource = false,
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MergeLinks = false,
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ResetMaterials = true,
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};
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}
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@ -15,7 +15,6 @@ namespace Glamourer.Interop.Material;
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public unsafe class DirectXService(IFramework framework) : IService
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{
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private readonly object _lock = new();
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private readonly ConcurrentDictionary<nint, (DateTime Update, ColorTable Table)> _textures = [];
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/// <summary> Generate a color table the way the game does inside the original texture, and release the original. </summary>
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@ -110,11 +110,11 @@ public sealed unsafe class LiveColorTablePreviewer : IService, IDisposable
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private static Vector3 CalculateDiffuse()
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{
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const int frameLength = 1;
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const int steps = 64;
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var frame = ImGui.GetFrameCount();
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var hueByte = frame % (steps * frameLength) / frameLength;
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var hue = (float)hueByte / steps;
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const long frameLength = TimeSpan.TicksPerMillisecond * 5;
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const long steps = 2000;
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var frame = DateTimeOffset.UtcNow.UtcTicks;
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var hueByte = frame % (steps * frameLength) / frameLength;
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var hue = (float)hueByte / steps;
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ImGui.ColorConvertHSVtoRGB(hue, 1, 1, out var r, out var g, out var b);
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return new Vector3(r, g, b);
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}
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@ -301,11 +301,11 @@ public class StateApplier(
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}
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}
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public ActorData ChangeMaterialValues(ActorState state, bool apply)
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public ActorData ChangeMaterialValue(ActorState state, MaterialValueIndex index, bool apply)
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{
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var data = GetData(state);
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if (apply)
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ChangeMaterialValues(data, state.Materials, state.IsLocked);
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ChangeMaterialValue(data, index, state.Materials.TryGetValue(index, out var v) ? v.Model : null, state.IsLocked);
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return data;
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}
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@ -326,7 +326,7 @@ public class StateApplier(
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if (!mainKey.TryGetTexture(actor, out var texture))
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continue;
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if (!_directX.TryGetColorTable(*texture, out var table))
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if (!PrepareColorSet.TryGetColorTable(actor, mainKey, out var table))
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continue;
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foreach (var (key, value) in values)
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@ -337,14 +337,6 @@ public class StateApplier(
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}
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}
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public ActorData ChangeMaterialValue(ActorState state, MaterialValueIndex index, bool apply)
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{
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var data = GetData(state);
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if (apply)
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ChangeMaterialValue(data, index, state.Materials.TryGetValue(index, out var v) ? v.Model : null, state.IsLocked);
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return data;
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}
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/// <summary> Apply the entire state of an actor to all relevant actors, either via immediate redraw or piecewise. </summary>
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/// <param name="state"> The state to apply. </param>
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/// <param name="redraw"> Whether a redraw should be forced. </param>
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@ -377,7 +369,6 @@ public class StateApplier(
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ChangeMetaState(actors, MetaIndex.VisorState, state.ModelData.IsVisorToggled());
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ChangeCrests(actors, state.ModelData.CrestVisibility);
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ChangeParameters(actors, state.OnlyChangedParameters(), state.ModelData.Parameters, state.IsLocked);
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// This should never be applied when caused through IPC, then redraw should be true.
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ChangeMaterialValues(actors, state.Materials, state.IsLocked);
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}
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}
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@ -296,6 +296,9 @@ public class StateEditor(
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Editor.ChangeMetaState(state, meta, mergedDesign.Design.DesignData.GetMeta(meta), Source(meta), out _, settings.Key);
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}
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if (settings.ResetMaterials)
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state.Materials.Clear();
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foreach (var (key, value) in mergedDesign.Design.Materials)
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{
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if (!value.Enabled)
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@ -321,8 +324,6 @@ public class StateEditor(
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settings.Source, out _, settings.Key);
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}
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}
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requiresRedraw |= mergedDesign.Design.Materials.Count > 0 && settings.Source.IsIpc();
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}
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var actors = settings.Source.RequiresChange()
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@ -224,7 +224,6 @@ public sealed class StateManager(
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|| !state.ModelData.IsHuman
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|| CustomizeArray.Compare(state.ModelData.Customize, state.BaseData.Customize).RequiresRedraw();
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redraw |= state.Materials.Values.Count > 0 && source.IsIpc();
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state.ModelData = state.BaseData;
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state.ModelData.SetIsWet(false);
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foreach (var index in Enum.GetValues<CustomizeIndex>())
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@ -346,7 +345,7 @@ public sealed class StateManager(
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public void ReapplyState(Actor actor, ActorState state, StateSource source)
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{
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var data = Applier.ApplyAll(state,
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!actor.Model.IsHuman || CustomizeArray.Compare(actor.Model.GetCustomize(), state.ModelData.Customize).RequiresRedraw() || state.Materials.Values.Count > 0 && source.IsIpc(), false);
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!actor.Model.IsHuman || CustomizeArray.Compare(actor.Model.GetCustomize(), state.ModelData.Customize).RequiresRedraw(), false);
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StateChanged.Invoke(StateChanged.Type.Reapply, source, state, data, null);
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}
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