fix: color-op alpha (0x202/0x203/0x232) is TINT STRENGTH, not object opacity
Root cause (evidence: gfx-log) of the opening-CG grey background: a CG drawn with (alpha=0, color=white) means 'no tint' = fully opaque, but slice-A conflated the color alpha with object opacity -> the CG rendered transparent. RenderObject now carries TintStrength separately from Alpha (opacity); resolution keeps textured objects opaque. Tests updated to the evidence-based semantics. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -43,15 +43,17 @@ public class AnimInterpolatorTests
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}
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[Fact]
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public void ColorAnim_PingPongsAlphaTowardTarget()
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public void ColorAnim_PingPongsTintStrength_ObjectStaysOpaque()
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{
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var g = VisibleObj(0x100);
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// base = opaque white (no static color); target = alpha 0 (fade out) => pulses opaque<->transparent
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g.SetColorAnim(0x100, period: 1000, target: GfxState.PackColor(0x00, 0x000000));
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// base = no tint (strength 0); target = full-strength (alpha 0xff) red glow => strength pulses 0<->255
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g.SetColorAnim(0x100, period: 1000, target: GfxState.PackColor(0xFF, 0xFF0000));
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g.SnapshotVisibleObjects(0); // seeds start=0
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var opaque = g.SnapshotVisibleObjects(0).Single();
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Assert.Equal(255, opaque.Alpha); // t=0 -> base opaque
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var baseFrame = g.SnapshotVisibleObjects(0).Single();
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Assert.Equal(255, baseFrame.Alpha); // object opacity ALWAYS opaque (never the color alpha)
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Assert.Equal(0, baseFrame.TintStrength); // t=0 -> no tint
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var peak = g.SnapshotVisibleObjects(500).Single();
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Assert.Equal(0, peak.Alpha); // t=1 -> target alpha 0
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Assert.Equal(255, peak.Alpha); // still opaque
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Assert.Equal(255, peak.TintStrength); // t=1 -> full tint strength (the glow peak)
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}
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}
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@@ -14,25 +14,33 @@ public class RenderObjectBlendTests
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}
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[Fact]
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public void ObjectWithoutColor_ResolvesOpaqueWhiteTint()
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public void ObjectWithoutColor_ResolvesOpaqueNoTint()
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{
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var g = WithVisibleObject(0x100, resId: 5, colorKey: -1);
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var ro = g.SnapshotVisibleObjects().Single();
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Assert.Equal(255, ro.Alpha);
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Assert.Equal(255, ro.Alpha); // opaque
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Assert.Equal(0, ro.TintStrength); // no tint
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Assert.Equal(0xFFFFFF, ro.Tint);
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Assert.Equal(BlendKind.Opaque, ro.Blend);
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}
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[Fact]
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public void DrawColor_0x203_SetsAlphaTintAndBlend()
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public void DrawColor_0x203_IsTintStrength_ObjectStaysOpaque()
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{
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// Op 0x203/0x202 alpha is TINT-BLEND STRENGTH, not object opacity (evidence: a CG drawn with
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// (alpha=0, color=white) must stay fully OPAQUE + untinted, not vanish). Root cause of the grey-BG.
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var g = WithVisibleObject(0x100, resId: 5, colorKey: -1);
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// emulate op 0x203: pack (alpha=0x80, color=0x102030) and mark HasColor
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g.SetObjectColor(0x100, GfxState.PackColor(0x80, 0x102030));
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g.SetObjectColor(0x100, GfxState.PackColor(0x00, 0xFFFFFF)); // "no tint" — the grey-BG case
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var ro = g.SnapshotVisibleObjects().Single();
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Assert.Equal(0x80, ro.Alpha);
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Assert.Equal(0x102030, ro.Tint);
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Assert.Equal(BlendKind.Alpha, ro.Blend);
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Assert.Equal(255, ro.Alpha); // OBJECT STAYS OPAQUE (was wrongly 0 -> invisible)
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Assert.Equal(0, ro.TintStrength); // zero tint strength
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g.SetObjectColor(0x100, GfxState.PackColor(0x80, 0x102030)); // half-strength tint toward 0x102030
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var ro2 = g.SnapshotVisibleObjects().Single();
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Assert.Equal(255, ro2.Alpha); // still opaque
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Assert.Equal(0x80, ro2.TintStrength); // strength from the alpha byte
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Assert.Equal(0x102030, ro2.Tint);
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Assert.Equal(BlendKind.Alpha, ro2.Blend);
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}
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[Fact]
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@@ -14,9 +14,13 @@ public readonly record struct AnimState(bool Enabled, bool Normalized, long TX,
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/// (= the engine's z-order) each frame. Built by <see cref="GfxState.SnapshotVisibleObjects"/>; the surface
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/// resId/colorkey are resolved from the object's live source slot at snapshot time (see docs/engine-re.md,
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/// "The full gfx render model").</summary>
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/// <summary><paramref name="Alpha"/> is the object's OPACITY (0-255). <paramref name="TintStrength"/> is how
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/// strongly <paramref name="Tint"/> (RGB) is blended into the texel (0=keep texel, 255=full tint) — this is the
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/// op 0x202/0x203/0x232 "alpha" byte, which is a tint strength, NOT opacity (conflating them made opaque CGs
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/// vanish — the grey-background bug).</summary>
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public readonly record struct RenderObject(long Handle, long SurfaceResId, long ColorKey,
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int SrcX, int SrcY, int W, int H, int DstX, int DstY,
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AnimState Anim, int Alpha, long Tint, BlendKind Blend);
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AnimState Anim, int Alpha, long Tint, int TintStrength, BlendKind Blend);
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/// <summary>Host-agnostic model of the AGE native gfx command-buffer (reversed in
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/// docs/engine-re.md, gfx op-contract table). One registry maps an object handle to a GfxObject — the
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@@ -236,20 +240,21 @@ public sealed class GfxState
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if (!o.Visible) continue;
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var (resId, ck) = _surfaces.TryGetValue(o.SourceSlot, out var s) ? s : (0L, 0L);
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// ---- color: slice-A static base, then op-0x232 ping-pong toward the target ----
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int alpha = 255; long tint = 0xFFFFFF; var blend = BlendKind.Opaque;
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// ---- color: object stays OPAQUE; the op-0x202/0x203 alpha is a TINT STRENGTH (0=keep texel,
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// 255=full tint), NOT opacity. 0x232 ping-pongs the strength (+tint) toward the target (glow). ----
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int alpha = 255; long tint = 0xFFFFFF; int strength = 0; var blend = BlendKind.Opaque;
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if (o.HasColor)
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{
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var (a, r, g, b) = BlendMath.UnpackArgb(o.Color);
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alpha = a; tint = ((long)r << 16) | ((long)g << 8) | (long)b; blend = BlendKind.Alpha;
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strength = a; tint = ((long)r << 16) | ((long)g << 8) | (long)b; blend = BlendKind.Alpha;
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}
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if (o.ColorAnim)
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{
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if (o.ColorStart < 0) o.ColorStart = nowMs;
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double t = PingPongWeight(nowMs, o.ColorStart, o.ColorPeriod);
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var (ta, tr, tg, tb) = BlendMath.UnpackArgb(o.ColorTarget);
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var (ba, br, bg, bb) = (alpha, (int)((tint >> 16) & 0xff), (int)((tint >> 8) & 0xff), (int)(tint & 0xff));
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alpha = (int)(ba + (ta - ba) * t);
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var (br, bg, bb) = ((int)((tint >> 16) & 0xff), (int)((tint >> 8) & 0xff), (int)(tint & 0xff));
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strength = (int)(strength + (ta - strength) * t);
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tint = ((long)(br + (tr - br) * t) << 16) | ((long)(bg + (tg - bg) * t) << 8) | (long)(bb + (tb - bb) * t);
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blend = BlendKind.Alpha;
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}
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@@ -278,7 +283,7 @@ public sealed class GfxState
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new AnimState(o.AnimEnabled, o.AnimNormalized,
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o.AnimTarget.X, o.AnimTarget.Y, o.AnimTarget.Z,
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o.AnimDurationTicks, o.AnimGeneration),
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alpha, tint, blend));
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alpha, tint, strength, blend));
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}
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return list;
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}
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